From 935b413324bf1bad87eda0fe37f4cef031b3784c Mon Sep 17 00:00:00 2001 From: Taylor Richards Date: Wed, 30 Apr 2014 20:32:29 -0400 Subject: [PATCH] warnings (clang): unused-but-set-variable old, obsolete, dead, or debug code removed some left commented in case of future need/reference --- src/anim/animplay.cpp | 16 +--------------- src/asteroid/asteroid.cpp | 9 --------- src/bmpman/bmpman.cpp | 4 ---- src/controlconfig/controlsconfig.cpp | 19 ++++++++----------- src/fireball/fireballs.cpp | 2 -- src/hud/hud.cpp | 5 +---- src/hud/hudescort.cpp | 4 ---- src/hud/hudlock.cpp | 4 ++-- src/hud/hudshield.cpp | 3 --- src/hud/hudsquadmsg.cpp | 17 ----------------- src/hud/hudtarget.cpp | 20 +++++--------------- src/hud/hudtargetbox.cpp | 19 ++----------------- src/localization/localize.cpp | 2 -- src/math/floating.cpp | 4 ---- src/math/vecmat.cpp | 4 +--- src/menuui/optionsmenu.cpp | 6 ------ src/menuui/playermenu.cpp | 4 +--- src/mission/missionbriefcommon.cpp | 13 +++++-------- src/mission/missioncampaign.cpp | 2 -- src/mission/missiongoals.cpp | 6 +++--- src/mission/missionparse.cpp | 12 +++++------- src/mission/missiontraining.cpp | 3 +-- src/missionui/missionshipchoice.cpp | 18 +++--------------- src/missionui/missionweaponchoice.cpp | 5 ----- src/model/modelinterp.cpp | 4 +--- src/model/modelread.cpp | 11 +++-------- src/movie/decoder16.cpp | 3 +-- src/network/multiui.cpp | 6 +++--- src/object/collideshipship.cpp | 8 ++++---- src/object/collideweaponweapon.cpp | 6 +++--- src/palman/palman.cpp | 18 +++++------------- src/particle/particle.cpp | 4 ---- src/playerman/playercontrol.cpp | 7 ++----- src/render/3dlaser.cpp | 12 ------------ src/ship/aibig.cpp | 3 --- src/vcodec/codec1.cpp | 10 ++++++---- 36 files changed, 66 insertions(+), 227 deletions(-) diff --git a/src/anim/animplay.cpp b/src/anim/animplay.cpp index e5905cf..528e493 100644 --- a/src/anim/animplay.cpp +++ b/src/anim/animplay.cpp @@ -218,8 +218,6 @@ anim_instance anim_render_instance[MAX_ANIM_INSTANCES]; int Anim_paused; // global variable to pause the playing back of anims int Anim_inited = FALSE; -fix t1,t2; - int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes // ------------------------------------------------------------------------------------------------- @@ -465,7 +463,7 @@ anim_instance *anim_play(anim_play_struct *aps) int anim_show_next_frame(anim_instance *instance, float frametime) { int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save; - float percent_through, decompress_time, render_time, time; + float percent_through, time; vertex image_vertex; int aabitmap = 0; int bpp = 16; @@ -609,7 +607,6 @@ int anim_show_next_frame(anim_instance *instance, float frametime) if ( frame_diff > 0 ) { instance->last_frame_num = instance->frame_num; - t1 = timer_get_fixed_seconds(); for ( i = 0; i < frame_diff; i++ ) { anim_check_for_palette_change(instance); @@ -652,10 +649,6 @@ int anim_show_next_frame(anim_instance *instance, float frametime) } } } - t2 = timer_get_fixed_seconds(); - } - else { - t2=t1=0; } // this only happens when the anim is being looped, we need to reset the last_frame_num @@ -667,9 +660,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime) instance->loop_count++; } - decompress_time = f2fl(t2-t1); - t1 = timer_get_fixed_seconds(); if ( frame_diff == 0 && instance->last_bitmap != -1 ) { bitmap_id = instance->last_bitmap; } @@ -711,11 +702,6 @@ int anim_show_next_frame(anim_instance *instance, float frametime) instance->last_bitmap = bitmap_id; } - t2 = timer_get_fixed_seconds(); - render_time = f2fl(t2-t1); - -// nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000)); - return 0; } diff --git a/src/asteroid/asteroid.cpp b/src/asteroid/asteroid.cpp index dd74bbe..7fe1546 100644 --- a/src/asteroid/asteroid.cpp +++ b/src/asteroid/asteroid.cpp @@ -1135,13 +1135,6 @@ void lerp(float *goal, float f1, float f2, float scale) void asteroid_process_pre( object *objp, float frame_time) { if (Asteroids_enabled) { - vector *v, *vv; - - v = &objp->phys_info.vel; - vv = &objp->phys_info.desired_vel; - - //nprintf(("AI", "Frm %i: Obj #%2i: Hull: %5.1f Vel: %5.1f %5.1f %5.1f Des: %5.1f %5.1f %5.1f\n", Framecount, objp-Objects, objp->hull_strength, v->x, v->y, v->z, vv->x, vv->y, vv->z)); - // Make vel chase desired_vel lerp(&objp->phys_info.vel.xyz.x, objp->phys_info.vel.xyz.x, objp->phys_info.desired_vel.xyz.x, flFrametime); lerp(&objp->phys_info.vel.xyz.y, objp->phys_info.vel.xyz.y, objp->phys_info.desired_vel.xyz.y, flFrametime); @@ -1416,10 +1409,8 @@ void asteroid_render(object * obj) { if (Asteroids_enabled) { int num; - polymodel *pm; asteroid *asp; - pm = NULL; num = obj->instance; SDL_assert((num >= 0) && (num < MAX_ASTEROIDS)); diff --git a/src/bmpman/bmpman.cpp b/src/bmpman/bmpman.cpp index c02f264..aaafdd9 100644 --- a/src/bmpman/bmpman.cpp +++ b/src/bmpman/bmpman.cpp @@ -1350,7 +1350,6 @@ static void bm_convert_format( int bitmapnum, bitmap *bmp, ubyte bpp, ubyte flag // Fred, since its the only thing that