remove engine warnings
authorsheepluva
Fri, 22 Mar 2013 18:51:37 +0100
changeset 8773 7d3af949dd34
parent 8771 ea6ee35d9434
child 8776 ef64fd1f79a7
remove engine warnings
hedgewars/GSHandlers.inc
hedgewars/uLandGraphics.pas
hedgewars/uWorld.pas
--- a/hedgewars/GSHandlers.inc	Fri Mar 22 14:54:20 2013 +0100
+++ b/hedgewars/GSHandlers.inc	Fri Mar 22 18:51:37 2013 +0100
@@ -5088,8 +5088,8 @@
 
 
 procedure updateTarget(Gear:PGear; newX, newY:HWFloat);
-    var
-    iter:PGear;    
+//    var
+//    iter:PGear;
 begin
   with Gear^ do
   begin
@@ -5118,10 +5118,10 @@
 procedure doStepIceGun(Gear: PGear);
 const iceWaitCollision:Longint = 0;
 const iceCollideWithGround:Longint = 1;
-const iceWaitNextTarget:Longint = 2;
-const iceCollideWithHog:Longint = 4;
+//const iceWaitNextTarget:Longint = 2;
+//const iceCollideWithHog:Longint = 4;
 const iceCollideWithWater:Longint = 5;
-const waterFreezingTime:Longint = 500;
+//const waterFreezingTime:Longint = 500;
 const groundFreezingTime:Longint = 1000;
 const iceRadius = 32;
 const iceHeight = 40;
--- a/hedgewars/uLandGraphics.pas	Fri Mar 22 14:54:20 2013 +0100
+++ b/hedgewars/uLandGraphics.pas	Fri Mar 22 18:51:37 2013 +0100
@@ -278,9 +278,9 @@
 var
     iceSurface: PSDL_Surface;
     icePixels: PLongwordArray;
-    pictureX, pictureY: LongInt;
-    w, c: LongWord;
-    weight: Longint;
+    //pictureX, pictureY: LongInt;
+    w{, c}: LongWord;
+    //weight: Longint;
 begin
     // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
     iceSurface:= SpritesData[sprIceTexture].Surface;
--- a/hedgewars/uWorld.pas	Fri Mar 22 14:54:20 2013 +0100
+++ b/hedgewars/uWorld.pas	Fri Mar 22 18:51:37 2013 +0100
@@ -74,7 +74,7 @@
     timeTexture: PTexture;
     FPS: Longword;
     CountTicks: Longword;
-    prevPoint, prevTargetPoint: TPoint;
+    prevPoint{, prevTargetPoint}: TPoint;
     amSel: TAmmoType = amNothing;
     missionTex: PTexture;
     missionTimer: LongInt;
@@ -221,8 +221,8 @@
 uCursor.init();
 prevPoint.X:= 0;
 prevPoint.Y:= cScreenHeight div 2;
-prevTargetPoint.X:= 0;
-prevTargetPoint.Y:= 0;
+//prevTargetPoint.X:= 0;
+//prevTargetPoint.Y:= 0;
 WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
 WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
 
@@ -642,7 +642,7 @@
             AMShiftX:= AMShiftTargetX;
             AMShiftY:= AMShiftTargetY;
             prevPoint:= CursorPoint;
-            prevTargetPoint:= TargetCursorPoint;
+            //prevTargetPoint:= TargetCursorPoint;
             AMState:= AMHidden;
             end;
     end;