From 4e7693bae604eeb256439dd5b620e851d83b1ec4 Mon Sep 17 00:00:00 2001
From: Kawe Mazidjatari <48657826+Mauler125@users.noreply.github.com>
Date: Sun, 2 Apr 2023 17:25:18 +0200
Subject: [PATCH] /W4: Fix name shadowing warnings

---
 r5dev/game/shared/ai_utility_shared.cpp | 22 +++++------
 r5dev/mathlib/mathlib_base.cpp          | 51 +++++++++++++++----------
 2 files changed, 42 insertions(+), 31 deletions(-)

diff --git a/r5dev/game/shared/ai_utility_shared.cpp b/r5dev/game/shared/ai_utility_shared.cpp
index 5e619ac5..b5fcbf7a 100644
--- a/r5dev/game/shared/ai_utility_shared.cpp
+++ b/r5dev/game/shared/ai_utility_shared.cpp
@@ -375,28 +375,28 @@ void CAI_Utility::DrawNavMeshPolyBoundaries(dtNavMesh* pMesh) const
         if (!IsTileWithinRange(pTile, vCamera, flCameraRange))
             continue;
 
-        for (int i = 0; i < pTile->header->polyCount; ++i)
+        for (int j = 0; j < pTile->header->polyCount; ++j)
         {
-            const dtPoly* pPoly = &pTile->polys[i];
+            const dtPoly* pPoly = &pTile->polys[j];
 
             if (pPoly->getType() == DT_POLYTYPE_OFFMESH_CONNECTION)
                 continue;
 
-            const dtPolyDetail* pd = &pTile->detailMeshes[i];
+            const dtPolyDetail* pd = &pTile->detailMeshes[j];
 
-            for (int j = 0, nj = static_cast<int>(pPoly->vertCount); j < nj; ++j)
+            for (int e = 0, ne = static_cast<int>(pPoly->vertCount); e < ne; ++e)
             {
                 if (bDrawInner)
                 {
-                    if (pPoly->neis[j] == 0)
+                    if (pPoly->neis[e] == 0)
                         continue;
 
-                    if (pPoly->neis[j] & DT_EXT_LINK)
+                    if (pPoly->neis[e] & DT_EXT_LINK)
                     {
                         bool bCon = false;
                         for (unsigned int k = pPoly->firstLink; k != DT_NULL_LINK; k = pTile->links[k].next)
                         {
-                            if (pTile->links[k].edge == j)
+                            if (pTile->links[k].edge == e)
                             {
                                 bCon = true;
                                 break;
@@ -412,16 +412,16 @@ void CAI_Utility::DrawNavMeshPolyBoundaries(dtNavMesh* pMesh) const
                 }
                 else
                 {
-                    if (pPoly->neis[j] != 0)
+                    if (pPoly->neis[e] != 0)
                         continue;
                 }
 
-                const float* v0 = &pTile->verts[pPoly->verts[j] * 3];
-                const float* v1 = &pTile->verts[pPoly->verts[(j + 1) % nj] * 3];
+                const float* v0 = &pTile->verts[pPoly->verts[e] * 3];
+                const float* v1 = &pTile->verts[pPoly->verts[(e + 1) % ne] * 3];
 
                 // Draw detail mesh edges which align with the actual poly edge.
                 // This is really slow.
-                for (int k = 0, e = pd->triCount; k < e; ++k)
+                for (int k = 0, ke = pd->triCount; k < ke; ++k)
                 {
                     const unsigned char* t = &pTile->detailTris[(pd->triBase + k) * 4];
                     const float* tv[3];
diff --git a/r5dev/mathlib/mathlib_base.cpp b/r5dev/mathlib/mathlib_base.cpp
index 447fa4fb..d535f97c 100644
--- a/r5dev/mathlib/mathlib_base.cpp
+++ b/r5dev/mathlib/mathlib_base.cpp
@@ -3368,6 +3368,13 @@ void Cubic_Spline(
 	Assert(&output != &p3);
 	Assert(&output != &p4);
 
+#ifdef NDEBUG
+	NOTE_UNUSED(p1);
+	NOTE_UNUSED(p2);
+	NOTE_UNUSED(p3);
+	NOTE_UNUSED(p4);
+#endif // NDEBUG
+
 	output.Init();
 
 	Vector3D a, b, c, d;
@@ -3503,6 +3510,10 @@ void Parabolic_Spline(
 	Assert(&output != &p3);
 	Assert(&output != &p4);
 
+#ifdef NDEBUG
+	NOTE_UNUSED(p4);
+#endif // NDEBUG
+
 	output.Init();
 
 	Vector3D a, b, c, d;
@@ -4035,7 +4046,7 @@ bool CalcLineToLineIntersectionSegment(
 volatile static char const* pDebugString;
 #endif
 
