}
-void PreloadState::Update(int dt) {
+void PreloadState::Update(int) {
loader.LoadN(per_update);
if (loader.ToLoad() <= 0) {
env.state.Pop();
// ignore everything
}
-void UnloadState::Update(int dt) {
+void UnloadState::Update(int) {
for (std::size_t i = 0; i < per_update && cur != end; ++i, ++cur, ++done) {
if (cur->ShouldUpdateSave()) {
save.Write(*cur);