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https://github.com/ioquake/jedi-academy.git
synced 2024-11-25 05:31:50 +00:00
adjust to different scoping of variables declared in for loops
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parent
ea4f7f0599
commit
666685fba6
18 changed files with 61 additions and 32 deletions
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@ -1391,7 +1391,8 @@ void CGCam_UpdateShake( vec3_t origin, vec3_t angles )
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intensity = client_camera.shake_intensity * intensity_scale;
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for ( int i = 0; i < 3; i++ )
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int i;
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for ( i = 0; i < 3; i++ )
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{
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moveDir[i] = ( crandom() * intensity );
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}
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@ -4534,7 +4534,8 @@ void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bCall
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{
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extern const char *Music_GetLevelSetName(void);
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Q_strncpyz(sInfoOnly_CurrentDynamicMusicSet, Music_GetLevelSetName(), sizeof(sInfoOnly_CurrentDynamicMusicSet));
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for (int i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++)
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int i;
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for (i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++)
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{
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qboolean bOk = qfalse;
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LPCSTR psMusicName = Music_GetFileNameForState( (MusicState_e) i);
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@ -5163,7 +5164,8 @@ int SND_FreeOldestSound(sfx_t *pButNotThisOne /* = NULL */)
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{
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// new bit, we can't throw away any sfx_t struct in use by a channel, else the paint code will crash...
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//
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for (int iChannel=0; iChannel<MAX_CHANNELS; iChannel++)
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int iChannel;
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for (iChannel=0; iChannel<MAX_CHANNELS; iChannel++)
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{
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channel_t *ch = & s_channels[iChannel];
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@ -199,7 +199,8 @@ qboolean AI_FindSelfInPreviousGroup( gentity_t *self )
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void AI_InsertGroupMember( AIGroupInfo_t *group, gentity_t *member )
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{
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//okay, you know what? Check this damn group and make sure we're not already in here!
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for ( int i = 0; i < group->numGroup; i++ )
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int i;
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for ( i = 0; i < group->numGroup; i++ )
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{
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if ( group->member[i].number == member->s.number )
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{//already in here
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@ -1403,7 +1403,8 @@ bool NPC_SafeSpawn( gentity_t *ent, float safeRadius )
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}
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//Setup the bbox to search in
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for ( int i = 0; i < 3; i++ )
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int i;
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for ( i = 0; i < 3; i++ )
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{
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safeMins[i] = ent->currentOrigin[i] - safeRadius;
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safeMaxs[i] = ent->currentOrigin[i] + safeRadius;
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@ -1099,7 +1099,8 @@ int NPC_FindNearestEnemy( gentity_t *ent )
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int numEnts, numChecks = 0;
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//Setup the bbox to search in
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for ( int i = 0; i < 3; i++ )
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int i;
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for ( i = 0; i < 3; i++ )
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{
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mins[i] = ent->currentOrigin[i] - NPCInfo->stats.visrange;
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maxs[i] = ent->currentOrigin[i] + NPCInfo->stats.visrange;
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@ -639,7 +639,8 @@ void Player_CacheFromPrevLevel(void)
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&ibits //client->ps.stats[STAT_ITEMS]
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);
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for ( int i = 1 ; i < 16 ; i++ )
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int i;
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for ( i = 1 ; i < 16 ; i++ )
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{
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if ( bits & ( 1 << i ) )
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{
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@ -480,7 +480,8 @@ void G_AlertTeam( gentity_t *victim, gentity_t *attacker, float radius, float so
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return;
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//Setup the bbox to search in
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for ( int i = 0; i < 3; i++ )
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int i;
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for ( i = 0; i < 3; i++ )
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{
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mins[i] = victim->currentOrigin[i] - radius;
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maxs[i] = victim->currentOrigin[i] + radius;
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@ -298,7 +298,8 @@ static qboolean G_InitRoff( char *file, unsigned char *data )
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move_rotate_t *roff_data = ( move_rotate_t *)&header[1];
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// Copy all of the goods into our ROFF cache
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for ( int i = 0; i < count; i++, roff_data++, mem++ )
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int i;
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for ( i = 0; i < count; i++, roff_data++, mem++ )
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{
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// Copy just the delta position and orientation which can be applied to anything at a later point
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VectorCopy( roff_data->origin_delta, mem->origin_delta );
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@ -335,7 +336,8 @@ static qboolean G_InitRoff( char *file, unsigned char *data )
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roffs[num_roffs].type = 2; //rww - any reason this wasn't being set already?
