Fix various warnings

This commit is contained in:
Tim Angus committed 2025-09-07 17:03:20 +01:00
1 parent 549b686e22
commit f976711fb4
58 files changed
+384 -425

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+13 -13
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@@ -2686,7 +2686,7 @@ static void FixRenderCommandList( int newShader ) {
{
int i;
drawSurf_t *drawSurf;
shader_t *shader;
shader_t *pShader;
int fogNum;
int entityNum;
int dlightMap;
@@ -2695,7 +2695,7 @@ static void FixRenderCommandList( int newShader ) {
const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd;
for( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlightMap, &pshadowMap );
R_DecomposeSort( drawSurf->sort, &entityNum, &pShader, &fogNum, &dlightMap, &pshadowMap );
sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1));
if( sortedIndex >= newShader ) {
sortedIndex++;
@@ -3730,43 +3730,43 @@ A second parameter will cause it to print in sorted order
void R_ShaderList_f (void) {
int i;
int count;
shader_t *shader;
shader_t *pShader;
ri.Printf (PRINT_ALL, "-----------------------\n");
count = 0;
for ( i = 0 ; i < tr.numShaders ; i++ ) {
if ( ri.Cmd_Argc() > 1 ) {
shader = tr.sortedShaders[i];
pShader = tr.sortedShaders[i];
} else {
shader = tr.shaders[i];
pShader = tr.shaders[i];
}
ri.Printf( PRINT_ALL, "%i ", shader->numUnfoggedPasses );
ri.Printf( PRINT_ALL, "%i ", pShader->numUnfoggedPasses );
if (shader->lightmapIndex >= 0 ) {
if (pShader->lightmapIndex >= 0 ) {
ri.Printf (PRINT_ALL, "L ");
} else {
ri.Printf (PRINT_ALL, " ");
}
if ( shader->explicitlyDefined ) {
if ( pShader->explicitlyDefined ) {
ri.Printf( PRINT_ALL, "E " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
if ( pShader->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
ri.Printf( PRINT_ALL, "gen " );
} else if ( shader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
} else if ( pShader->optimalStageIteratorFunc == RB_StageIteratorSky ) {
ri.Printf( PRINT_ALL, "sky " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->defaultShader ) {
ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", shader->name);
if ( pShader->defaultShader ) {
ri.Printf (PRINT_ALL, ": %s (DEFAULTED)\n", pShader->name);
} else {
ri.Printf (PRINT_ALL, ": %s\n", shader->name);
ri.Printf (PRINT_ALL, ": %s\n", pShader->name);
}
count++;
}