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Fix clang-analyzer-security.FloatLoopCounter
[81/219] Building CXX object CMakeFiles/game-shared.dir/src/game/collision.cpp.o /media/ddnet/src/game/collision.cpp:1197:2: warning: Variable 'f' with floating point type 'float' should not be used as a loop counter [clang-analyzer-security.FloatLoopCounter] for(float f = 0; f < d; f++) ^
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@ -1027,9 +1027,9 @@ int CCollision::GetIndex(vec2 PrevPos, vec2 Pos)
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int Nx = 0;
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int Nx = 0;
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int Ny = 0;
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int Ny = 0;
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for(float f = 0; f < Distance; f++)
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for(int i = 0, id = (int)Distance; i <= id; i++)
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{
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{
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a = f / Distance;
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a = (float)i / Distance;
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Tmp = mix(PrevPos, Pos, a);
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Tmp = mix(PrevPos, Pos, a);
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Nx = clamp((int)Tmp.x / 32, 0, m_Width - 1);
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Nx = clamp((int)Tmp.x / 32, 0, m_Width - 1);
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Ny = clamp((int)Tmp.y / 32, 0, m_Height - 1);
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Ny = clamp((int)Tmp.y / 32, 0, m_Height - 1);
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@ -1193,9 +1193,9 @@ int CCollision::IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2
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float d = distance(Pos0, Pos1);
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float d = distance(Pos0, Pos1);
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vec2 Last = Pos0;
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vec2 Last = Pos0;
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for(float f = 0; f < d; f++)
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for(int i = 0, id = (int)d; i <= id; i++)
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{
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{
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float a = f / d;
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float a = (int)i / d;
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vec2 Pos = mix(Pos0, Pos1, a);
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vec2 Pos = mix(Pos0, Pos1, a);
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int Nx = clamp(round_to_int(Pos.x) / 32, 0, m_Width - 1);
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int Nx = clamp(round_to_int(Pos.x) / 32, 0, m_Width - 1);
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int Ny = clamp(round_to_int(Pos.y) / 32, 0, m_Height - 1);
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int Ny = clamp(round_to_int(Pos.y) / 32, 0, m_Height - 1);
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@ -1224,9 +1224,9 @@ int CCollision::IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, ve
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float d = distance(Pos0, Pos1);
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float d = distance(Pos0, Pos1);
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vec2 Last = Pos0;
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vec2 Last = Pos0;
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for(float f = 0; f < d; f++)
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for(int i = 0, id = (int)d; i <= id; i++)
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{
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{
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float a = f / d;
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float a = (float)i / d;
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vec2 Pos = mix(Pos0, Pos1, a);
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vec2 Pos = mix(Pos0, Pos1, a);
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if(IsNoLaser(round_to_int(Pos.x), round_to_int(Pos.y)) || IsFNoLaser(round_to_int(Pos.x), round_to_int(Pos.y)))
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if(IsNoLaser(round_to_int(Pos.x), round_to_int(Pos.y)) || IsFNoLaser(round_to_int(Pos.x), round_to_int(Pos.y)))
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{
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{
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@ -1253,9 +1253,9 @@ int CCollision::IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pO
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float d = distance(Pos0, Pos1);
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float d = distance(Pos0, Pos1);
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vec2 Last = Pos0;
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vec2 Last = Pos0;
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for(float f = 0; f < d; f++)
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for(int i = 0, id = (int)d; i <= id; i++)
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{
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{
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float a = f / d;
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float a = (float)i / d;
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vec2 Pos = mix(Pos0, Pos1, a);
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vec2 Pos = mix(Pos0, Pos1, a);
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if(IsSolid(round_to_int(Pos.x), round_to_int(Pos.y)) || (!GetTile(round_to_int(Pos.x), round_to_int(Pos.y)) && !GetFTile(round_to_int(Pos.x), round_to_int(Pos.y))))
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if(IsSolid(round_to_int(Pos.x), round_to_int(Pos.y)) || (!GetTile(round_to_int(Pos.x), round_to_int(Pos.y)) && !GetFTile(round_to_int(Pos.x), round_to_int(Pos.y))))
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{
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{
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