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// Copy all of the goods into our ROFF cache
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for ( int i = 0; i < count; i++ )
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int i;
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for ( i = 0; i < count; i++ )
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{
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VectorCopy( roff_data[i].origin_delta, mem[i].origin_delta );
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VectorCopy( roff_data[i].rotate_delta, mem[i].rotate_delta );
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@ -793,7 +793,8 @@ static void WriteGEntities(qboolean qbAutosave)
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{
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int iCount = 0;
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for (int i=0; i<(qbAutosave?1:globals.num_entities); i++)
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int i;
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for (i=0; i<(qbAutosave?1:globals.num_entities); i++)
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{
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gentity_t* ent = &g_entities[i];
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@ -886,7 +887,8 @@ static void ReadGEntities(qboolean qbAutosave)
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gi.ReadFromSaveGame('NMED', (void *)&iCount, sizeof(iCount));
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int iPreviousEntRead = -1;
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for (int i=0; i<iCount; i++)
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int i;
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for (i=0; i<iCount; i++)
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{
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int iEntIndex;
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gi.ReadFromSaveGame('EDNM', (void *)&iEntIndex, sizeof(iEntIndex));
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@ -1353,4 +1355,4 @@ struct Vehicle_t
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float m_safeJumpMountRightDot;
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};
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#endif
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#endif
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@ -1752,7 +1752,8 @@ void WP_SaberDamageAdd( float trDmg, int trVictimEntityNum, vec3_t trDmgDir, vec
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}
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if ( trDmg )
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{//did some damage to something
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for ( int i = 0; i < numVictims; i++ )
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int i;
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for ( i = 0; i < numVictims; i++ )
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{
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if ( victimEntityNum[i] == trVictimEntityNum )
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{//already hit this guy before
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@ -8345,7 +8346,8 @@ qboolean G_CheckEnemyPresence( gentity_t *ent, int dir, float radius, float tole
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//Get all ents in range, see if they're living clients and enemies, then check dot to them...
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//Setup the bbox to search in
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for ( int i = 0; i < 3; i++ )
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int i;
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for ( i = 0; i < 3; i++ )
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{
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mins[i] = ent->currentOrigin[i] - radius;
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maxs[i] = ent->currentOrigin[i] + radius;
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@ -14568,4 +14570,4 @@ void WP_InitForcePowers( gentity_t *ent )
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ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
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}
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}
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}
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}
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@ -18,7 +18,8 @@ char SaberParms[MAX_SABER_DATA_SIZE];
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void Saber_SithSwordPrecache( void )
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{//*SIGH* special sounds used by the sith sword
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for ( int i = 1; i < 5; i++ )
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int i;
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for ( i = 1; i < 5; i++ )
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{
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G_SoundIndex( va( "sound/weapons/sword/stab%d.wav", i ) );
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}
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@ -1119,7 +1119,8 @@ static bool G2_TracePolys(const mdxmSurface_t *surface, const mdxmSurfHierarchy_
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// did we hit it?
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if (G2_SegmentTriangleTest(TS.rayStart, TS.rayEnd, point1, point2, point3, qtrue, qtrue, hitPoint, normal, &face))
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{ // find space in the collision records for this record
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for (int i=0; i<MAX_G2_COLLISIONS;i++)
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int i;
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for (i=0; i<MAX_G2_COLLISIONS;i++)
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{
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if (TS.collRecMap[i].mEntityNum == -1)
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{
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@ -1351,7 +1352,8 @@ static bool G2_RadiusTracePolys(
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{
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// we hit a triangle, so init a collision record...
