diff --git a/Engine/source/T3D/components/animation/animationComponent.cpp b/Engine/source/T3D/components/animation/animationComponent.cpp index cb7808b8b..59ff1fbf8 100644 --- a/Engine/source/T3D/components/animation/animationComponent.cpp +++ b/Engine/source/T3D/components/animation/animationComponent.cpp @@ -621,8 +621,6 @@ void AnimationComponent::advanceThreads(F32 dt) Thread& st = mAnimationThreads[i]; if (st.thread && st.sequence != -1) { - bool cyclic = getShape()->sequences[st.sequence].isCyclic(); - if (!getShape()->sequences[st.sequence].isCyclic() && !st.atEnd && ((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0)) diff --git a/Engine/source/T3D/components/camera/cameraComponent.cpp b/Engine/source/T3D/components/camera/cameraComponent.cpp index 2cd1b7d08..4e566bba7 100644 --- a/Engine/source/T3D/components/camera/cameraComponent.cpp +++ b/Engine/source/T3D/components/camera/cameraComponent.cpp @@ -237,8 +237,6 @@ bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat) { // Returns camera to world space transform // Handles first person / third person camera position - bool isServer = isServerObject(); - if (mTargetNodeIdx == -1) { if (mUseParentTransform) @@ -479,7 +477,6 @@ void CameraComponent::setRotation(RotationF newRot) Frustum CameraComponent::getFrustum() { Frustum visFrustum; - F32 left, right, top, bottom; F32 aspectRatio = mClientScreen.x / mClientScreen.y; visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform()); diff --git a/Engine/source/T3D/components/collision/collisionComponent.cpp b/Engine/source/T3D/components/collision/collisionComponent.cpp index 3736fbe04..5eee24a9e 100644 --- a/Engine/source/T3D/components/collision/collisionComponent.cpp +++ b/Engine/source/T3D/components/collision/collisionComponent.cpp @@ -538,7 +538,6 @@ PhysicsCollision* CollisionComponent::buildColShapes() for (S32 o = start; o < end; o++) { const TSShape::Object &object = shape->objects[o]; - const String &meshName = shape->names[object.nameIndex]; if (object.numMeshes <= detail.objectDetailNum) continue; diff --git a/Engine/source/T3D/components/game/stateMachine.cpp b/Engine/source/T3D/components/game/stateMachine.cpp index fd1ef8505..8c9f8b4f9 100644 --- a/Engine/source/T3D/components/game/stateMachine.cpp +++ b/Engine/source/T3D/components/game/stateMachine.cpp @@ -152,7 +152,6 @@ void StateMachine::readConditions(StateTransition ¤tTransition) //get our first state StateTransition::Condition firstCondition; StateField firstField; - bool fieldRead = false; readFieldName(&firstField, reader); firstCondition.field = firstField; diff --git a/Engine/source/T3D/components/game/triggerComponent.cpp b/Engine/source/T3D/components/game/triggerComponent.cpp index 290fab437..873c1307d 100644 --- a/Engine/source/T3D/components/game/triggerComponent.cpp +++ b/Engine/source/T3D/components/game/triggerComponent.cpp @@ -239,8 +239,6 @@ bool TriggerComponent::testObject(SceneObject* enter) myList.setObject(mOwner); myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere); - - bool test = true; } } } diff --git a/Engine/source/T3D/components/physics/playerControllerComponent.cpp b/Engine/source/T3D/components/physics/playerControllerComponent.cpp index 5b7455bfc..d321f7904 100644 --- a/Engine/source/T3D/components/physics/playerControllerComponent.cpp +++ b/Engine/source/T3D/components/physics/playerControllerComponent.cpp @@ -330,9 +330,6 @@ void PlayerControllerComponent::updateMove() } // Update current orientation - bool doStandardMove = true; - GameConnection* con = mOwner->getControllingClient(); - MatrixF zRot; zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z)); @@ -355,7 +352,6 @@ void PlayerControllerComponent::updateMove() mContactInfo.jump = false; mContactInfo.run = false; - bool jumpSurface = false, runSurface = false; if (!mOwner->isMounted()) findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal); if (mContactInfo.jump) @@ -577,7 +573,6 @@ void PlayerControllerComponent::updatePos(const F32 travelTime) newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList); bool haveCollisions = false; - bool wasFalling = mFalling; if (collisionList.getCount() > 