This issue was found by using GCC with option "-Wextra".
void GameActions_EM_Main(void)
{
byte effective_action[MAX_PLAYERS];
- boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
int i;
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
- GameActions_EM(effective_action, warp_mode);
+ GameActions_EM(effective_action);
}
void GameActions_SP_Main(void)
{
byte effective_action[MAX_PLAYERS];
- boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
int i;
for (i = 0; i < MAX_PLAYERS; i++)
effective_action[i] = stored_player[i].effective_action;
- GameActions_SP(effective_action, warp_mode);
+ GameActions_SP(effective_action);
for (i = 0; i < MAX_PLAYERS; i++)
{
void GameActions_MM_Main(void)
{
- boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
-
- GameActions_MM(local_player->effective_mouse_action, warp_mode);
+ GameActions_MM(local_player->effective_mouse_action);
}
void GameActions_RND_Main(void)
void InitGfxBuffers_EM(void);
void InitGameEngine_EM(void);
-void GameActions_EM(byte[MAX_PLAYERS], boolean);
+void GameActions_EM(byte[MAX_PLAYERS]);
unsigned int InitEngineRandom_EM(int);
RedrawPlayfield_EM(FALSE);
}
-void GameActions_EM(byte action[MAX_PLAYERS], boolean warp_mode)
+void GameActions_EM(byte action[MAX_PLAYERS])
{
int i;
boolean any_player_dropping = FALSE;
void InitGameEngine_MM(void);
void InitGameActions_MM(void);
-void GameActions_MM(struct MouseActionInfo, boolean);
+void GameActions_MM(struct MouseActionInfo);
void DrawLaser_MM(void);
void DrawTileCursor_MM(int, boolean);
}
}
-static void GameActions_MM_Ext(struct MouseActionInfo action, boolean warp_mode)
+static void GameActions_MM_Ext(struct MouseActionInfo action)
{
int element;
int x, y, i;
return;
}
-void GameActions_MM(struct MouseActionInfo action, boolean warp_mode)
+void GameActions_MM(struct MouseActionInfo action)
{
boolean element_clicked = ClickElement(action.lx, action.ly, action.button);
boolean button_released = (action.button == MB_RELEASED);
- GameActions_MM_Ext(action, warp_mode);
+ GameActions_MM_Ext(action);
CheckSingleStepMode_MM(element_clicked, button_released);
}
RedDiskReleasePhase = 0; // (re-)enable red disk release
}
-void subMainGameLoop_Main(byte action, boolean warp_mode)
+void subMainGameLoop_Main(byte action)
{
// ---------------------------------------------------------------------------
// --------------------- START OF GAME-BUSY LOOP -----------------------------
extern int LeadOutCounter;
void subMainGameLoop_Init(void);
-void subMainGameLoop_Main(byte, boolean);
+void subMainGameLoop_Main(byte);
void subCalculateScreenScrollPos(void);
#endif // MAINGAMELOOP_H
void InitGfxBuffers_SP(void);
void InitGameEngine_SP(void);
-void GameActions_SP(byte[MAX_PLAYERS], boolean);
+void GameActions_SP(byte[MAX_PLAYERS]);
unsigned int InitEngineRandom_SP(int);
game_sp.score = 0; // (currently no score in Supaplex engine)
}
-void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
+void GameActions_SP(byte action[MAX_PLAYERS])
{
byte single_player_action = action[0];
int x, y;
UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY,
MurphyScreenXPos / TILEX, MurphyScreenYPos / TILEY);
- subMainGameLoop_Main(single_player_action, warp_mode);
+ subMainGameLoop_Main(single_player_action);
RedrawPlayfield_SP(FALSE);