uses the software tmapper void bm_swizzle_8bit_for_fred(bitmap_entry *be, bitmap *bmp, ubyte *data, ubyte *palette) { - int pcx_xparent_index = -1; int i; int r, g, b; ubyte palxlat[256]; @@ -1361,7 +1360,6 @@ void bm_swizzle_8bit_for_fred(bitmap_entry *be, bitmap *bmp, ubyte *data, ubyte b = palette[i*3+2]; if ( g == 255 && r == 0 && b == 0 ) { palxlat[i] = 255; - pcx_xparent_index = i; } else { palxlat[i] = (ubyte)(palette_find( r, g, b )); } @@ -1834,7 +1832,6 @@ bitmap * bm_lock( int handle, ubyte bpp, ubyte flags ) void bm_unlock( int handle ) { bitmap_entry *be; - bitmap *bmp; int bitmapnum = handle % MAX_BITMAPS; SDL_assert( bm_bitmaps[bitmapnum].handle == handle ); // INVALID BITMAP HANDLE @@ -1843,7 +1840,6 @@ void bm_unlock( int handle ) if ( !bm_inited ) bm_init(); be = &bm_bitmaps[bitmapnum]; - bmp = &be->bm; be->ref_count--; SDL_assert(be->ref_count >= 0); // Trying to unlock data more times than lock was called!!! diff --git a/src/controlconfig/controlsconfig.cpp b/src/controlconfig/controlsconfig.cpp index 11ef28f..c177428 100644 --- a/src/controlconfig/controlsconfig.cpp +++ b/src/controlconfig/controlsconfig.cpp @@ -768,7 +768,9 @@ int control_config_valid_action(int n) void control_config_conflict_check() { - int i, j, a, b, c, shift = -1, alt = -1; + int i, j, a, b; + +/* int shift = -1, alt = -1; for (i=0; i= 0) { - c = 0; a = Control_config[i].key_id; b = Control_config[j].key_id; if (a == b) { @@ -860,14 +862,12 @@ void control_config_conflict_check() // do list setup required prior to rendering and checking for the controls listing. Called when list changes void control_config_list_prepare() { - int j, k, y, z; + int j, y, z; int font_height = gr_get_font_height(); Num_cc_lines = y = z = 0; while (z < CCFG_MAX) { if ((Control_config[z].tab == Tab) && control_config_valid_action(z)) { - k = Control_config[z].key_id; - j = Control_config[z].joy_id; Cc_lines[Num_cc_lines].label = XSTR(Control_config[z].text, CONTROL_CONFIG_XSTR + z); Cc_lines[Num_cc_lines].cc_index = z; Cc_lines[Num_cc_lines++].y = y; @@ -1039,7 +1039,7 @@ void control_config_bind_axis(int i, int axis) int control_config_remove_binding() { - int z, j, k; + int z; config_item_undo *ptr; if (Selected_line < 0) { @@ -1069,7 +1069,6 @@ int control_config_remove_binding() return -1; } - j = k = -1; ptr = get_undo_block(1); ptr->index[0] = z; ptr->list[0] = Control_config[z]; @@ -1747,8 +1746,8 @@ void control_config_close() void control_config_do_frame(float frametime) { - char buf[256], *jptr; - int i, j, k, w, x, y, z, len, line, conflict; + char buf[256]; + int i, j, k, w, x, y, z, line, conflict; int font_height = gr_get_font_height(); int select_tease_line = -1; // line mouse is down on, but won't be selected until button released static float timer = 0.0f; @@ -2294,7 +2293,6 @@ void control_config_do_frame(float frametime) k = Control_config[z].key_id; j = Control_config[z].joy_id; x = Control_list_key_x[gr_screen.res]; - jptr = NULL; *buf = 0; if ((k < 0) && (j < 0)) { @@ -2320,7 +2318,6 @@ void control_config_do_frame(float frametime) gr_printf(x, y, buf); - len = strlen(buf); Cc_lines[line].kx = x - Control_list_coords[gr_screen.res][CONTROL_X_COORD]; gr_get_string_size(&w, NULL, buf); Cc_lines[line].kw = w; diff --git a/src/fireball/fireballs.cpp b/src/fireball/fireballs.cpp index 63feac0..ed347b9 100644 --- a/src/fireball/fireballs.cpp +++ b/src/fireball/fireballs.cpp @@ -559,13 +559,11 @@ void fireball_render(object * obj) int num; vertex p; fireball *fb; - fireball_info *fd; MONITOR_INC( NumFireballsRend, 1 ); num = obj->instance; fb = &Fireballs[num]; - fd = &Fireball_info[fb->fireball_info_index]; if ( Fireballs[num].current_bitmap < 0 ) return; diff --git a/src/hud/hud.cpp b/src/hud/hud.cpp index ebeb58b..12287f6 100644 --- a/src/hud/hud.cpp +++ b/src/hud/hud.cpp @@ -1788,7 +1788,6 @@ void hud_show_damage_popup() { model_subsystem *psub; ship_subsys *pss; - ship_info *sip; int sx, sy, bx, by, w, h, screen_integrity, num, best_str, best_index; float strength, shield, integrity; char buf[128]; @@ -1802,7 +1801,6 @@ void hud_show_damage_popup() return; } - sip = &Ship_info[Player_ship->ship_info_index]; hud_get_target_strength(Player_obj, &shield, &integrity); screen_integrity = fl2i(integrity*100); @@ -2978,7 +2976,7 @@ int hud_wing_index_from_ship(int shipnum) shipp = &Ships[shipnum]; - int wing_num=0, wing_slot=0; + int wing_slot = 0; for (i=0; i<3; i++) { if ( Starting_wings[i] < 0 ) { @@ -2986,7 +2984,6 @@ int hud_wing_index_from_ship(int shipnum) } if (shipp->wingnum == Starting_wings[i]) { - wing_num=i; break; } } diff --git a/src/hud/hudescort.cpp b/src/hud/hudescort.cpp index 782a9f1..c145fc4 100644 --- a/src/hud/hudescort.cpp +++ b/src/hud/hudescort.cpp @@ -606,8 +606,6 @@ void hud_escort_show_icon(int index, object *objp) int screen_integrity, offset; char buf[255]; ship *sp; - ship_info *sip; - shield_hit_info *shi; // multiplayer dogfight code should never get into here