adjust to different scoping of variables declared in for loops

This commit is contained in:
Jonathan Gray 2013-04-21 20:29:47 +10:00
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 )
intensity = client_camera.shake_intensity * intensity_scale;
for ( int i = 0; i < 3; i++ )
int i;
for ( i = 0; i < 3; i++ )
{
moveDir[i] = ( crandom() * intensity );
}

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@ -4534,7 +4534,8 @@ void S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bCall
{
extern const char *Music_GetLevelSetName(void);
Q_strncpyz(sInfoOnly_CurrentDynamicMusicSet, Music_GetLevelSetName(), sizeof(sInfoOnly_CurrentDynamicMusicSet));
for (int i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++)
int i;
for (i = eBGRNDTRACK_DATABEGIN; i != eBGRNDTRACK_DATAEND; i++)
{
qboolean bOk = qfalse;
LPCSTR psMusicName = Music_GetFileNameForState( (MusicState_e) i);
@ -5163,7 +5164,8 @@ int SND_FreeOldestSound(sfx_t *pButNotThisOne /* = NULL */)
{
// new bit, we can't throw away any sfx_t struct in use by a channel, else the paint code will crash...
//
for (int iChannel=0; iChannel<MAX_CHANNELS; iChannel++)
int iChannel;
for (iChannel=0; iChannel<MAX_CHANNELS; iChannel++)
{
channel_t *ch = & s_channels[iChannel];

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@ -199,7 +199,8 @@ qboolean AI_FindSelfInPreviousGroup( gentity_t *self )
void AI_InsertGroupMember( AIGroupInfo_t *group, gentity_t *member )
{
//okay, you know what? Check this damn group and make sure we're not already in here!
for ( int i = 0; i < group->numGroup; i++ )
int i;
for ( i = 0; i < group->numGroup; i++ )
{
if ( group->member[i].number == member->s.number )
{//already in here

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@ -1403,7 +1403,8 @@ bool NPC_SafeSpawn( gentity_t *ent, float safeRadius )
}
//Setup the bbox to search in
for ( int i = 0; i < 3; i++ )
int i;
for ( i = 0; i < 3; i++ )
{
safeMins[i] = ent->currentOrigin[i] - safeRadius;
safeMaxs[i] = ent->currentOrigin[i] + safeRadius;

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@ -1099,7 +1099,8 @@ int NPC_FindNearestEnemy( gentity_t *ent )
int numEnts, numChecks = 0;
//Setup the bbox to search in
for ( int i = 0; i < 3; i++ )
int i;
for ( i = 0; i < 3; i++ )
{
mins[i] = ent->currentOrigin[i] - NPCInfo->stats.visrange;
maxs[i] = ent->currentOrigin[i] + NPCInfo->stats.visrange;

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@ -639,7 +639,8 @@ void Player_CacheFromPrevLevel(void)
&ibits //client->ps.stats[STAT_ITEMS]
);
for ( int i = 1 ; i < 16 ; i++ )
int i;
for ( i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{

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@ -480,7 +480,8 @@ void G_AlertTeam( gentity_t *victim, gentity_t *attacker, float radius, float so
return;
//Setup the bbox to search in
for ( int i = 0; i < 3; i++ )
int i;
for ( i = 0; i < 3; i++ )
{
mins[i] = victim->currentOrigin[i] - radius;
maxs[i] = victim->currentOrigin[i] + radius;

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@ -298,7 +298,8 @@ static qboolean G_InitRoff( char *file, unsigned char *data )
move_rotate_t *roff_data = ( move_rotate_t *)&header[1];
// Copy all of the goods into our ROFF cache
for ( int i = 0; i < count; i++, roff_data++, mem++ )
int i;
for ( i = 0; i < count; i++, roff_data++, mem++ )
{
// Copy just the delta position and orientation which can be applied to anything at a later point
VectorCopy( roff_data->origin_delta, mem->origin_delta );
@ -335,7 +336,8 @@ static qboolean G_InitRoff( char *file, unsigned char *data )
roffs[num_roffs].type = 2; //rww - any reason this wasn't being set already?
// Copy all of the goods into our ROFF cache
for ( int i = 0; i < count; i++ )
int i;
for ( i = 0; i < count; i++ )
{
VectorCopy( roff_data[i].origin_delta, mem[i].origin_delta );
VectorCopy( roff_data[i].rotate_delta, mem[i].rotate_delta );

