mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-09-21 20:06:40 +00:00
Don't use UNUSED2 on always unused variables
Not introducing a variable enforces that the variable is not used. `UNUSED2` on the other hand is used to silence the warning.
This commit is contained in:
@@ -53,9 +53,7 @@ CUnit::~CUnit()
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std::unique_ptr<CUnit> CUnit::Create(const CStrW& actorName, const entity_id_t id, const uint32_t seed, CObjectManager& objectManager)
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{
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auto [success, actor] = objectManager.FindActorDef(actorName);
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UNUSED2(success);
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const CActorDef& actor{std::get<1>(objectManager.FindActorDef(actorName))};
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std::unique_ptr<CUnit> unit{new CUnit(objectManager, actor, id, seed)};
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if (!unit->m_Model)
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@@ -274,12 +274,8 @@ ErrorReactionInternal sys_display_error(const wchar_t* text, size_t flags)
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}
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Status sys_StatusDescription(int err, wchar_t* buf, size_t max_chars)
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Status sys_StatusDescription(int /*err*/, wchar_t* /*buf*/, size_t /*max_chars*/)
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{
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UNUSED2(err);
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UNUSED2(buf);
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UNUSED2(max_chars);
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// don't need to do anything: lib/errors.cpp already queries
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// libc's strerror(). if we ever end up needing translation of
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// e.g. Qt or X errors, that'd go here.
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@@ -566,11 +566,10 @@ int aio_write(struct aiocb* cb)
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return Issue(cb);
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}
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int lio_listio(int mode, struct aiocb* const cbs[], int n, struct sigevent* se)
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// Signaling is not implemented.
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int lio_listio(int mode, struct aiocb* const cbs[], int n, struct sigevent* /*se*/)
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{
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ENSURE(mode == LIO_WAIT || mode == LIO_NOWAIT);
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UNUSED2(se); // signaling is not implemented.
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for(int i = 0; i < n; i++)
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{
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2022 Wildfire Games.
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/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -119,7 +119,7 @@ public:
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*
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* @return true if the row should be highlighted in a special color.
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*/
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virtual bool IsHighlightRow(size_t row) { UNUSED2(row); return false; }
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virtual bool IsHighlightRow(size_t /*row*/) { return false; }
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};
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@@ -675,11 +675,8 @@ public:
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m_Program = 0;
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m_FileDependencies = {programPath};
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for (const auto& [path, type] : shaderStages)
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{
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UNUSED2(type);
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m_FileDependencies.emplace_back(path);
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}
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for (const auto& shaderStage : shaderStages)
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m_FileDependencies.emplace_back(std::get<0>(shaderStage));
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// TODO: replace by scoped bind.
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m_Device->GetActiveCommandContext()->SetGraphicsPipelineState(
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@@ -608,9 +608,9 @@ void CDeviceCommandContext::BeginFramebufferPass(IFramebuffer* framebuffer)
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m_Framebuffer->GetDepthStencilAttachmentLoadOp() == AttachmentLoadOp::CLEAR);
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if (needsClearValues)
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{
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for (CTexture* colorAttachment : m_Framebuffer->GetColorAttachments())
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const CFramebuffer::ColorAttachments& colorAttachments{m_Framebuffer->GetColorAttachments()};
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std::for_each(colorAttachments.begin(), colorAttachments.end(), [&](CTexture*)
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{
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UNUSED2(colorAttachment);
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const CColor& clearColor = m_Framebuffer->GetClearColor();
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// The four array elements of the clear color map to R, G, B, and A
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// components of image formats, in order.
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@@ -619,7 +619,7 @@ void CDeviceCommandContext::BeginFramebufferPass(IFramebuffer* framebuffer)
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clearValues.back().color.float32[1] = clearColor.g;
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clearValues.back().color.float32[2] = clearColor.b;
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clearValues.back().color.float32[3] = clearColor.a;
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}
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});
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if (m_Framebuffer->GetDepthStencilAttachment())
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{
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clearValues.emplace_back();
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@@ -496,12 +496,12 @@ public:
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m_Unit->GetAnimation()->SetAnimationSyncOffset(m_AnimSyncOffsetTime.ToFloat());
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}
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void SetShadingColor(fixed r, fixed g, fixed b, fixed a) override
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// TODO: Why is `a` even an argument?
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void SetShadingColor(fixed r, fixed g, fixed b, fixed /*a*/) override
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{
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m_R = r;
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m_G = g;
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m_B = b;
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UNUSED2(a); // TODO: why is this even an argument?
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if (m_Unit)
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{
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@@ -664,23 +664,20 @@ void CSoundManager::PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourc
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group->PlayNext(sourcePos, source);
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}
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void CSoundManager::PlayAsMusic(const VfsPath& itemPath, bool looping)
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void CSoundManager::PlayAsMusic(const VfsPath& itemPath, bool /*looping*/)
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{
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if (m_Enabled)
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{
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UNUSED2(looping);
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ISoundItem* aSnd = LoadItem(itemPath);
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if (aSnd != NULL)
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SetMusicItem(aSnd);
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}
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}
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void CSoundManager::PlayAsAmbient(const VfsPath& itemPath, bool looping)
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void CSoundManager::PlayAsAmbient(const VfsPath& itemPath, bool /*looping*/)
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{
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if (m_Enabled)
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{
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UNUSED2(looping);
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ISoundItem* aSnd = LoadItem(itemPath);
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if (aSnd != NULL)
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SetAmbientItem(aSnd);
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2022 Wildfire Games.
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/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -57,9 +57,8 @@ void CSoundBase::ReleaseOpenAL()
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}
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}
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void CSoundBase::Attach(CSoundData* itemData)
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void CSoundBase::Attach(CSoundData* /*itemData*/)
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{
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UNUSED2(itemData);
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}
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void CSoundBase::ResetVars()
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