SDL_assert(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT))); @@ -616,8 +614,6 @@ void hud_escort_show_icon(int index, object *objp) } sp = &Ships[objp->instance]; - sip = &Ship_info[sp->ship_info_index]; - shi = &Escort_ships[index].hit_info; // determine if its "friendly" or not if(Player_ship != NULL){ diff --git a/src/hud/hudlock.cpp b/src/hud/hudlock.cpp index c7d5d5b..8b2a221 100644 --- a/src/hud/hudlock.cpp +++ b/src/hud/hudlock.cpp @@ -648,10 +648,10 @@ int hud_lock_on_subsys_ok() // Determine if locking point is in the locking cone void hud_lock_check_if_target_in_lock_cone(vector *lock_world_pos) { - float dist, dot; + float dot; vector vec_to_target; - dist = vm_vec_normalized_dir(&vec_to_target, lock_world_pos, &Player_obj->pos); + vm_vec_normalized_dir(&vec_to_target, lock_world_pos, &Player_obj->pos); dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target); if ( dot > 0.85) { diff --git a/src/hud/hudshield.cpp b/src/hud/hudshield.cpp index 6018b42..e7fbcb5 100644 --- a/src/hud/hudshield.cpp +++ b/src/hud/hudshield.cpp @@ -731,9 +731,6 @@ void hud_shield_show_mini(object *objp, int x_force, int y_force, int x_hull_off int sx, sy, i; ship *sp; ship_info *sip; - shield_hit_info *shi; - - shi = &Shield_hit_data[SHIELD_HIT_TARGET]; if ( objp->type != OBJ_SHIP ) { return; diff --git a/src/hud/hudsquadmsg.cpp b/src/hud/hudsquadmsg.cpp index b8c472e..80f7123 100644 --- a/src/hud/hudsquadmsg.cpp +++ b/src/hud/hudsquadmsg.cpp @@ -585,7 +585,6 @@ void hud_squadmsg_end() // in the mission int hud_squadmsg_count_fighters( ) { - int count; int team; object *objp; ship *shipp; @@ -598,7 +597,6 @@ int hud_squadmsg_count_fighters( ) team = opposing_team_mask(Player_ship->team); #endif - count = 0; for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( objp->type != OBJ_SHIP ) continue; @@ -2617,21 +2615,6 @@ int hud_squadmsg_do_frame( ) // check for multiplayer mode - this is really a special case checker for support ship requesting and aborting if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Squad_msg_mode == SM_MODE_REPAIR_REARM || Squad_msg_mode == SM_MODE_REPAIR_REARM_ABORT)){ - char *subsys_name; -// int who_to_sig; - ushort net_sig; - - // who_to_sig = Objects[Ships[shipnum].objnum].net_signature; - if(Player_ai->target_objnum != -1) - net_sig = Objects[Player_ai->target_objnum].net_signature; - else - net_sig = 0; - - if ((Player_ai->targeted_subsys != NULL) && (Player_ai->targeted_subsys->current_hits > 0.0f)) - subsys_name = Player_ai->targeted_subsys->system_info->subobj_name; - else - subsys_name = NULL; - // send the correct packet if(Squad_msg_mode == SM_MODE_REPAIR_REARM) send_player_order_packet(SQUAD_MSG_SHIP, 0, REARM_REPAIR_ME_ITEM); diff --git a/src/hud/hudtarget.cpp b/src/hud/hudtarget.cpp index d0ea549..e80addb 100644 --- a/src/hud/hudtarget.cpp +++ b/src/hud/hudtarget.cpp @@ -2555,7 +2555,7 @@ void hud_target_in_reticle_new() void hud_target_in_reticle_old() { object *A, *target_obj; - float dist, dot; + float dot; vector vec_to_target; for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) { @@ -2584,7 +2584,7 @@ void hud_target_in_reticle_old() continue; } - dist = vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position); + vm_vec_normalized_dir(&vec_to_target, &A->pos, &Eye_position); dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target); if ( dot > MIN_DOT_FOR_TARGET ) { @@ -2624,7 +2624,7 @@ void hud_target_subsystem_in_reticle() ship_subsys *nearest_subsys = NULL; vector subobj_pos; - float dist, dot, best_dot; + float dot, best_dot; vector vec_to_target; best_dot = -1.0f; @@ -2648,7 +2648,7 @@ void hud_target_subsystem_in_reticle() for (subsys = GET_FIRST(&Ships[shipnum].subsys_list); subsys != END_OF_LIST(&Ships[shipnum].subsys_list) ; subsys = GET_NEXT( subsys ) ) { get_subsystem_world_pos(targetp, subsys, &subobj_pos); - dist = vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position); + vm_vec_normalized_dir(&vec_to_target, &subobj_pos, &Eye_position); dot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target); if ( dot > best_dot ) { @@ -3674,7 +3674,7 @@ void hud_show_hostile_triangle() ai_info *aip; ship_obj *so; ship *sp; - ship_subsys *ss, *nearest_turret_subsys = NULL; + ship_subsys *ss; int player_obj_index = OBJ_INDEX(Player_obj); int turret_is_attacking = 0; @@ -3726,7 +3726,6 @@ void hud_show_hostile_triangle() if (new_distance <= min_distance) { min_distance=new_distance; nearest_obj = A; - nearest_turret_subsys = ss; } } } @@ -3749,7 +3748,6 @@ void hud_show_hostile_triangle() if (new_distance <= min_distance) { min_distance=new_distance; nearest_obj = A; - nearest_turret_subsys = NULL; } } } @@ -4231,7 +4229,6 @@ void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float dist char buf[32]; int w = 0, h = 0; int on_top, on_right, on_left, on_bottom; - float target_x, target_y; float xpos,ypos; // points to draw triangles @@ -4252,7 +4249,6 @@ void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float dist float dist_behind; float