Fix misc warnings

This commit is contained in:
Marco Cawthorne 2022-11-30 14:25:14 -08:00
parent b1ce1b7bee
commit 54f7918edc
Signed by: eukara
GPG key ID: CE2032F0A2882A22
2 changed files with 65 additions and 65 deletions

View file

@ -32,11 +32,11 @@ View_UpdateWeapon(player pl, entity vm, entity mflash)
* thus we need to update all the net variables to * thus we need to update all the net variables to
* make sure these updates are recognized. this is * make sure these updates are recognized. this is
* vile but it'll have to do for now */ * vile but it'll have to do for now */
SAVE_STATE(pl.w_attack_next); SAVE_STATE(pl.w_attack_next)
SAVE_STATE(pl.w_idle_next); SAVE_STATE(pl.w_idle_next)
SAVE_STATE(pl.viewzoom); SAVE_STATE(pl.viewzoom)
SAVE_STATE(pl.weapontime); SAVE_STATE(pl.weapontime)
SAVE_STATE(pl.weaponframe); SAVE_STATE(pl.weaponframe)
/* hack, we changed the wep, move this into Game_Input/PMove */ /* hack, we changed the wep, move this into Game_Input/PMove */
Weapons_Draw(pl); Weapons_Draw(pl);
@ -45,11 +45,11 @@ View_UpdateWeapon(player pl, entity vm, entity mflash)
* thus we need to update all the net variables to * thus we need to update all the net variables to
* make sure these updates are recognized. this is * make sure these updates are recognized. this is
* vile but it'll have to do for now */ * vile but it'll have to do for now */
ROLL_BACK(pl.w_attack_next); ROLL_BACK(pl.w_attack_next)
ROLL_BACK(pl.w_idle_next); ROLL_BACK(pl.w_idle_next)
ROLL_BACK(pl.viewzoom); ROLL_BACK(pl.viewzoom)
ROLL_BACK(pl.weapontime); ROLL_BACK(pl.weapontime)
ROLL_BACK(pl.weaponframe); ROLL_BACK(pl.weaponframe)
/* figure out when the attachments start. in FTE attachments for /* figure out when the attachments start. in FTE attachments for
* HLMDL are treated as bones. they start at numbones + 1 */ * HLMDL are treated as bones. they start at numbones + 1 */

View file

@ -342,36 +342,36 @@ player::PredictPreFrame(void)
/* the generic client attributes */ /* the generic client attributes */
NSClientPlayer::PredictPreFrame(); NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top); SAVE_STATE(anim_top)
SAVE_STATE(anim_top_delay); SAVE_STATE(anim_top_delay)
SAVE_STATE(anim_top_time); SAVE_STATE(anim_top_time)
SAVE_STATE(anim_bottom); SAVE_STATE(anim_bottom)
SAVE_STATE(anim_bottom_time); SAVE_STATE(anim_bottom_time)
SAVE_STATE(glock_mag); SAVE_STATE(glock_mag)
SAVE_STATE(mp5_mag); SAVE_STATE(mp5_mag)
SAVE_STATE(python_mag); SAVE_STATE(python_mag)
SAVE_STATE(shotgun_mag); SAVE_STATE(shotgun_mag)
SAVE_STATE(crossbow_mag); SAVE_STATE(crossbow_mag)
SAVE_STATE(rpg_mag); SAVE_STATE(rpg_mag)
SAVE_STATE(satchel_chg); SAVE_STATE(satchel_chg)
SAVE_STATE(ammo_9mm); SAVE_STATE(ammo_9mm)
SAVE_STATE(ammo_357); SAVE_STATE(ammo_357)
SAVE_STATE(ammo_buckshot); SAVE_STATE(ammo_buckshot)
SAVE_STATE(ammo_bolt); SAVE_STATE(ammo_bolt)
SAVE_STATE(ammo_rocket); SAVE_STATE(ammo_rocket)
SAVE_STATE(ammo_uranium); SAVE_STATE(ammo_uranium)
SAVE_STATE(ammo_handgrenade); SAVE_STATE(ammo_handgrenade)
SAVE_STATE(ammo_satchel); SAVE_STATE(ammo_satchel)
SAVE_STATE(ammo_tripmine); SAVE_STATE(ammo_tripmine)
SAVE_STATE(ammo_snark); SAVE_STATE(ammo_snark)
SAVE_STATE(ammo_hornet); SAVE_STATE(ammo_hornet)
SAVE_STATE(ammo_m203_grenade); SAVE_STATE(ammo_m203_grenade)
SAVE_STATE(ammo_gauss_volume); SAVE_STATE(ammo_gauss_volume)
SAVE_STATE(ammo_rpg_state); SAVE_STATE(ammo_rpg_state)
SAVE_STATE(mode_tempstate); SAVE_STATE(mode_tempstate)
} }
/* /*
@ -387,37 +387,37 @@ player::PredictPostFrame(void)
/* the generic client attributes */ /* the generic client attributes */
NSClientPlayer::PredictPostFrame(); NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top); ROLL_BACK(anim_top)
ROLL_BACK(anim_top_delay); ROLL_BACK(anim_top_delay)
ROLL_BACK(anim_top_time); ROLL_BACK(anim_top_time)
ROLL_BACK(anim_bottom); ROLL_BACK(anim_bottom)
ROLL_BACK(anim_bottom_time); ROLL_BACK(anim_bottom_time)
ROLL_BACK(glock_mag); ROLL_BACK(glock_mag)
ROLL_BACK(mp5_mag); ROLL_BACK(mp5_mag)
ROLL_BACK(python_mag); ROLL_BACK(python_mag)
ROLL_BACK(shotgun_mag); ROLL_BACK(shotgun_mag)
ROLL_BACK(crossbow_mag); ROLL_BACK(crossbow_mag)
ROLL_BACK(rpg_mag); ROLL_BACK(rpg_mag)
ROLL_BACK(satchel_chg); ROLL_BACK(satchel_chg)
ROLL_BACK(ammo_9mm); ROLL_BACK(ammo_9mm)
ROLL_BACK(ammo_357); ROLL_BACK(ammo_357)
ROLL_BACK(ammo_buckshot); ROLL_BACK(ammo_buckshot)
ROLL_BACK(ammo_m203_grenade); ROLL_BACK(ammo_m203_grenade)
ROLL_BACK(ammo_bolt); ROLL_BACK(ammo_bolt)
ROLL_BACK(ammo_rocket); ROLL_BACK(ammo_rocket)
ROLL_BACK(ammo_uranium); ROLL_BACK(ammo_uranium)
ROLL_BACK(ammo_handgrenade); ROLL_BACK(ammo_handgrenade)
ROLL_BACK(ammo_satchel); ROLL_BACK(ammo_satchel)
ROLL_BACK(ammo_tripmine); ROLL_BACK(ammo_tripmine)
ROLL_BACK(ammo_snark); ROLL_BACK(ammo_snark)
ROLL_BACK(ammo_hornet); ROLL_BACK(ammo_hornet)
ROLL_BACK(ammo_m203_grenade); ROLL_BACK(ammo_m203_grenade)
ROLL_BACK(ammo_gauss_volume); ROLL_BACK(ammo_gauss_volume)
ROLL_BACK(ammo_rpg_state); ROLL_BACK(ammo_rpg_state)
ROLL_BACK(mode_tempstate); ROLL_BACK(mode_tempstate)
} }
#else #else