0) { mFalling = false; diff --git a/Engine/source/T3D/convexShape.cpp b/Engine/source/T3D/convexShape.cpp index 33e2bc65c..f179ad25a 100644 --- a/Engine/source/T3D/convexShape.cpp +++ b/Engine/source/T3D/convexShape.cpp @@ -719,8 +719,6 @@ bool ConvexShape::buildExportPolyList(ColladaUtils::ExportData* exportData, cons //Convex shapes only have the one 'level', so we'll just rely on the export post-process to back-fill if (isServerObject() && getClientObject()) { - ConvexShape* clientShape = dynamic_cast(getClientObject()); - exportData->meshData.increment(); //Prep a meshData for this shape in particular diff --git a/Engine/source/T3D/entity.cpp b/Engine/source/T3D/entity.cpp index ffe724406..bb8f7becf 100644 --- a/Engine/source/T3D/entity.cpp +++ b/Engine/source/T3D/entity.cpp @@ -306,8 +306,6 @@ void Entity::onPostAdd() bool Entity::_setGameObject(void *object, const char *index, const char *data) { - Entity *e = static_cast(object); - // Sanity! AssertFatal(data != NULL, "Cannot use a NULL asset Id."); @@ -513,8 +511,6 @@ U32 Entity::packUpdate(NetConnection *con, U32 mask, BitStream *stream) for (U32 i = 0; i < mNetworkedComponents.size(); i++) { - NetworkedComponent::UpdateState state = mNetworkedComponents[i].updateState; - if (mNetworkedComponents[i].updateState == NetworkedComponent::Adding) { const char* className = mComponents[mNetworkedComponents[i].componentIndex]->getClassName(); @@ -1381,7 +1377,6 @@ bool Entity::removeComponent(Component *comp, bool deleteComponent) //to re-add them. Need to implement a clean clear function that will clear the local list, and only delete unused behaviors during an update. void Entity::clearComponents(bool deleteComponents) { - bool srv = isServerObject(); if (!deleteComponents) { while (mComponents.size() > 0) @@ -1399,8 +1394,6 @@ void Entity::clearComponents(bool deleteComponents) { comp->onComponentRemove(); //in case the behavior needs to do cleanup on the owner - bool removed = mComponents.remove(comp); - //we only need to delete them on the server side. they'll be cleaned up on the client side //via the ghosting system for us if (isServerObject()) @@ -1663,7 +1656,6 @@ void Entity::notifyComponents(String signalFunction, String argA, String argB, S void Entity::setComponentsDirty() { - bool tmp = true; /*if (mToLoadComponents.empty()) mStartComponentUpdate = true; @@ -1694,7 +1686,6 @@ void Entity::setComponentsDirty() void Entity::setComponentDirty(Component *comp, bool forceUpdate) { - bool found = false; for (U32 i = 0; i < mComponents.size(); i++) { if (mComponents[i]->getId() == comp->getId()) diff --git a/Engine/source/T3D/entity.h b/Engine/source/T3D/entity.h index 5bf9898ea..b7e325ce5 100644 --- a/Engine/source/T3D/entity.h +++ b/Engine/source/T3D/entity.h @@ -309,7 +309,6 @@ Vector Entity::getComponents() Vector foundObjects; T *curObj; - Component* comp; // Loop through our child objects. for (U32 i = 0; i < mComponents.size(); i++) diff --git a/Engine/source/T3D/gameFunctions.cpp b/Engine/source/T3D/gameFunctions.cpp index c49c75cb3..db2ac5a27 100644 --- a/Engine/source/T3D/gameFunctions.cpp +++ b/Engine/source/T3D/gameFunctions.cpp @@ -553,7 +553,6 @@ void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum GFX->setStateBlock(mDefaultGuiSB); GFXTargetRef origTarget = GFX->getActiveRenderTarget(); - U32 origStyle = GFX->getCurrentRenderStyle(); // Clear the zBuffer so GUI doesn't hose object rendering accidentally GFX->clear(GFXClearZBuffer, ColorI(20, 20, 20), 1.0f, 0); diff --git a/Engine/source/T3D/systems/render/meshRenderSystem.cpp b/Engine/source/T3D/systems/render/meshRenderSystem.cpp index 39b163601..6faf2a74c 100644 --- a/Engine/source/T3D/systems/render/meshRenderSystem.cpp +++ b/Engine/source/T3D/systems/render/meshRenderSystem.cpp @@ -21,11 +21,9 @@ void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* stat for (U32 i = 0; i < count; i++) { //Server side items exist for data, but we don't actually render them - bool isClient = MeshRenderSystemInterface::all[i]->mIsClient; if (!MeshRenderSystemInterface::all[i]->mIsClient) continue; - bool isStatic = MeshRenderSystemInterface::all[i]->mStatic; if (MeshRenderSystemInterface::all[i]->mStatic) continue; diff --git a/Engine/source/T3D/tsStatic.cpp b/Engine/source/T3D/tsStatic.cpp index 58925b29e..3e48154e7 100644 --- a/Engine/source/T3D/tsStatic.cpp +++ b/Engine/source/T3D/tsStatic.cpp @@ -1131,7 +1131,6 @@ bool TSStatic::buildExportPolyList(ColladaUtils::ExportData* exportData, const B if (isServerObject() && getClientObject()) { TSStatic* clientShape = dynamic_cast(getClientObject()); - U32 numDetails = clientShape->mShapeInstance->getNumDetails() - 1; exportData->meshData.increment(); diff --git a/Engine/source/app/net/serverQuery.cpp b/Engine/source/app/net/serverQuery.cpp index 17caac478..a1f60cd74 100644 --- a/Engine/source/app/net/serverQuery.cpp +++ b/Engine/source/app/net/serverQuery.cpp @@ -1611,9 +1611,7 @@ static void handleExtendedMasterServerListResponse(BitStream* stream, U32 key, U { U16 packetIndex, packetTotal; U32 i; - U16 serverCount, port; - U8 netNum[16]; - char addressBuffer[256]; + U16 serverCount; NetAddress addr; stream->read(&packetIndex); diff --git a/Engine/source/gui/controls/guiConsole.cpp b/Engine/source/gui/controls/guiConsole.cpp index d063272bf..3eb81e7e8 100644 --- a/Engine/source/gui/controls/guiConsole.cpp +++ b/Engine/source/gui/controls/guiConsole.cpp @@ -89,9 +89,6 @@ bool GuiConsole::onWake() S32 GuiConsole::getMaxWidth(S32 startIndex, S32 endIndex) { //sanity check - U32 size; - ConsoleLogEntry *log; - if (startIndex < 0 || (U32)endIndex >= mFilteredLog.size() || startIndex > endIndex) return 0; @@ -190,9 +187,6 @@ void GuiConsole::onPreRender() void GuiConsole::onRenderCell(Point2I offset, Point2I cell, bool /*selected*/, bool /*mouseOver*/) { - U32 size; - ConsoleLogEntry *log; - ConsoleLogEntry &entry = mFilteredLog[cell.y]; switch (entry.mLevel) { @@ -210,9 +204,6 @@ void GuiConsole::onCellSelected( Point2I cell ) { Parent::onCellSelected( cell ); - U32 size; - ConsoleLogEntry* log; - ConsoleLogEntry& entry = mFilteredLog[cell.y]; onMessageSelected_callback( entry.mLevel, entry.mString ); } diff --git a/Engine/source/gui/editor/inspector/mountingGroup.cpp b/Engine/source/gui/editor/inspector/mountingGroup.cpp index 759139658..158461902 100644 --- a/Engine/source/gui/editor/inspector/mountingGroup.cpp +++ b/Engine/source/gui/editor/inspector/mountingGroup.cpp @@ -133,9 +133,6 @@ bool GuiInspectorMountingGroup::inspectGroup() clearFields(); bool bNewItems = false; - bool bMakingArray = false; - GuiStackControl *pArrayStack = NULL; - GuiRolloutCtrl *pArrayRollout = NULL; bool bGrabItems = false; AbstractClassRep* commonAncestorClass = findCommonAncestorClass(); @@ -240,7 +237,6 @@ void GuiInspectorMountingGroup::updateAllFields() void GuiInspectorMountingGroup::onMouseMove(const GuiEvent &event) { //mParent->mOverDivider = false; - bool test = false; } DefineEngineMethod(GuiInspectorMountingGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.") diff --git a/Engine/source/gui/worldEditor/worldEditor.cpp b/Engine/source/gui/worldEditor/worldEditor.cpp index 27c9dc473..478cc2e3d 100644 --- a/Engine/source/gui/worldEditor/worldEditor.cpp +++ b/Engine/source/gui/worldEditor/worldEditor.cpp @@ -3877,8 +3877,6 @@ void WorldEditor::makeSelectionAMesh(const char *filename) fabMat.inverse(); MatrixF objMat; - SimObject *obj = NULL; - SceneObject *sObj = NULL; Vector< SceneObject* > objectList; diff --git a/Engine/source/platform/platformNet.cpp b/Engine/source/platform/platformNet.cpp index 2a22499c4..1e5cb0a5a 100644 --- a/Engine/source/platform/platformNet.cpp +++ b/Engine/source/platform/platformNet.cpp @@ -230,7 +230,6 @@ namespace PlatformNetState // which are required for LAN queries (PC->Xbox connectivity). The wire protocol still // uses the VDP packet structure, though. S32 protocol = IPPROTO_UDP; - bool useVDP = false; #ifdef TORQUE_DISABLE_PC_CONNECTIVITY // Xbox uses a VDP (voice/data protocol) socket for networking protocol = IPPROTO_VDP; @@ -1956,7 +1955,6 @@ void Net::enableMulticast() if (error == NoError) { - NetAddress listenAddress; char listenAddressStr[256]; Net::addressToString(&multicastAddress, listenAddressStr); Con::printf("Multicast initialized on %s", listenAddressStr);