triangle_sep; float half_gauge_length, half_triangle_sep; - int in_front; // calculate the dot product between the players forward vector and the vector connecting // the player to the target. Normalize targ_to_player since we want the dot product @@ -4261,10 +4257,7 @@ void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float dist vm_vec_normalize(&targ_to_player); dist_behind = vm_vec_dot(&Player_obj->orient.v.fvec, &targ_to_player); - in_front = 0; - if (dist_behind < 0) { // still in front of player, but not in view - in_front = 1; dist_behind = dist_behind + 1.0f; if (dist_behind > 0.2 ){ triangle_sep = ( dist_behind ) * Max_front_seperation[gr_screen.res]; @@ -4284,9 +4277,6 @@ void hud_draw_offscreen_indicator(vertex* target_point, vector *tpos, float dist half_triangle_sep = 0.5f * triangle_sep; half_gauge_length = half_triangle_sep + Offscreen_tri_base[gr_screen.res]; - target_x = target_point->x; - target_y = target_point->y; - // We need to find the screen (x,y) for where to draw the offscreen indicator // // The best way I've found is to draw a line from the eye_pos to the target, and diff --git a/src/hud/hudtargetbox.cpp b/src/hud/hudtargetbox.cpp index 63ab6fe..f0de358 100644 --- a/src/hud/hudtargetbox.cpp +++ b/src/hud/hudtargetbox.cpp @@ -826,14 +826,11 @@ void hud_render_target_asteroid(object *target_objp) matrix camera_orient = IDENTITY_MATRIX; asteroid *asteroidp; vector orient_vec, up_vector; - int target_team; float time_to_impact, factor; int subtype; asteroidp = &Asteroids[target_objp->instance]; - target_team = obj_team(target_objp); - subtype = asteroidp->asteroid_subtype; if ( Detail.targetview_model ) { @@ -1353,14 +1350,11 @@ void hud_render_target_debris(object *target_objp) matrix camera_orient = IDENTITY_MATRIX; debris *debrisp; vector orient_vec, up_vector; - int target_team, base_index; + int base_index; float factor; debrisp = &Debris[target_objp->instance]; - //target_sip = &Ship_info[debrisp->ship_info_index]; - target_team = obj_team(target_objp); - if ( Detail.targetview_model ) { // take the forward orientation to be the vector from the player to the current target @@ -1421,12 +1415,10 @@ void hud_render_target_weapon(object *target_objp) weapon_info *target_wip = NULL; weapon *wp = NULL; object *viewer_obj, *viewed_obj; - int target_team, is_homing, is_player_missile, missile_view, viewed_model_num, w, h; + int is_homing, is_player_missile, missile_view, viewed_model_num, w, h; float factor; char outstr[100]; // temp buffer - target_team = obj_team(target_objp); - wp = &Weapons[target_objp->instance]; target_wip = &Weapon_info[wp->weapon_info_index]; @@ -1605,8 +1597,6 @@ void hud_show_target_data(float frametime) int w,h; // width and height of string about to print object *target_objp; ship *shipp = NULL; - debris *debrisp = NULL; - ship_info *sip = NULL; int is_ship = 0; hud_set_gauge_color(HUD_TARGET_MONITOR); @@ -1616,21 +1606,16 @@ void hud_show_target_data(float frametime) switch( Objects[Player_ai->target_objnum].type ) { case OBJ_SHIP: shipp = &Ships[target_objp->instance]; - sip = &Ship_info[shipp->ship_info_index]; is_ship = 1; break; case OBJ_DEBRIS: - debrisp = &Debris[target_objp->instance]; - sip = &Ship_info[debrisp->ship_info_index]; break; case OBJ_WEAPON: - sip = NULL; break; case OBJ_ASTEROID: - sip = NULL; break; case OBJ_JUMP_NODE: diff --git a/src/localization/localize.cpp b/src/localization/localize.cpp index 8ebd205..8a44ad2 100644 --- a/src/localization/localize.cpp +++ b/src/localization/localize.cpp @@ -1167,7 +1167,6 @@ int lcl_ext_lookup(char *out, int id) // int lcl_ext_lookup_sub(char *text, char *out, int id) { - char *front; // front of the line char *p; // current ptr int len = strlen(text); int count; @@ -1175,7 +1174,6 @@ int lcl_ext_lookup_sub(char *text, char *out, int id) char *tok; int found_new_string_id = 0; - front = text; p = text; count = 0; while(count < len){ diff --git a/src/math/floating.cpp b/src/math/floating.cpp index 40e47d0..9c8c380 100644 --- a/src/math/floating.cpp +++ b/src/math/floating.cpp @@ -126,12 +126,8 @@ float fl_isqrt_c( float x ) // union _flint seed; // FLOAT r; - int t1, t2, t3; - t1 = timer_get_microseconds(); float r1 = 1.0f / (float)sqrt((double)x); - t2 = timer_get_microseconds(); // float r2 = fl_isqrt_asm(x); - t3 = timer_get_microseconds(); return r1; diff --git a/src/math/vecmat.cpp b/src/math/vecmat.cpp index ae54e77..b95f2cf 100644 --- a/src/math/vecmat.cpp +++ b/src/math/vecmat.cpp @@ -1532,7 +1532,7 @@ float vm_vec_dot_to_point(vector *dir, vector *p1, vector *p2) // Result returned in q. void compute_point_on_plane(vector *q, plane *planep, vector *p) { - float k, tv; + float k; vector normal; normal.xyz.x = planep->A; @@ -1542,8 +1542,6 @@ void compute_point_on_plane(vector *q, plane *planep, vector *p) k = (planep->D + vm_vec_dot(&normal, p)) / vm_vec_dot(&normal, &normal); vm_vec_scale_add(q, p, &normal, -k); - - tv = planep->A * q->xyz.x + planep->B * q->xyz.y + planep->C * q->xyz.z + planep->D; } diff --git a/src/menuui/optionsmenu.cpp b/src/menuui/optionsmenu.cpp index e7d86bf..796e8eb 100644 --- a/src/menuui/optionsmenu.cpp +++ b/src/menuui/optionsmenu.cpp @@ -1438,12 +1438,6 @@ void draw_gamma_box() v = 0; } - int Gamma_changed = 0; - if ( v != Gamma_last_set ) { - Gamma_changed = 1; - } else { - Gamma_changed = 0; - } Gamma_last_set = v; { diff --git a/src/menuui/playermenu.cpp b/src/menuui/playermenu.cpp index b2f6069..463f3b6 100644 --- a/src/menuui/playermenu.cpp +++ b/src/menuui/playermenu.cpp @@ -1003,9 +1003,7 @@ int player_select_create_new_pilot() void player_select_delete_pilot() { char filename[MAX_PATH_LEN + 1]; - int i, deleted_cur_pilot; - - deleted_cur_pilot = 0; + int i; // tack on the full path and the pilot file extension // build up the path name length diff --git a/src/mission/missionbriefcommon.cpp b/src/mission/missionbriefcommon.cpp index 06ae6ae..e275965 100644 --- a/src/mission/missionbriefcommon.cpp +++ b/src/mission/missionbriefcommon.cpp @@ -1459,8 +1459,6 @@ void brief_start_highlight_anims(int stage_num) // void brief_render_map(int stage_num, float frametime) { - brief_stage *bs; - gr_set_clip(bscreen.map_x1 + 1, bscreen.map_y1 + 1, bscreen.map_x2 - bscreen.map_x1 - 1, bscreen.map_y2 - bscreen.map_y1 - 2); // REMOVED by neilk: removed gr_clear for FS2 because interface no longer calls for black background on grid @@ -1468,14 +1466,13 @@ void brief_render_map(int stage_num, float frametime) gr_clear(); #endif - if (stage_num >= Briefing->num_stages) { + SDL_assert(Briefing); + + if (stage_num >= Briefing->num_stages) { gr_reset_clip(); return; } - SDL_assert(Briefing); - bs = &Briefing->stages[stage_num]; - g3_start_frame(0); g3_set_view_matrix(&Current_cam_pos, &Current_cam_orient, 0.5f); @@ -1737,7 +1734,7 @@ void brief_render_elements(vector *pos, grid* gridp) { vector gpos; // Location of point on grid. // vector tpos; - float dxz; +// float dxz; plane tplane; vector *gv; @@ -1751,7 +1748,7 @@ void brief_render_elements(vector *pos, grid* gridp) compute_point_on_plane(&gpos, &tplane, pos); - dxz = vm_vec_dist(pos, &gpos)/8.0f; +// dxz = vm_vec_dist(pos, &gpos)/8.0f; gv = &gridp->gmatrix.v.uvec; if (gv->xyz.x * pos->xyz.x + gv->xyz.y * pos->xyz.y + gv->xyz.z * pos->xyz.z < -gridp->planeD) diff --git a/src/mission/missioncampaign.cpp b/src/mission/missioncampaign.cpp index ac53835..f94b269 100644 --- a/src/mission/missioncampaign.cpp +++ b/src/mission/missioncampaign.cpp @@ -1382,12 +1382,10 @@ void mission_campaign_eval_next_mission() // Store mission's goals and events in Campaign struct void mission_campaign_store_goals_and_events() { - char *name; int cur, i; cmission *mission; cur = Campaign.current_mission; - name = Campaign.missions[cur].name; mission = &Campaign.missions[cur]; diff --git a/src/mission/missiongoals.cpp b/src/mission/missiongoals.cpp index 89d9976..e6a786c 100644 --- a/src/mission/missiongoals.cpp +++ b/src/mission/missiongoals.cpp @@ -1289,7 +1289,7 @@ void mission_maybe_play_directive_success_sound() void mission_eval_goals() { - int i, result, goal_changed = 0; + int i, result;//, goal_changed = 0; // before checking whether or not we should evaluate goals, we should run through the events and // process any whose timestamp is valid and has expired. This would catch repeating events only @@ -1318,11 +1318,11 @@ void mission_eval_goals() if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) { result = eval_sexp(Mission_goals[i].formula); if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) { - goal_changed = 1; + // goal_changed = 1; mission_goal_status_change( i, GOAL_FAILED ); } else if (result) { - goal_changed = 1; + // goal_changed = 1; mission_goal_status_change(i, GOAL_COMPLETE ); } // end if result diff --git a/src/mission/missionparse.cpp b/src/mission/missionparse.cpp index b812d16..61c9159 100644 --- a/src/mission/missionparse.cpp +++ b/src/mission/missionparse.cpp @@ -869,7 +869,7 @@ void parse_player_info(mission *pm) void parse_player_info2(mission *pm) { char str[NAME_LENGTH]; - int nt, i, total, list[MAX_SHIP_TYPES * 2], list2[MAX_WEAPON_TYPES * 2], num_starting_wings; + int nt, i, total, list[MAX_SHIP_TYPES * 2], list2[MAX_WEAPON_TYPES * 2]; team_data *ptr; char starting_wings[MAX_PLAYER_WINGS][NAME_LENGTH]; @@ -904,9 +904,9 @@ void parse_player_info2(mission *pm) } ptr->number_choices = num_ship_choices; - num_starting_wings = 0; + // --- obsolete data, parsing remains for compatibility reasons --- if (optional_string("+Starting Wings:")) - num_starting_wings = stuff_string_list(starting_wings, MAX_PLAYER_WINGS); + stuff_string_list(starting_wings, MAX_PLAYER_WINGS); ptr->default_ship = -1; if (optional_string("+Default_ship:")) { @@ -2773,11 +2773,10 @@ void parse_wing(mission *pm) // into the sexpression array of each goal (max 10). When a ship in this wing is created, each // goal in the wings goal array is given to the ship. if ( wing_goals != -1 ) { - int sexp, index; + int sexp; // this will assign