fp: Address warnings on GCC
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@ -1927,17 +1927,14 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (entity->handle != player)
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continue;
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Dqn_V2 new_entity_pos = entity_pos;
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Dqn_Rect camera_view_rect = Dqn_Rect_InitV2x2((camera->size * -.5f) + (camera->world_pos / camera->scale), camera->size);
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Dqn_Rect entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
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Dqn_Rect playable_bounds = Dqn_Rect_ExpandV2(camera_view_rect, -entity_hit_box.size);
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Dqn_Rect hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
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new_entity_pos.x = DQN_MAX(new_entity_pos.x, playable_bounds.pos.x);
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new_entity_pos.y = DQN_MAX(new_entity_pos.y, playable_bounds.pos.y);
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new_entity_pos.x = DQN_MIN(new_entity_pos.x, playable_bounds.pos.x + playable_bounds.size.x);
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new_entity_pos.y = DQN_MIN(new_entity_pos.y, playable_bounds.pos.y + playable_bounds.size.y);
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Dqn_Rect const camera_view_rect = Dqn_Rect_InitV2x2((camera->size * -.5f) + (camera->world_pos / camera->scale), camera->size);
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Dqn_Rect const entity_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity_handle);
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Dqn_Rect const playable_bounds = Dqn_Rect_ExpandV2(camera_view_rect, -entity_hit_box.size);
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Dqn_V2 new_entity_pos = entity_pos;
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new_entity_pos.x = DQN_MAX(new_entity_pos.x, playable_bounds.pos.x);
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new_entity_pos.y = DQN_MAX(new_entity_pos.y, playable_bounds.pos.y);
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new_entity_pos.x = DQN_MIN(new_entity_pos.x, playable_bounds.pos.x + playable_bounds.size.x);
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new_entity_pos.y = DQN_MIN(new_entity_pos.y, playable_bounds.pos.y + playable_bounds.size.y);
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if (new_entity_pos != entity_pos) {
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entity_is_oob_with_camera = true;
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@ -1093,11 +1093,8 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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if (DQN_ABS(entity->velocity.y) < 5.f)
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entity->velocity.y = 0.f;
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Dqn_V2 const delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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Dqn_Rect const entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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Dqn_V2 const entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_V2 const entity_new_pos = entity_pos + delta_pos;
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Dqn_V2 const delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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Dqn_V2 const entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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FP_GameCanMoveToPositionResult move_to_result = FP_Game_CanEntityMoveToPosition(game, entity->handle, delta_pos);
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if (move_to_result.yes) {
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entity->local_pos += delta_pos;
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