Fix AppVeyor warnings

pull/593/head
Capostrophic 4 years ago
parent 5c7ecb865c
commit a211527b4b

@ -60,14 +60,14 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterCont
// Make all nearby actors also avoid the door // Make all nearby actors also avoid the door
std::vector<MWWorld::Ptr> actors; std::vector<MWWorld::Ptr> actors;
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors); MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors);
for(auto& actor : actors) for(auto& neighbor : actors)
{ {
if (actor == getPlayer()) if (neighbor == getPlayer())
continue; continue;
MWMechanics::AiSequence& seq = actor.getClass().getCreatureStats(actor).getAiSequence(); MWMechanics::AiSequence& seq = neighbor.getClass().getCreatureStats(neighbor).getAiSequence();
if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor) if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor)
seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), actor); seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), neighbor);
} }
return false; return false;

@ -563,9 +563,9 @@ namespace MWScript
effects += store.getMagicEffects(); effects += store.getMagicEffects();
} }
for (const auto& effect : effects) for (const auto& activeEffect : effects)
{ {
if (effect.first.mId == key && effect.second.getModifier() > 0) if (activeEffect.first.mId == key && activeEffect.second.getModifier() > 0)
{ {
runtime.push(1); runtime.push(1);
return; return;

@ -149,8 +149,6 @@ namespace MWScript
int count = 0; int count = 0;
int success = 0; int success = 0;
const MWWorld::Store<ESM::Script>& scripts = mStore.get<ESM::Script>();
for (auto& script : mStore.get<ESM::Script>()) for (auto& script : mStore.get<ESM::Script>())
{ {
if (!std::binary_search (mScriptBlacklist.begin(), mScriptBlacklist.end(), if (!std::binary_search (mScriptBlacklist.begin(), mScriptBlacklist.end(),

@ -102,7 +102,6 @@ namespace SDLUtil
int w = 0; int w = 0;
int h = 0; int h = 0;
auto index = SDL_GetWindowDisplayIndex(mWindow); auto index = SDL_GetWindowDisplayIndex(mWindow);
bool reposition = false;
SDL_GetDisplayBounds(index, &rect); SDL_GetDisplayBounds(index, &rect);
SDL_GetWindowSize(mWindow, &w, &h); SDL_GetWindowSize(mWindow, &w, &h);

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