the goals to the wings as well as to any ships in the wing that have been // already created. - index = 0; for ( sexp = CDR(wing_goals); sexp != -1; sexp = CDR(sexp) ) ai_add_wing_goal_sexp(sexp, AIG_TYPE_EVENT_WING, wingnum); // used by Fred @@ -3491,8 +3490,7 @@ void parse_variables() if (! optional_string("#Sexp_variables") ) { return; } else { - int num_variables; - num_variables = stuff_sexp_variable_list(); + stuff_sexp_variable_list(); } } diff --git a/src/mission/missiontraining.cpp b/src/mission/missiontraining.cpp index cc1fc19..b9eac82 100644 --- a/src/mission/missiontraining.cpp +++ b/src/mission/missiontraining.cpp @@ -800,10 +800,9 @@ char *translate_msg_token(char *str) // translates all special tokens in a message, producing the new finalized message to be displayed void message_translate_tokens(char *buf, char *text) { - char temp[40], *toke1, *toke2, *ptr, *orig_buf; + char temp[40], *toke1, *toke2, *ptr; int r; - orig_buf = buf; *buf = 0; toke1 = strchr(text, '$'); toke2 = strchr(text, '#'); diff --git a/src/missionui/missionshipchoice.cpp b/src/missionui/missionshipchoice.cpp index b909f9e..c1cac1f 100644 --- a/src/missionui/missionshipchoice.cpp +++ b/src/missionui/missionshipchoice.cpp @@ -3196,7 +3196,7 @@ void ss_synch_interface() // exit: data changed flag int ss_swap_slot_slot(int from_slot, int to_slot, int *sound) { - int i, tmp, fwnum, fsnum, twnum, tsnum; + int i, tmp; if ( from_slot == to_slot ) { *sound=SND_ICON_DROP_ON_WING; @@ -3209,12 +3209,6 @@ int ss_swap_slot_slot(int from_slot, int to_slot, int *sound) return 0; } - fwnum = from_slot/4; - fsnum = from_slot%4; - - twnum = to_slot/4; - tsnum = to_slot%4; - // swap ship class tmp = Wss_slots[from_slot].ship_class; Wss_slots[from_slot].ship_class = Wss_slots[to_slot].ship_class; @@ -3238,7 +3232,7 @@ int ss_swap_slot_slot(int from_slot, int to_slot, int *sound) // exit: data changed flag int ss_dump_to_list(int from_slot, int to_list, int *sound) { - int i, fwnum, fsnum; + int i; wss_unit *slot; slot = &Wss_slots[from_slot]; @@ -3249,9 +3243,6 @@ int ss_dump_to_list(int from_slot, int to_list, int *sound) return 0; } - fwnum = from_slot/4; - fsnum = from_slot%4; - // put ship back in list Ss_pool[to_list]++; // return to list slot->ship_class = -1; // remove from slot @@ -3398,7 +3389,7 @@ void ss_drop(int from_slot,int from_list,int to_slot,int to_list,int player_inde // lock/unlock any necessary slots for multiplayer void ss_recalc_multiplayer_slots() { - int i,j,objnum; + int i,j; wing *wp; ss_slot_info *ss_slot; ss_wing_info *ss_wing; @@ -3421,9 +3412,6 @@ void ss_recalc_multiplayer_slots() // get the wing pointer wp = &Wings[ss_wing->wingnum]; for ( j = 0; j < ss_wing->num_slots; j++ ) { - // get the objnum of the ship in this slot - objnum = Ships[wp->ship_index[j]].objnum; - // get the slot pointer ss_slot = &ss_wing->ss_slots[j]; diff --git a/src/missionui/missionweaponchoice.cpp b/src/missionui/missionweaponchoice.cpp index e299243..a1d2801 100644 --- a/src/missionui/missionweaponchoice.cpp +++ b/src/missionui/missionweaponchoice.cpp @@ -1830,13 +1830,10 @@ void wl_get_ship_class_weapons(int ship_class, int *wep, int *wep_count) void wl_get_ship_weapons(int ship_index, int *wep, int *wep_count) { int i; - wing *wp; ship_weapon *swp; SDL_assert(ship_index >= 0); - SDL_assert(Ships[ship_index].wingnum >= 0); - wp = &Wings[Ships[ship_index].wingnum]; swp = &Ships[ship_index].weapons; for ( i = 0; i < swp->num_primary_banks; i++ ) { @@ -3410,10 +3407,8 @@ void wl_update_parse_object_weapons(p_object *pobjp, wss_unit *slot) { int i, j, sidx, pilot_index, max_count; subsys_status *ss; - ship_info *sip; SDL_assert(slot->ship_class >= 0); - sip = &Ship_info[slot->ship_class]; pilot_index = wl_get_pilot_subsys_index(pobjp); diff --git a/src/model/modelinterp.cpp b/src/model/modelinterp.cpp index a8f1fc1..dbc9642 100644 --- a/src/model/modelinterp.cpp +++ b/src/model/modelinterp.cpp @@ -1792,10 +1792,8 @@ void model_render(int model_num, matrix *orient, vector * pos, uint flags, int o model_set_saved_lighting(objnum, hack_skip_max); } - int num_lights = 0; - if ( !(flags & MR_NO_LIGHTING ) ) { - num_lights = light_filter_push( objnum, pos, pm->rad ); + light_filter_push( objnum, pos, pm->rad ); } model_really_render(model_num, orient, pos, flags, objnum); diff --git a/src/model/modelread.cpp b/src/model/modelread.cpp index 7ccedef..3ef48b1 100644 --- a/src/model/modelread.cpp +++ b/src/model/modelread.cpp @@ -2522,14 +2522,13 @@ int model_find_2d_bound(int model_num,matrix *orient, vector * pos,int *x1, int { float t,w,h; vertex pnt; - ubyte flags; polymodel * po; po = model_get(model_num); float width = po->rad; float height = po->rad; - flags = g3_rotate_vertex(&pnt,pos); + g3_rotate_vertex(&pnt,pos); if ( pnt.flags & CC_BEHIND ) return 2; @@ -2562,12 +2561,11 @@ int subobj_find_2d_bound(float radius ,matrix *orient, vector * pos,int *x1, int { float t,w,h; vertex pnt; - ubyte flags; float width = radius; float height = radius; - flags = g3_rotate_vertex(&pnt,pos); + g3_rotate_vertex(&pnt,pos); if ( pnt.flags & CC_BEHIND ) return 2; @@ -2699,20 +2697,17 @@ void submodel_stepped_rotate(model_subsystem *psub, submodel_instance_info *sii) sii->prev_angs = sii->angs; // float pointer into struct to get angle (either p,b,h) - float *ang_prev = NULL, *ang_next = NULL; + float *ang_next = NULL; switch( sm->movement_axis ) { case MOVEMENT_AXIS_X: - ang_prev = &sii->prev_angs.p; ang_next = &sii->angs.p; break; case MOVEMENT_AXIS_Y: - ang_prev = &sii->prev_angs.h; ang_next = &sii->angs.h; break; case MOVEMENT_AXIS_Z: - ang_prev = &sii->prev_angs.b; ang_next = &sii->angs.b; break; } diff --git a/src/movie/decoder16.cpp b/src/movie/decoder16.cpp index eb9ee33..992cf85 100644 --- a/src/movie/decoder16.cpp +++ b/src/movie/decoder16.cpp @@ -39,7 +39,7 @@ static void genLoopkupTable(); void decodeFrame16(unsigned char *pFrame, unsigned char *pMap, int mapRemain, unsigned char *pData, int dataRemain) { unsigned char *pOrig; - unsigned char *pOffData, *pEnd; + unsigned char *pOffData; ushort offset; int length; int op; @@ -59,7 +59,6 @@ void decodeFrame16(unsigned char *pFrame, unsigned char *pMap, int mapRemain, un offset = pData[0]|(pData[1]<<8); pOffData = pData + offset; - pEnd = pData + offset; pData += 2; diff --git a/src/network/multiui.cpp b/src/network/multiui.cpp index 29634b1..eb6d0b8 100644 --- a/src/network/multiui.cpp +++ b/src/network/multiui.cpp @@ -2038,14 +2038,14 @@ void multi_join_do_netstuff() // evaluate a returned pong. void multi_join_eval_pong(net_addr *addr, fix pong_time) { - int found; +// int found; active_game *moveup = Active_game_head; - found = 0; +// found = 0; if(moveup != NULL){ do { if(psnet_same(&moveup->server_addr,addr)){ - found = 1; + // found = 1; multi_ping_eval_pong(&moveup->ping); break; diff --git a/src/object/collideshipship.cpp b/src/object/collideshipship.cpp index 33c640c..751de45 100644 --- a/src/object/collideshipship.cpp +++ b/src/object/collideshipship.cpp @@ -1685,11 +1685,11 @@ int collide_ship_ship( obj_pair * pair ) do_kamikaze_crash(A, B); if (ship_ship_hit_info.impulse > 0) { - float q; - - q = vm_vec_dist_quick(&A->pos, &B->pos) / (A->radius + B->radius); - #ifndef NDEBUG +// float q; +// +// q = vm_vec_dist_quick(&A->pos, &B->pos) / (A->radius + B->radius); +// // //nprintf(("AI", "Frame %i: %s and %s, dam=%7.2f. dist/rad=%5.2f. Zeroing.\n", Framecount, Ships[A->instance].ship_name, Ships[B->instance].ship_name, damage, q)); // if (damage > 5.0f) { // if ( player_involved ) { diff --git a/src/object/collideweaponweapon.cpp b/src/object/collideweaponweapon.cpp index e3c3fcf..3575fc0 100644 --- a/src/object/collideweaponweapon.cpp +++ b/src/object/collideweaponweapon.cpp @@ -129,10 +129,10 @@ int collide_weapon_weapon( obj_pair * pair ) // Rats, do collision detection. if (collide_subdivide(&A->last_pos, &A->pos, A_radius, &B->last_pos, &B->pos, B_radius)) { - ship *sap, *sbp; + //ship *sap, *sbp; - sap = &Ships[Objects[A->parent].instance]; - sbp = &Ships[Objects[B->parent].instance]; + //sap = &Ships[Objects[A->parent].instance]; + //sbp = &Ships[Objects[B->parent].instance]; // MWA -- commented out next line because it was too long for output window on occation. // Yes -- I should fix the output window, but I don't have time to do it now. //nprintf(("AI", "[%s] %s's missile %i shot down by [%s] %s's laser %i\n", lTeamNames[sbp->team], sbp->ship_name, B->instance, lTeamNames[sap->team], sap->ship_name, A->instance)); diff --git a/src/palman/palman.cpp b/src/palman/palman.cpp index 600424f..b5e873e 100644 --- a/src/palman/palman.cpp +++ b/src/palman/palman.cpp @@ -789,19 +789,11 @@ ubyte *palette_get_fade_table() ub = fl2i(i2fl(b)*f); if ( ub > 255 ) ub = 255; } else { int x,y; - int gi, gr, gg, gb; - - gi = (r+g+b)/3; - - #ifdef RGB_LIGHTING - gr = r; - gg = g; - gb = gi*2; - #else - gr = r*2; - gg = g*2; - gb = b*2; - #endif + int gr, gg, gb; + + gr = r*2; + gg = g*2; + gb = b*2; x = l-24; // x goes from 0 to 7 y = 31-l; // y goes from 7 to 0 diff --git a/src/particle/particle.cpp b/src/particle/particle.cpp index 8594201..84331ae 100644 --- a/src/particle/particle.cpp +++ b/src/particle/particle.cpp @@ -318,7 +318,6 @@ int next_message = -1; // Creates a single particle. See the PARTICLE_?? defines for types. void particle_create( particle_info *pinfo ) { - int particle_num; particle *p; #ifndef NDEBUG @@ -386,9 +385,6 @@ KillAnother: //mprintf(( "Num_particles high water mark = %i\n", Num_particles_hwm)); } - // get objnum - particle_num = p-Particles; - // Init the particle data p->pos = pinfo->pos; p->velocity = pinfo->vel; diff --git a/src/playerman/playercontrol.cpp b/src/playerman/playercontrol.cpp index b40495b..bcec58e 100644 --- a/src/playerman/playercontrol.cpp +++ b/src/playerman/playercontrol.cpp @@ -752,7 +752,7 @@ void playercontrol_read_stick(int *axis, float frame_time) void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi ) { float kh=0.0f, scaled, newspeed, delta, oldspeed; - int