diff --git a/apps/opencs/view/render/cellarrow.cpp b/apps/opencs/view/render/cellarrow.cpp index ac260fe83..4d6155123 100644 --- a/apps/opencs/view/render/cellarrow.cpp +++ b/apps/opencs/view/render/cellarrow.cpp @@ -151,7 +151,7 @@ void CSVRender::CellArrow::buildShape() osg::Vec4Array *colours = new osg::Vec4Array; for (int i=0; i<6; ++i) - colours->push_back (osg::Vec4f (0.11, 0.6f, 0.95f, 1.0f)); + colours->push_back (osg::Vec4f (0.11f, 0.6f, 0.95f, 1.0f)); for (int i=0; i<6; ++i) colours->push_back (osg::Vec4f (0.08f, 0.44f, 0.7f, 1.0f)); diff --git a/apps/openmw/mwgui/statswindow.cpp b/apps/openmw/mwgui/statswindow.cpp index 4c4450ee0..8e6f95129 100644 --- a/apps/openmw/mwgui/statswindow.cpp +++ b/apps/openmw/mwgui/statswindow.cpp @@ -93,7 +93,7 @@ namespace MWGui int windowHeight = window->getSize().height; //initial values defined in openmw_stats_window.layout, if custom options are not present in .layout, a default is loaded - float leftPaneRatio = 0.44; + float leftPaneRatio = 0.44f; if (mLeftPane->isUserString("LeftPaneRatio")) leftPaneRatio = MyGUI::utility::parseFloat(mLeftPane->getUserString("LeftPaneRatio")); diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 2e6096520..b5e7594f3 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -531,7 +531,7 @@ namespace MWMechanics // Otherwise apply a random side step (kind of dodging) with some probability // if actor is within range of target's weapon. if (std::abs(angleToTarget) > osg::PI / 4) - moveDuration = 0.2; + moveDuration = 0.2f; else if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25) moveDuration = 0.1f + 0.1f * Misc::Rng::rollClosedProbability(); if (moveDuration > 0) diff --git a/apps/openmw/mwphysics/constants.hpp b/apps/openmw/mwphysics/constants.hpp index d552ed49e..eaeb308d5 100644 --- a/apps/openmw/mwphysics/constants.hpp +++ b/apps/openmw/mwphysics/constants.hpp @@ -17,10 +17,10 @@ namespace MWPhysics // Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared. static constexpr int sMaxIterations = 8; // Allows for more precise movement solving without getting stuck or snagging too easily. - static constexpr float sCollisionMargin = 0.1; + static constexpr float sCollisionMargin = 0.1f; // Allow for a small amount of penetration to prevent numerical precision issues from causing the "unstuck"ing code to run unnecessarily // Currently set to 0 because having the "unstuck"ing code run whenever possible prevents some glitchy snagging issues - static constexpr float sAllowedPenetration = 0.0; + static constexpr float sAllowedPenetration = 0.0f; } #endif