-void MathLib_Init(float gamma, float texGamma, float brightness, int overbright, bool bAllow3DNow, bool bAllowSSE, bool bAllowSSE2, bool bAllowMMX)
+void MathLib_Init(float gamma, float texGamma, float brightness, int overbright)
 {
 	if (s_bMathlibInitialized)
 		return;
@@ -5397,9 +5408,9 @@ void Frustum_t::CreatePerspectiveFrustumFLU(const Vector3D& vOrigin, const Vecto
 	const Vector3D& vLeft, const Vector3D& vUp, float flZNear, float flZFar,
 	float flFovX, float flAspect)
 {
-	VPlane planes[FRUSTUM_NUMPLANES];
-	GeneratePerspectiveFrustumFLU(vOrigin, vForward, vLeft, vUp, flZNear, flZFar, flFovX, flAspect, planes);
-	SetPlanes(planes);
+	VPlane frustumPlanes[FRUSTUM_NUMPLANES];
+	GeneratePerspectiveFrustumFLU(vOrigin, vForward, vLeft, vUp, flZNear, flZFar, flFovX, flAspect, frustumPlanes);
+	SetPlanes(frustumPlanes);
 }
 
 //#ifndef YUP_ACTIVE
@@ -5416,19 +5427,19 @@ void Frustum_t::CreatePerspectiveFrustum(const Vector3D& origin, const Vector3D&
 // Version that accepts angles instead of vectors
 void Frustum_t::CreatePerspectiveFrustum(const Vector3D& origin, const QAngle& angles, float flZNear, float flZFar, float flFovX, float flAspectRatio)
 {
-	VPlane planes[FRUSTUM_NUMPLANES];
+	VPlane frustumPlanes[FRUSTUM_NUMPLANES];
 	Vector3D vecForward, vecLeft, vecUp;
 	AngleVectorsFLU(angles, &vecForward, &vecLeft, &vecUp);
-	GeneratePerspectiveFrustumFLU(origin, vecForward, vecLeft, vecUp, flZNear, flZFar, flFovX, flAspectRatio, planes);
-	SetPlanes(planes);
+	GeneratePerspectiveFrustumFLU(origin, vecForward, vecLeft, vecUp, flZNear, flZFar, flFovX, flAspectRatio, frustumPlanes);
+	SetPlanes(frustumPlanes);
 }
 
 // Generate a frustum based on orthographic parameters
 void Frustum_t::CreateOrthoFrustumFLU(const Vector3D& origin, const Vector3D& forward, const Vector3D& vLeft, const Vector3D& up, float flLeft, float flRight, float flBottom, float flTop, float flZNear, float flZFar)
 {
-	VPlane planes[FRUSTUM_NUMPLANES];
-	GenerateOrthoFrustumFLU(origin, forward, vLeft, up, flLeft, flRight, flBottom, flTop, flZNear, flZFar, planes);
-	SetPlanes(planes);
+	VPlane frustumPlanes[FRUSTUM_NUMPLANES];
+	GenerateOrthoFrustumFLU(origin, forward, vLeft, up, flLeft, flRight, flBottom, flTop, flZNear, flZFar, frustumPlanes);
+	SetPlanes(frustumPlanes);
 }
 
 //#ifndef YUP_ACTIVE
@@ -5448,41 +5459,41 @@ void Frustum_t::CreateOrthoFrustum(const Vector3D& origin, const Vector3D& forwa
 //	0--1
 bool Frustum_t::GetCorners(Vector3D* pPoints) const
 {
-	VPlane planes[FRUSTUM_NUMPLANES];
-	GetPlanes(planes);
+	VPlane frustumPlanes[FRUSTUM_NUMPLANES];
+	GetPlanes(frustumPlanes);
 
 	// Near face
 	// Bottom Left
-	if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_BOTTOM], pPoints[0]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[0]))
 		return false;
 
 	// Bottom right
-	if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_BOTTOM], pPoints[1]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[1]))
 		return false;
 
 	// Upper Left
-	if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_TOP], pPoints[2]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_TOP], pPoints[2]))
 		return false;
 
 	// Upper right
-	if (!PlaneIntersection(planes[FRUSTUM_NEARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_TOP], pPoints[3]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_NEARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_TOP], pPoints[3]))
 		return false;
 
 	// Far face
 	// Bottom Left
-	if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_BOTTOM], pPoints[4]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[4]))
 		return false;
 
 	// Bottom right
-	if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_BOTTOM], pPoints[5]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_BOTTOM], pPoints[5]))
 		return false;
 
 	// Upper Left
-	if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_LEFT], planes[FRUSTUM_TOP], pPoints[6]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_LEFT], frustumPlanes[FRUSTUM_TOP], pPoints[6]))
 		return false;
 
 	// Upper right
-	if (!PlaneIntersection(planes[FRUSTUM_FARZ], planes[FRUSTUM_RIGHT], planes[FRUSTUM_TOP], pPoints[7]))
+	if (!PlaneIntersection(frustumPlanes[FRUSTUM_FARZ], frustumPlanes[FRUSTUM_RIGHT], frustumPlanes[FRUSTUM_TOP], pPoints[7]))
 		return false;