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@ -793,7 +793,8 @@ static void WriteGEntities(qboolean qbAutosave)
{
int iCount = 0;
for (int i=0; i<(qbAutosave?1:globals.num_entities); i++)
int i;
for (i=0; i<(qbAutosave?1:globals.num_entities); i++)
{
gentity_t* ent = &g_entities[i];
@ -886,7 +887,8 @@ static void ReadGEntities(qboolean qbAutosave)
gi.ReadFromSaveGame('NMED', (void *)&iCount, sizeof(iCount));
int iPreviousEntRead = -1;
for (int i=0; i<iCount; i++)
int i;
for (i=0; i<iCount; i++)
{
int iEntIndex;
gi.ReadFromSaveGame('EDNM', (void *)&iEntIndex, sizeof(iEntIndex));
@ -1353,4 +1355,4 @@ struct Vehicle_t
float m_safeJumpMountRightDot;
};
#endif
#endif

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@ -1752,7 +1752,8 @@ void WP_SaberDamageAdd( float trDmg, int trVictimEntityNum, vec3_t trDmgDir, vec
}
if ( trDmg )
{//did some damage to something
for ( int i = 0; i < numVictims; i++ )
int i;
for ( i = 0; i < numVictims; i++ )
{
if ( victimEntityNum[i] == trVictimEntityNum )
{//already hit this guy before
@ -8345,7 +8346,8 @@ qboolean G_CheckEnemyPresence( gentity_t *ent, int dir, float radius, float tole
//Get all ents in range, see if they're living clients and enemies, then check dot to them...
//Setup the bbox to search in
for ( int i = 0; i < 3; i++ )
int i;
for ( i = 0; i < 3; i++ )
{
mins[i] = ent->currentOrigin[i] - radius;
maxs[i] = ent->currentOrigin[i] + radius;
@ -14568,4 +14570,4 @@ void WP_InitForcePowers( gentity_t *ent )
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
}
}
}
}

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@ -18,7 +18,8 @@ char SaberParms[MAX_SABER_DATA_SIZE];
void Saber_SithSwordPrecache( void )
{//*SIGH* special sounds used by the sith sword
for ( int i = 1; i < 5; i++ )
int i;
for ( i = 1; i < 5; i++ )
{
G_SoundIndex( va( "sound/weapons/sword/stab%d.wav", i ) );
}

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@ -1119,7 +1119,8 @@ static bool G2_TracePolys(const mdxmSurface_t *surface, const mdxmSurfHierarchy_
// did we hit it?
if (G2_SegmentTriangleTest(TS.rayStart, TS.rayEnd, point1, point2, point3, qtrue, qtrue, hitPoint, normal, &face))
{ // find space in the collision records for this record
for (int i=0; i<MAX_G2_COLLISIONS;i++)
int i;
for (i=0; i<MAX_G2_COLLISIONS;i++)
{
if (TS.collRecMap[i].mEntityNum == -1)
{
@ -1351,7 +1352,8 @@ static bool G2_RadiusTracePolys(
{
// we hit a triangle, so init a collision record...
//
for (int i=0; i<MAX_G2_COLLISIONS;i++)
int i;
for (i=0; i<MAX_G2_COLLISIONS;i++)
{
if (TS.collRecMap[i].mEntityNum == -1)
{
@ -1767,7 +1769,8 @@ void G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2)
// add in count for number of ghoul2 models
iGhoul2Size += 4;
// start out working out the total size of the buffer we need to allocate
for (int i=0; i<ghoul2.size();i++)
int i;
for (i=0; i<ghoul2.size();i++)
{
iGhoul2Size += ghoul2BlockSize;
// add in count for number of surfaces
@ -1803,7 +1806,8 @@ void G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2)
tempBuffer +=4;
// now save the all the surface list info
for (int x=0; x<ghoul2[i].mSlist.size(); x++)
int x;
for (x=0; x<ghoul2[i].mSlist.size(); x++)
{
memcpy(tempBuffer, &ghoul2[i].mSlist[x], SURFACE_SAVE_BLOCK_SIZE);
tempBuffer += SURFACE_SAVE_BLOCK_SIZE;
@ -1840,7 +1844,8 @@ int G2_FindConfigStringSpace(char *name, int start, int max)
{
char s[MAX_STRING_CHARS];
for (int i=1 ; i<max ; i++ )
int i;
for ( i=1 ; i<max ; i++ )
{
SV_GetConfigstring( start + i, s, sizeof( s ) );
if ( !s[0] )
@ -1896,7 +1901,8 @@ void G2_LoadGhoul2Model(CGhoul2Info_v &ghoul2, char *buffer)
buffer +=4;
// now load all the surfaces
for (int x=0; x<ghoul2[i].mSlist.size(); x++)
int x;
for (x=0; x<ghoul2[i].mSlist.size(); x++)
{
memcpy(&ghoul2[i].mSlist[x], buffer, SURFACE_SAVE_BLOCK_SIZE);
buffer += SURFACE_SAVE_BLOCK_SIZE;

