X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fai%2Fai.cpp;h=95dc8f7d26e66703a50a45f9c427f990aece1370;hb=20d0a76d2519c71009c3b3babec0df27529f8142;hp=ef0fc23c65e7c311a732b73314f9bf7c5307e686;hpb=c2bf905f4b9863fe0f5c876ed00fe298cb95ab6b;p=blank.git diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp index ef0fc23..95dc8f7 100644 --- a/src/ai/ai.cpp +++ b/src/ai/ai.cpp @@ -145,7 +145,7 @@ unsigned int AIController::Decide(unsigned int num_choices) noexcept { // chase -void ChaseState::Enter(AIController &ctrl, Entity &e) const { +void ChaseState::Enter(AIController &, Entity &e) const { e.GetSteering() .SetAcceleration(5.0f) .SetSpeed(4.0f) @@ -153,7 +153,7 @@ void ChaseState::Enter(AIController &ctrl, Entity &e) const { ; } -void ChaseState::Update(AIController &ctrl, Entity &e, float dt) const { +void ChaseState::Update(AIController &ctrl, Entity &e, float) const { Steering &steering = e.GetSteering(); // check if target still alive and in sight if ( @@ -176,7 +176,7 @@ void ChaseState::Update(AIController &ctrl, Entity &e, float dt) const { } } -void ChaseState::Exit(AIController &ctrl, Entity &e) const { +void ChaseState::Exit(AIController &, Entity &e) const { e.GetSteering().Disable(Steering::HALT | Steering::PURSUE_TARGET); } @@ -191,12 +191,12 @@ void FleeState::Enter(AIController &ctrl, Entity &e) const { ctrl.CueDecision(6.0f, 3.0f); } -void FleeState::Update(AIController &ctrl, Entity &e, float dt) const { +void FleeState::Update(AIController &ctrl, Entity &e, float) const { if (!ctrl.DecisionDue()) return; ctrl.SetState(idle, e); } -void FleeState::Exit(AIController &ctrl, Entity &e) const { +void FleeState::Exit(AIController &, Entity &e) const { e.GetSteering().Disable(Steering::EVADE_TARGET); } @@ -212,7 +212,7 @@ void IdleState::Enter(AIController &ctrl, Entity &e) const { ctrl.CueDecision(10.0f, 5.0f); } -void IdleState::Update(AIController &ctrl, Entity &e, float dt) const { +void IdleState::Update(AIController &ctrl, Entity &e, float) const { if (ctrl.MayThink()) { const Player *player = ctrl.ClosestVisiblePlayer(e); if (player) { @@ -238,7 +238,7 @@ void IdleState::Update(AIController &ctrl, Entity &e, float dt) const { ctrl.CueDecision(10.0f, 5.0f); } -void IdleState::Exit(AIController &ctrl, Entity &e) const { +void IdleState::Exit(AIController &, Entity &e) const { e.GetSteering().Disable(Steering::HALT | Steering::WANDER); } @@ -254,7 +254,7 @@ void RoamState::Enter(AIController &ctrl, Entity &e) const { ctrl.CueDecision(10.0f, 5.0f); } -void RoamState::Update(AIController &ctrl, Entity &e, float dt) const { +void RoamState::Update(AIController &ctrl, Entity &e, float) const { if (ctrl.MayThink()) { const Player *player = ctrl.ClosestVisiblePlayer(e); if (player) { @@ -274,7 +274,7 @@ void RoamState::Update(AIController &ctrl, Entity &e, float dt) const { ctrl.CueDecision(10.0f, 5.0f); } -void RoamState::Exit(AIController &ctrl, Entity &e) const { +void RoamState::Exit(AIController &, Entity &e) const { e.GetSteering().Disable(Steering::WANDER); }