From: <tz...@us...> - 2010-01-20 04:48:55
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Revision: 3327 http://freeorion.svn.sourceforge.net/freeorion/revision/?rev=3327&view=rev Author: tzlaine Date: 2010-01-20 04:48:48 +0000 (Wed, 20 Jan 2010) Log Message: ----------- Small changes to correct gcc warnings (including a non-void function not returning a value). Modified Paths: -------------- trunk/FreeOrion/UI/FleetWnd.cpp trunk/FreeOrion/server/ServerApp.cpp Modified: trunk/FreeOrion/UI/FleetWnd.cpp =================================================================== --- trunk/FreeOrion/UI/FleetWnd.cpp 2010-01-17 23:39:58 UTC (rev 3326) +++ trunk/FreeOrion/UI/FleetWnd.cpp 2010-01-20 04:48:48 UTC (rev 3327) @@ -2170,8 +2170,6 @@ // remove existing fleet rows m_fleets_lb->Clear(); // deletes rows when removing; they don't need to be manually deleted - int app_empire_id = HumanClientApp::GetApp()->EmpireID(); // may be different from ID of empire whose fleets are being shown in this FleetWnd - // repopulate m_fleet_ids according to FleetWnd settings if (GetMainObjectMap().Object<System>(m_system_id)) { // get fleets to show from system, based on required ownership Modified: trunk/FreeOrion/server/ServerApp.cpp =================================================================== --- trunk/FreeOrion/server/ServerApp.cpp 2010-01-17 23:39:58 UTC (rev 3326) +++ trunk/FreeOrion/server/ServerApp.cpp 2010-01-20 04:48:48 UTC (rev 3327) @@ -559,6 +559,8 @@ if (is_human) retval.insert(empire_id); } + + return retval; } void GetEmpireIDsWithFleetsAndCombatFleetsAtSystem(std::set<int>& ids_of_empires_with_fleets_here, @@ -909,10 +911,6 @@ void ServerApp::ProcessCombats() { - EmpireManager& empires = Empires(); - ObjectMap& objects = m_universe.Objects(); - - Logger().debugStream() << "ServerApp::ProcessCombats"; // check for combats, and resolve them. for (ServerNetworking::const_established_iterator player_it = m_networking.established_begin(); player_it != m_networking.established_end(); ++player_it) { @@ -937,7 +935,6 @@ // various systems' CombatInfo structs for (std::map<int, CombatInfo>::iterator it = system_combat_info.begin(); it != system_combat_info.end(); ++it) { CombatInfo& combat_info = it->second; - int system_id = it->first; if (!TEST_3D_COMBAT) { AutoResolveCombat(combat_info); |