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@ -631,7 +631,8 @@ int CSequence::Load( CIcarus* icarus )
icarus->BufferRead( &iNumChildren, sizeof( iNumChildren ) );
//Reload all children
for ( int i = 0; i < iNumChildren; i++ )
int i;
for ( i = 0; i < iNumChildren; i++ )
{
//Get the child sequence ID
icarus->BufferRead( &id, sizeof( id ) );
@ -671,4 +672,4 @@ int CSequence::Load( CIcarus* icarus )
}
return true;
}
}

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@ -2553,7 +2553,8 @@ int CSequencer::Load( CIcarus* icarus, IGameInterface* game )
pIcarus->BufferRead( &numSequences, sizeof( numSequences ) );
//Read in all the sequences
for ( int i = 0; i < numSequences; i++ )
int i;
for ( i = 0; i < numSequences; i++ )
{
pIcarus->BufferRead( &seqID, sizeof( seqID ) );

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@ -1849,7 +1849,8 @@ void CTaskManager::Load( CIcarus* icarus )
pIcarus->BufferRead( &numTasks, sizeof( numTasks ) );
//Reload all the tasks
for ( int i = 0; i < numTasks; i++ )
int i;
for ( i = 0; i < numTasks; i++ )
{
task = new CTask;

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@ -893,7 +893,8 @@ qboolean RE_InitDissolve(qboolean bForceCircularExtroWipe)
//
// do it...
//
for (int y = 0; y < glConfig.vidHeight; y++)
int y;
for (y = 0; y < glConfig.vidHeight; y++)
{
pbDst -= iClearBytes;
memset(pbDst,0,iClearBytes);

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@ -592,7 +592,8 @@ static int Thai_ValidTISCode( const byte *psString, int &iThaiBytes )
// thai codes can be up to 3 bytes long, so see how high we can get...
//
for (int i=0; i<3; i++)
int i;
for (i=0; i<3; i++)
{
CodeToTry.sChars[i] = psString[i];
@ -1671,9 +1672,11 @@ void R_ReloadFonts_f(void)
//
vector <sstring_t> vstrFonts;
for (int iFontToFind = 1; iFontToFind < g_iCurrentFontIndex; iFontToFind++)
int iFontToFind;
for (iFontToFind = 1; iFontToFind < g_iCurrentFontIndex; iFontToFind++)
{
for (FontIndexMap_t::iterator it = g_mapFontIndexes.begin(); it != g_mapFontIndexes.end(); ++it)
FontIndexMap_t::iterator it;
for (it = g_mapFontIndexes.begin(); it != g_mapFontIndexes.end(); ++it)
{
if (iFontToFind == (*it).second)
{

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@ -888,7 +888,8 @@ void SG_ReadServerConfigStrings( void )
{
// trash the whole table...
//
for (int i=0; i<MAX_CONFIGSTRINGS; i++)
int i;
for (i=0; i<MAX_CONFIGSTRINGS; i++)
{
if (i!=CS_SYSTEMINFO)
{