forked from Mirrorlandia_minetest/irrlicht
Avoid some warnings from static code analysis.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6296 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -215,21 +215,24 @@ int main()
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const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
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then = now;
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/* Check if keys W, S, A or D are being held down, and move the
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sphere node around respectively. */
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core::vector3df nodePosition = sphereNode->getPosition();
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if ( sphereNode )
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{
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/* Check if keys W, S, A or D are being held down, and move the
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sphere node around respectively. */
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core::vector3df nodePosition = sphereNode->getPosition();
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if(receiver.IsKeyDown(irr::KEY_KEY_W))
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nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
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else if(receiver.IsKeyDown(irr::KEY_KEY_S))
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nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
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if(receiver.IsKeyDown(irr::KEY_KEY_W))
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nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
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else if(receiver.IsKeyDown(irr::KEY_KEY_S))
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nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
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if(receiver.IsKeyDown(irr::KEY_KEY_A))
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nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
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else if(receiver.IsKeyDown(irr::KEY_KEY_D))
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nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
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if(receiver.IsKeyDown(irr::KEY_KEY_A))
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nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
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else if(receiver.IsKeyDown(irr::KEY_KEY_D))
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nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
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sphereNode->setPosition(nodePosition);
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sphereNode->setPosition(nodePosition);
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}
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
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@ -76,7 +76,7 @@ public:
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if (image)
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{
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c8 buf[256];
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snprintf_irr(buf, 256, "%s_shot%04d.jpg",
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snprintf_irr(buf, 256, "%s_shot%04u.jpg",
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FilenameTemplate.c_str(),
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++Number);
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Device->getVideoDriver()->writeImageToFile(image, buf, 85 );
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@ -299,22 +299,27 @@ public:
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return *this;
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strategy = other.strategy;
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// (TODO: we could probably avoid re-allocations of data when (allocated < other.allocated)
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if (data)
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clear();
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//if (allocated < other.allocated)
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if (other.allocated == 0)
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data = 0;
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else
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data = allocator.allocate(other.allocated); // new T[other.allocated];
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used = other.used;
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free_when_destroyed = true;
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is_sorted = other.is_sorted;
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allocated = other.allocated;
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for (u32 i=0; i<other.used; ++i)
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allocator.construct(&data[i], other.data[i]); // data[i] = other.data[i];
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if (other.allocated == 0)
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{
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data = 0;
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}
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else
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{
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data = allocator.allocate(other.allocated); // new T[other.allocated];
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for (u32 i=0; i<other.used; ++i)
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allocator.construct(&data[i], other.data[i]); // data[i] = other.data[i];
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}
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return *this;
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}
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