Commits

Jason MacWilliams committed 1edc024

comment out some explicit parameters to kill some warnings

Comments (0)

Files changed (3)

   return ((PrefabBuilding *)prefab)->resourceConductor;
 }
 
-int BuildingBase::getVideoStatPanelData(float * stats, bool animated) const {
+int BuildingBase::getVideoStatPanelData(float * stats, bool /*animated*/) const {
   Rect<float> r = ((PrefabBuilding *)prefab)->videoRect;
   // first fill in the video rect
   stats[0] = r.x0;
   return false;
 }
 
-/*virtual*/void BuildingBase::onNeighborChange(int bx, int by, const BuildingBase * building) {
+/*virtual*/void BuildingBase::onNeighborChange(int /*bx*/, int /*by*/, const BuildingBase * /*building*/) {
   // by default, we don't care
 }
 
   return prefab;
 }
 
-/*virtual*/int GameObject::getVideoStatPanelData(float * stats, bool animated) const {
+/*virtual*/int GameObject::getVideoStatPanelData(float * stats, bool /*animated*/) const {
   // first fill in the video rect
   stats[0] = 0.0f;
   stats[1] = 1.0f;
  * @return The texture rectangle for the current frame.
  * @note By default this returns junk, subclasses need to implement it.
  */
-/*virtual*/Rect<float> GameObject::getVideoRect(bool animated) const {
+/*virtual*/Rect<float> GameObject::getVideoRect(bool /*animated*/) const {
   return Rect<float>(0.0f, 0.0f, 1.0f, 1.0f);
 }
 
  *             their idle sounds when they transision from land to sea.
  * @return the SoundManager ID for the idle sound to play (context sensitive).
  */
-/*virtual*/int GameObject::getIdleSoundID(const IMovementAccess * game) const {
+/*virtual*/int GameObject::getIdleSoundID(const IMovementAccess * /*game*/) const {
   return 0;
 }
 
  * @param game The deploy access object we can use to remove additional vehicles
  *             or buildings if needed.
  */
-/*virtual*/void GameObject::onRemove(IDeployAccess * game) {
+/*virtual*/void GameObject::onRemove(IDeployAccess * /*game*/) {
 }
 
 /**
  * @param dz The amount the scrollwheel moved.  A positive value means away from the user.
  * @note Fuck you mac.
  */
-void PlayingScene::processMouseScroll(int mx, int my, int dz) {
+void PlayingScene::processMouseScroll(int /*mx*/, int /*my*/, int dz) {
   me->getCamera()->moveBy(0, 0, dz);
   // update the gui slider
   GuiSlider * slider = dynamic_cast<GuiSlider *>(GuiSystem::GetSingleton()->getCurrentGui()->getChildByID("Slider.Zoom"));