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path: root/source/game/StarActorMovementController.cpp
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-rw-r--r--source/game/StarActorMovementController.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/source/game/StarActorMovementController.cpp b/source/game/StarActorMovementController.cpp
index 00e3726..0badc7a 100644
--- a/source/game/StarActorMovementController.cpp
+++ b/source/game/StarActorMovementController.cpp
@@ -664,7 +664,7 @@ void ActorMovementController::controlFly(Vec2F const& velocity) {
m_controlFly = velocity;
}
-Maybe<pair<Vec2F, bool>> ActorMovementController::pathMove(Vec2F const& position, bool run, Maybe<PlatformerAStar::Parameters> const& parameters) {
+Maybe<pair<Vec2F, bool>> ActorMovementController::pathMove(Vec2F const& position, bool, Maybe<PlatformerAStar::Parameters> const& parameters) {
if (!m_pathController)
m_pathController = make_shared<PathController>(world());
@@ -1214,7 +1214,7 @@ Maybe<bool> PathController::findPath(ActorMovementController& movementController
if (!merged) {
// try to splice the new path onto the current path
auto& newPathStart = path.at(0);
- for (size_t i = m_edgeIndex; i < m_path->size(); ++i) {
+ for (size_t i = m_edgeIndex; i < m_path->size(); i += 2) {
auto& edge = m_path->at(i);
if (edge.target.position == newPathStart.source.position) {
// splice the new path onto our current path up to this index
@@ -1228,7 +1228,6 @@ Maybe<bool> PathController::findPath(ActorMovementController& movementController
merged = true;
break;
}
- i++;
}
}
}
@@ -1456,7 +1455,7 @@ bool PathController::validateEdge(ActorMovementController& movementController, P
bool PathController::movingCollision(ActorMovementController& movementController, PolyF const& collisionPoly) {
bool collided = false;
- movementController.forEachMovingCollision(collisionPoly.boundBox(), [&](MovingCollisionId id, PhysicsMovingCollision mc, PolyF poly, RectF bounds) {
+ movementController.forEachMovingCollision(collisionPoly.boundBox(), [&](MovingCollisionId, PhysicsMovingCollision, PolyF poly, RectF) {
if (poly.intersects(collisionPoly)) {
// set collided and stop iterating
collided = true;