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//
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for (int i=0; i<MAX_G2_COLLISIONS;i++)
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int i;
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for (i=0; i<MAX_G2_COLLISIONS;i++)
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{
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if (TS.collRecMap[i].mEntityNum == -1)
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{
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@ -1767,7 +1769,8 @@ void G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2)
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// add in count for number of ghoul2 models
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iGhoul2Size += 4;
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// start out working out the total size of the buffer we need to allocate
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for (int i=0; i<ghoul2.size();i++)
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int i;
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for (i=0; i<ghoul2.size();i++)
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{
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iGhoul2Size += ghoul2BlockSize;
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// add in count for number of surfaces
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@ -1803,7 +1806,8 @@ void G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2)
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tempBuffer +=4;
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// now save the all the surface list info
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for (int x=0; x<ghoul2[i].mSlist.size(); x++)
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int x;
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for (x=0; x<ghoul2[i].mSlist.size(); x++)
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{
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memcpy(tempBuffer, &ghoul2[i].mSlist[x], SURFACE_SAVE_BLOCK_SIZE);
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tempBuffer += SURFACE_SAVE_BLOCK_SIZE;
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@ -1840,7 +1844,8 @@ int G2_FindConfigStringSpace(char *name, int start, int max)
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{
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char s[MAX_STRING_CHARS];
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for (int i=1 ; i<max ; i++ )
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int i;
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for ( i=1 ; i<max ; i++ )
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{
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SV_GetConfigstring( start + i, s, sizeof( s ) );
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if ( !s[0] )
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@ -1896,7 +1901,8 @@ void G2_LoadGhoul2Model(CGhoul2Info_v &ghoul2, char *buffer)
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buffer +=4;
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// now load all the surfaces
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for (int x=0; x<ghoul2[i].mSlist.size(); x++)
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int x;
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for (x=0; x<ghoul2[i].mSlist.size(); x++)
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{
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memcpy(&ghoul2[i].mSlist[x], buffer, SURFACE_SAVE_BLOCK_SIZE);
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buffer += SURFACE_SAVE_BLOCK_SIZE;
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@ -631,7 +631,8 @@ int CSequence::Load( CIcarus* icarus )
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icarus->BufferRead( &iNumChildren, sizeof( iNumChildren ) );
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//Reload all children
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for ( int i = 0; i < iNumChildren; i++ )
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int i;
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for ( i = 0; i < iNumChildren; i++ )
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{
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//Get the child sequence ID
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icarus->BufferRead( &id, sizeof( id ) );
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@ -671,4 +672,4 @@ int CSequence::Load( CIcarus* icarus )
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}
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return true;
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}
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}
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@ -2553,7 +2553,8 @@ int CSequencer::Load( CIcarus* icarus, IGameInterface* game )
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pIcarus->BufferRead( &numSequences, sizeof( numSequences ) );
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//Read in all the sequences
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for ( int i = 0; i < numSequences; i++ )
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int i;
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for ( i = 0; i < numSequences; i++ )
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{
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pIcarus->BufferRead( &seqID, sizeof( seqID ) );
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@ -1849,7 +1849,8 @@ void CTaskManager::Load( CIcarus* icarus )
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pIcarus->BufferRead( &numTasks, sizeof( numTasks ) );
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//Reload all the tasks
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for ( int i = 0; i < numTasks; i++ )
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int i;
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for ( i = 0; i < numTasks; i++ )
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{
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task = new CTask;
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@ -893,7 +893,8 @@ qboolean RE_InitDissolve(qboolean bForceCircularExtroWipe)
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//
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// do it...
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//
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for (int y = 0; y < glConfig.vidHeight; y++)
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int y;
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for (y = 0; y < glConfig.vidHeight; y++)
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{
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pbDst -= iClearBytes;
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memset(pbDst,0,iClearBytes);
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@ -592,7 +592,8 @@ static int Thai_ValidTISCode( const byte *psString, int &iThaiBytes )
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// thai codes can be up to 3 bytes long, so see how high we can get...
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//
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for (int i=0; i<3; i++)
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int i;
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for (i=0; i<3; i++)
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{
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CodeToTry.sChars[i] = psString[i];
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@ -1671,9 +1672,11 @@ void R_ReloadFonts_f(void)
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//
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vector <sstring_t> vstrFonts;
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for (int iFontToFind = 1; iFontToFind < g_iCurrentFontIndex; iFontToFind++)
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int iFontToFind;
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for (iFontToFind = 1; iFontToFind < g_iCurrentFontIndex; iFontToFind++)
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{
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for (FontIndexMap_t::iterator it = g_mapFontIndexes.begin(); it != g_mapFontIndexes.end(); ++it)
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FontIndexMap_t::iterator it;
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for (it = g_mapFontIndexes.begin(); it != g_mapFontIndexes.end(); ++it)
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{
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if (iFontToFind == (*it).second)
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{
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@ -888,7 +888,8 @@ void SG_ReadServerConfigStrings( void )
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{
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// trash the whole table...
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//
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for (int i=0; i<MAX_CONFIGSTRINGS; i++)
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int i;
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for (i=0; i<MAX_CONFIGSTRINGS; i++)
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{
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if (i!=CS_SYSTEMINFO)
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{
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