mirror of https://github.com/ioquake/ioq3.git
Fix cgame warnings
This commit is contained in:
parent
621a72e698
commit
4444202a41
|
@ -995,7 +995,7 @@ static void CG_DrawUpperRight(stereoFrame_t stereoFrame)
|
||||||
y = CG_DrawTimer( y );
|
y = CG_DrawTimer( y );
|
||||||
}
|
}
|
||||||
if ( cg_drawAttacker.integer ) {
|
if ( cg_drawAttacker.integer ) {
|
||||||
y = CG_DrawAttacker( y );
|
CG_DrawAttacker( y );
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1281,7 +1281,7 @@ static void CG_DrawLowerRight( void ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
y = CG_DrawScores( y );
|
y = CG_DrawScores( y );
|
||||||
y = CG_DrawPowerups( y );
|
CG_DrawPowerups( y );
|
||||||
}
|
}
|
||||||
#endif // MISSIONPACK
|
#endif // MISSIONPACK
|
||||||
|
|
||||||
|
@ -1334,7 +1334,7 @@ static void CG_DrawLowerLeft( void ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
y = CG_DrawPickupItem( y );
|
CG_DrawPickupItem( y );
|
||||||
}
|
}
|
||||||
#endif // MISSIONPACK
|
#endif // MISSIONPACK
|
||||||
|
|
||||||
|
|
|
@ -350,7 +350,7 @@ static void CG_Item( centity_t *cent ) {
|
||||||
trap_R_AddRefEntityToScene(&ent);
|
trap_R_AddRefEntityToScene(&ent);
|
||||||
|
|
||||||
#ifdef MISSIONPACK
|
#ifdef MISSIONPACK
|
||||||
if ( item->giType == IT_WEAPON && wi->barrelModel ) {
|
if ( item->giType == IT_WEAPON && wi && wi->barrelModel ) {
|
||||||
refEntity_t barrel;
|
refEntity_t barrel;
|
||||||
|
|
||||||
memset( &barrel, 0, sizeof( barrel ) );
|
memset( &barrel, 0, sizeof( barrel ) );
|
||||||
|
|
|
@ -290,7 +290,6 @@ void CG_DrawInformation( void ) {
|
||||||
if ( value ) {
|
if ( value ) {
|
||||||
UI_DrawProportionalString( 320, y, va( "capturelimit %i", value ),
|
UI_DrawProportionalString( 320, y, va( "capturelimit %i", value ),
|
||||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||||
y += PROP_HEIGHT;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -65,7 +65,7 @@ CG_FreeMarkPoly
|
||||||
==================
|
==================
|
||||||
*/
|
*/
|
||||||
void CG_FreeMarkPoly( markPoly_t *le ) {
|
void CG_FreeMarkPoly( markPoly_t *le ) {
|
||||||
if ( !le->prevMark ) {
|
if ( !le->prevMark || !le->nextMark ) {
|
||||||
CG_Error( "CG_FreeLocalEntity: not active" );
|
CG_Error( "CG_FreeLocalEntity: not active" );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -295,8 +295,6 @@ static void CG_DrawPlayerHead(rectDef_t *rect, qboolean draw2D) {
|
||||||
cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI );
|
cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI );
|
||||||
cg.headEndPitch = 5 * cos( crandom()*M_PI );
|
cg.headEndPitch = 5 * cos( crandom()*M_PI );
|
||||||
}
|
}
|
||||||
|
|
||||||
size = rect->w * 1.25;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// if the server was frozen for a while we may have a bad head start time
|
// if the server was frozen for a while we may have a bad head start time
|
||||||
|
@ -510,8 +508,6 @@ static void CG_DrawSelectedPlayerPowerup( rectDef_t *rect, qboolean draw2D ) {
|
||||||
item = BG_FindItemForPowerup( j );
|
item = BG_FindItemForPowerup( j );
|
||||||
if (item) {
|
if (item) {
|
||||||
CG_DrawPic( x, y, rect->w, rect->h, trap_R_RegisterShader( item->icon ) );
|
CG_DrawPic( x, y, rect->w, rect->h, trap_R_RegisterShader( item->icon ) );
|
||||||
x += 3;
|
|
||||||
y += 3;
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -142,6 +142,7 @@ static void CG_TransitionSnapshot( void ) {
|
||||||
|
|
||||||
// if we had a map_restart, set everthing with initial
|
// if we had a map_restart, set everthing with initial
|
||||||
if ( !cg.snap ) {
|
if ( !cg.snap ) {
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// clear the currentValid flag for all entities in the existing snapshot
|
// clear the currentValid flag for all entities in the existing snapshot
|
||||||
|
|
|
@ -1757,9 +1757,6 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
|
||||||
vec3_t sprOrg;
|
vec3_t sprOrg;
|
||||||
vec3_t sprVel;
|
vec3_t sprVel;
|
||||||
|
|
||||||
mark = 0;
|
|
||||||
radius = 32;
|
|
||||||
sfx = 0;
|
|
||||||
mod = 0;
|
mod = 0;
|
||||||
shader = 0;
|
shader = 0;
|
||||||
light = 0;
|
light = 0;
|
||||||
|
|
Loading…
Reference in New Issue