mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
fix some OOB enumerator usages
(should be no-op with usual compiler workings)
This commit is contained in:
parent
9e9d6fa52c
commit
120e296a74
5 changed files with 18 additions and 18 deletions
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@ -708,10 +708,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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dp_realtime = time;
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dp_realtime = time;
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if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
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if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
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pi->weapon = pi->pendingWeapon;
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pi->weapon = pi->pendingWeapon;
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pi->lastWeapon = pi->pendingWeapon;
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pi->lastWeapon = pi->pendingWeapon;
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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if( pi->currentWeapon != pi->weapon ) {
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if( pi->currentWeapon != pi->weapon ) {
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trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
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trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
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@ -1136,7 +1136,7 @@ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) {
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pi->weapon = WP_MACHINEGUN;
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pi->weapon = WP_MACHINEGUN;
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pi->currentWeapon = pi->weapon;
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pi->currentWeapon = pi->weapon;
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pi->lastWeapon = pi->weapon;
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pi->lastWeapon = pi->weapon;
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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pi->chat = qfalse;
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pi->chat = qfalse;
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pi->newModel = qtrue;
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pi->newModel = qtrue;
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@ -1202,11 +1202,11 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
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pi->torso.yawAngle = viewAngles[YAW];
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pi->torso.yawAngle = viewAngles[YAW];
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pi->torso.yawing = qfalse;
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pi->torso.yawing = qfalse;
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if ( weaponNumber != -1 ) {
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if ( weaponNumber != WP_NUM_WEAPONS ) {
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pi->weapon = weaponNumber;
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pi->weapon = weaponNumber;
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pi->currentWeapon = weaponNumber;
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pi->currentWeapon = weaponNumber;
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pi->lastWeapon = weaponNumber;
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pi->lastWeapon = weaponNumber;
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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}
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}
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@ -1215,8 +1215,8 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
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}
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}
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// weapon
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// weapon
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if ( weaponNumber == -1 ) {
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if ( weaponNumber == WP_NUM_WEAPONS ) {
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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}
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}
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else if ( weaponNumber != WP_NONE ) {
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else if ( weaponNumber != WP_NONE ) {
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@ -1398,7 +1398,7 @@ Return the searchpath in "startSearch".
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=================
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=================
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*/
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*/
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vmInterpret_t FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll)
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int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll)
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{
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{
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searchpath_t *search, *lastSearch;
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searchpath_t *search, *lastSearch;
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directory_t *dir;
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directory_t *dir;
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@ -624,7 +624,7 @@ qboolean FS_FileExists( const char *file );
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qboolean FS_CreatePath (char *OSPath);
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qboolean FS_CreatePath (char *OSPath);
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vmInterpret_t FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll);
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int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll);
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char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
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char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
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qboolean FS_CompareZipChecksum(const char *zipfile);
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qboolean FS_CompareZipChecksum(const char *zipfile);
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@ -118,7 +118,7 @@ static void UI_StartServerRefresh(qboolean full);
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static void UI_StopServerRefresh( void );
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static void UI_StopServerRefresh( void );
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static void UI_DoServerRefresh( void );
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static void UI_DoServerRefresh( void );
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static void UI_FeederSelection(float feederID, int index);
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static void UI_FeederSelection(float feederID, int index);
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static void UI_BuildServerDisplayList(qboolean force);
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static void UI_BuildServerDisplayList(int force);
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static void UI_BuildServerStatus(qboolean force);
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static void UI_BuildServerStatus(qboolean force);
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static void UI_BuildFindPlayerList(qboolean force);
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static void UI_BuildFindPlayerList(qboolean force);
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static int QDECL UI_ServersQsortCompare( const void *arg1, const void *arg2 );
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static int QDECL UI_ServersQsortCompare( const void *arg1, const void *arg2 );
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@ -3762,7 +3762,7 @@ static void UI_BinaryServerInsertion(int num) {
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UI_BuildServerDisplayList
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UI_BuildServerDisplayList
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==================
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==================
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*/
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*/
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static void UI_BuildServerDisplayList(qboolean force) {
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static void UI_BuildServerDisplayList(int force) {
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int i, count, clients, maxClients, ping, game, len, visible;
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int i, count, clients, maxClients, ping, game, len, visible;
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char info[MAX_STRING_CHARS];
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char info[MAX_STRING_CHARS];
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// qboolean startRefresh = qtrue; TTimo: unused
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// qboolean startRefresh = qtrue; TTimo: unused
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@ -714,10 +714,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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dp_realtime = time;
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dp_realtime = time;
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if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
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if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
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pi->weapon = pi->pendingWeapon;
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pi->weapon = pi->pendingWeapon;
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pi->lastWeapon = pi->pendingWeapon;
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pi->lastWeapon = pi->pendingWeapon;
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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if( pi->currentWeapon != pi->weapon ) {
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if( pi->currentWeapon != pi->weapon ) {
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trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
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trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
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@ -1254,7 +1254,7 @@ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *he
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pi->weapon = WP_MACHINEGUN;
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pi->weapon = WP_MACHINEGUN;
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pi->currentWeapon = pi->weapon;
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pi->currentWeapon = pi->weapon;
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pi->lastWeapon = pi->weapon;
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pi->lastWeapon = pi->weapon;
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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pi->chat = qfalse;
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pi->chat = qfalse;
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pi->newModel = qtrue;
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pi->newModel = qtrue;
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@ -1293,11 +1293,11 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
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pi->torso.yawAngle = viewAngles[YAW];
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pi->torso.yawAngle = viewAngles[YAW];
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pi->torso.yawing = qfalse;
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pi->torso.yawing = qfalse;
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if ( weaponNumber != -1 ) {
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if ( weaponNumber != WP_NUM_WEAPONS ) {
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pi->weapon = weaponNumber;
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pi->weapon = weaponNumber;
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pi->currentWeapon = weaponNumber;
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pi->currentWeapon = weaponNumber;
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pi->lastWeapon = weaponNumber;
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pi->lastWeapon = weaponNumber;
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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}
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}
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@ -1306,8 +1306,8 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
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}
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}
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// weapon
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// weapon
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if ( weaponNumber == -1 ) {
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if ( weaponNumber == WP_NUM_WEAPONS ) {
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pi->pendingWeapon = -1;
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pi->pendingWeapon = WP_NUM_WEAPONS;
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pi->weaponTimer = 0;
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pi->weaponTimer = 0;
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}
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}
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else if ( weaponNumber != WP_NONE ) {
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else if ( weaponNumber != WP_NONE ) {
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