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authorterkhen <terkhen@openttd.org>2010-09-20 19:15:31 +0000
committerterkhen <terkhen@openttd.org>2010-09-20 19:15:31 +0000
commitbce6328ed0910e210d6fc3e7ed748d976c0bfcd1 (patch)
tree3b4ded6224bb22b3c00a8f91983bfb5ebf6b1d65
parente90930e5722a43741deef77de9c562283549faf1 (diff)
downloadopenttd-bce6328ed0910e210d6fc3e7ed748d976c0bfcd1.tar.xz
(svn r20833) -Fix (r20832): Remove a warning.
-rw-r--r--src/genworld.h6
-rw-r--r--src/tgp.cpp2
2 files changed, 4 insertions, 4 deletions
diff --git a/src/genworld.h b/src/genworld.h
index 0fd6b4231..af8965caf 100644
--- a/src/genworld.h
+++ b/src/genworld.h
@@ -33,9 +33,9 @@ enum GenWorldMode {
GWM_HEIGHTMAP = 3, ///< Generate a newgame from a heightmap
};
-static const int CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings.
-static const int CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level.
-static const int CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level.
+static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings.
+static const uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level.
+static const uint CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level.
typedef void GWDoneProc(); ///< Procedure called when the genworld process finishes
typedef void GWAbortProc(); ///< Called when genworld is aborted
diff --git a/src/tgp.cpp b/src/tgp.cpp
index 5e7bf6092..f936175fb 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -848,7 +848,7 @@ static void HeightMapSmoothSlopes(height_t dh_max)
static void HeightMapNormalize()
{
int sea_level_setting = _settings_game.difficulty.quantity_sea_lakes;
- const amplitude_t water_percent = sea_level_setting != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY ? _water_percent[sea_level_setting] : _settings_game.game_creation.custom_sea_level * 1024 / 100;
+ const amplitude_t water_percent = sea_level_setting != (int)CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY ? _water_percent[sea_level_setting] : _settings_game.game_creation.custom_sea_level * 1024 / 100;
const height_t h_max_new = I2H(_max_height[_settings_game.difficulty.terrain_type]);
const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;