axis[JOY_NUM_AXES], ignore_pitch, slew_active=0; + int axis[JOY_NUM_AXES], slew_active=0; static int afterburner_last = 0; static float analog_throttle_last = 9e9f; static int override_analog_throttle = 0; @@ -962,15 +962,12 @@ void read_keyboard_controls( control_info * ci, float frame_time, physics_info * axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0; } - ignore_pitch = FALSE; - if (Axis_map_to[JOY_HEADING_AXIS] >= 0) { // check the heading on the x axis if ( check_control(BANK_WHEN_PRESSED) ) { delta = f2fl( axis[JOY_HEADING_AXIS] ); if ( (delta > 0.05f) || (delta < -0.05f) ) { ci->bank -= delta; - ignore_pitch = TRUE; } } else { @@ -989,7 +986,7 @@ void read_keyboard_controls( control_info * ci, float frame_time, physics_info * // axis 2 is for throttle if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) { scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range - oldspeed = ci->forward_cruise_percent; +// oldspeed = ci->forward_cruise_percent; // scaled = (scaled + 1.0f) / 1.85f; newspeed = (1.0f - scaled) * 100.0f; diff --git a/src/render/3dlaser.cpp b/src/render/3dlaser.cpp index 8f02c5f..250a8d8 100644 --- a/src/render/3dlaser.cpp +++ b/src/render/3dlaser.cpp @@ -156,7 +156,6 @@ float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_w float headx, heady, headr, tailx, taily, tailr; vertex pt1, pt2; float depth; - int head_on = 0; SDL_assert( G3_count == 1 ); @@ -225,8 +224,6 @@ float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_w } w = len_2d; - head_on = 1; - } else { a = atan2_safe( taily-heady, tailx-headx ); @@ -234,7 +231,6 @@ float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_w h1 = headr; h2 = tailr; - head_on = 0; } mx = (tailx+headx)/2.0f; @@ -260,9 +256,7 @@ float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_w vertex v[4]; vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] }; - float sw; if ( depth < 0.0f ) depth = 0.0f; - sw = 1.0f / depth; v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx; v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my; @@ -312,7 +306,6 @@ float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float ta float headx, heady, headr, tailx, taily, tailr; vertex pt1, pt2; float depth; - int head_on = 0; SDL_assert( G3_count == 1 ); @@ -381,8 +374,6 @@ float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float ta } w = len_2d; - head_on = 1; - } else { a = atan2_safe( taily-heady, tailx-headx ); @@ -390,7 +381,6 @@ float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float ta h1 = headr; h2 = tailr; - head_on = 0; } mx = (tailx+headx)/2.0f; @@ -416,9 +406,7 @@ float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float ta vertex v[4]; vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] }; - float sw; if ( depth < 0.0f ) depth = 0.0f; - sw = 1.0f / depth; v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx; v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my; diff --git a/src/ship/aibig.cpp b/src/ship/aibig.cpp index 87b98b7..c7302ed 100644 --- a/src/ship/aibig.cpp +++ b/src/ship/aibig.cpp @@ -463,8 +463,6 @@ void ai_bpap(object *objp, vector *attacker_objp_pos, vector *attacker_objp_fvec if (num_tries > octp->nverts) num_tries = octp->nverts; - int best_index = -1; - for (i=0; i fov) { if (dist < nearest_dist) { - best_index = index; nearest_dist = dist; best_point = result_point; *local_attack_point = rel_point; diff --git a/src/vcodec/codec1.cpp b/src/vcodec/codec1.cpp index 5f6121e..4366533 100644 --- a/src/vcodec/codec1.cpp +++ b/src/vcodec/codec1.cpp @@ -895,7 +895,7 @@ static void DecodeNom(BOOL packetPos, t_Sample*& p, t_Sample*& q, static void DecodeMF(BOOL packetPos, t_Sample*& p, t_Sample*& q, t_Sample* bufOutEnd) { - unsigned int mult, data; + unsigned int data; //, mult; t_Sample level = *(q-1); if (q > bufOutEnd - 4) @@ -906,7 +906,7 @@ static void DecodeMF(BOOL packetPos, t_Sample*& p, t_Sample*& q, if (packetPos) { - mult = ((t_PacketMF1*)p)->Mult; // currently unused + //mult = ((t_PacketMF1*)p)->Mult; // currently unused data = ((t_PacketMF1*)p)->Data1; // Make each of the 4 points is computed in a way equivalent to that // used in the encoder. @@ -921,7 +921,7 @@ static void DecodeMF(BOOL packetPos, t_Sample*& p, t_Sample*& q, } else { - mult = ((t_PacketMF0*)p)->Mult; // currently unused + //mult = ((t_PacketMF0*)p)->Mult; // currently unused data = ((t_PacketMF0*)p)->Data0; p += sizeof(t_PacketMF0); @@ -1275,8 +1275,8 @@ static int Encode1(t_Sample* bufIn, t_Sample* bufOut, int size, int sizeOut) { // medium frequency mode #if defined(CODEC_DEMO) int temp1; - #endif int temp2; + #endif in += 4; if (packetPos) { @@ -1284,7 +1284,9 @@ static int Encode1(t_Sample* bufIn, t_Sample* bufOut, int size, int sizeOut) packet.Mode = e_emMF; packet.Mult = 0; //!!! should implement .Mult packet.Data1 = delta; + #if defined(CODEC_DEMO) temp2 = level; + #endif level += packet.Data1; delta = short(in[3] - level); if (delta > 31) packet.Data0 = 31; -- 2.39.2