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-rw-r--r--src/Entities/Entity.h14
-rw-r--r--src/Entities/Player.h4
-rw-r--r--src/Entities/ProjectileEntity.h6
3 files changed, 17 insertions, 7 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 9cb36eb14..2ba1b303d 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -351,10 +351,14 @@ public:
// tolua_end
/// Called when the specified player right-clicks this entity
- virtual void OnRightClicked(cPlayer & a_Player) {};
+ virtual void OnRightClicked(cPlayer &) {};
/// Returns the list of drops for this pawn when it is killed. May check a_Killer for special handling (sword of looting etc.). Called from KilledBy().
- virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) {}
+ virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL)
+ {
+ UNUSED(a_Drops);
+ UNUSED(a_Killer);
+ }
protected:
static cCriticalSection m_CSCount;
@@ -420,11 +424,13 @@ protected:
void Dereference( cEntity*& a_EntityPtr );
private:
- // Measured in degrees (MAX 360°)
+ // Measured in degrees, [-180, +180)
double m_HeadYaw;
+
// Measured in meter/second (m/s)
Vector3d m_Speed;
- // Measured in degrees (MAX 360°)
+
+ // Measured in degrees, [-180, +180)
Vector3d m_Rot;
/// Position of the entity's XZ center and Y bottom
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index 66f1c07a7..f9ce950ba 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -45,7 +45,7 @@ public:
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
- virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override { };
+ virtual void HandlePhysics(float a_Dt, cChunk &) override { UNUSED(a_Dt); };
/// Returns the curently equipped weapon; empty item if none
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
@@ -114,7 +114,7 @@ public:
double GetEyeHeight(void) const; // tolua_export
Vector3d GetEyePosition(void) const; // tolua_export
inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
- inline const double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
+ inline double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
inline const cInventory & GetInventory(void) const { return m_Inventory; }
diff --git a/src/Entities/ProjectileEntity.h b/src/Entities/ProjectileEntity.h
index 959e81ae5..4721409ee 100644
--- a/src/Entities/ProjectileEntity.h
+++ b/src/Entities/ProjectileEntity.h
@@ -52,7 +52,11 @@ public:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace);
/// Called by the physics blocktracer when the entity hits another entity
- virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {}
+ virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
+ {
+ UNUSED(a_EntityHit);
+ UNUSED(a_HitPos);
+ }
/// Called by Chunk when the projectile is eligible for player collection
virtual void CollectedBy(cPlayer * a_Dest);