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Upgrade to C++20 and fix all compilation warnings
- Upgrade from C++17 to C++20 - Remove unused helper functions (selectSpawnPreset, parseVec3Csv, parseYawPitchCsv) - Mark unused parameters with [[maybe_unused]] attribute - Remove unused variables (nameColor, currentRace, steppingUp, steppingDown, awayFromWallMotion) - Fix all -Wunused-* warnings Build now completes with zero warnings.
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10 changed files with 7 additions and 72 deletions
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@ -1552,11 +1552,6 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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glm::vec3 localFrom = glm::vec3(instance.invModelMatrix * glm::vec4(from, 1.0f));
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glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f));
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float localFeetZ = localTo.z;
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// Use a tiny Z threshold so ramp-side logic still triggers with
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// smoothed ground snapping and small per-step vertical deltas.
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bool steppingUp = (localTo.z > localFrom.z + 0.005f);
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bool steppingDown = (localTo.z < localFrom.z - 0.005f);
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for (const auto& group : model.groups) {
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// Quick bounding box check
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float margin = PLAYER_RADIUS + 2.0f;
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@ -1592,7 +1587,6 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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float fromDist = glm::dot(localFrom - v0, normal);
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float toDist = glm::dot(localTo - v0, normal);
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bool towardWallMotion = (std::abs(toDist) + 1e-4f < std::abs(fromDist));
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bool awayFromWallMotion = !towardWallMotion;
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// Only collide with walls in player's vertical range
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if (triMaxZ < localFeetZ + 0.3f) continue;
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