Fix gcc and lcc compiler warnings.

This commit is contained in:
zturtleman 2012-09-15 03:56:52 +00:00
parent f079c4eb05
commit 47c5b4c6a6
17 changed files with 65 additions and 61 deletions

View file

@ -349,7 +349,6 @@ static void CG_RainParticleRender( int type, cg_atmosphericParticle_t *particle
{
// Stop rain going through surfaces.
len = particle->height - particle->minz + start[2];
frac = start[2];
VectorMA( start, len - particle->height, particle->deltaNormalized, start );
// Q3Rally Code Start - replaced with a single cvar
@ -357,7 +356,7 @@ static void CG_RainParticleRender( int type, cg_atmosphericParticle_t *particle
if( cg_atmosphericLevel.integer == 2 )
// END
{
frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + frac) / (float) ATMOSPHERIC_CUTHEIGHT;
frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + start[2]) / (float) ATMOSPHERIC_CUTHEIGHT;
// Splash effects on different surfaces
if( particle->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
{
@ -547,11 +546,8 @@ static void CG_SnowParticleRender( int type, cg_atmosphericParticle_t *particle
vec3_t forward, right;
polyVert_t verts[4];
vec2_t line;
float len, frac, sinTumbling, cosTumbling, particleWidth;
float len, sinTumbling, cosTumbling, particleWidth;
vec3_t start, finish;
cg_atmosphericEffect_t *cg_atmFx;
cg_atmFx = &cg_atmFxList[type];
if( !particle->active )
return;
@ -569,7 +565,6 @@ static void CG_SnowParticleRender( int type, cg_atmosphericParticle_t *particle
{
// Stop snow going through surfaces.
len = particle->height - particle->minz + start[2];
frac = start[2];
VectorMA( start, len - particle->height, particle->deltaNormalized, start );
}
if( len <= 0 )

View file

@ -983,7 +983,9 @@ CG_DrawAttacker
static float CG_DrawAttacker( float y ) {
int t;
float size;
vec3_t angles;
// Q3Rally Code
//vec3_t angles;
// Q3Rally Code END
const char *info;
const char *name;
int clientNum;
@ -1009,10 +1011,10 @@ static float CG_DrawAttacker( float y ) {
size = ICON_SIZE * 1.25;
angles[PITCH] = 0;
angles[YAW] = 180;
angles[ROLL] = 0;
// Q3Rally Code ( removed function )
// angles[PITCH] = 0;
// angles[YAW] = 180;
// angles[ROLL] = 0;
// CG_DrawHead( 640 - size, y, size, size, clientNum, angles );
// Q3Rally Code END

View file

@ -1699,6 +1699,7 @@ PLAYER ANGLES
=============================================================================
*/
#if 0 // ZTM: Not used by Q3Rally
/*
==================
CG_SwingAngles
@ -1760,7 +1761,6 @@ static void CG_SwingAngles( float destination, float swingTolerance, float clamp
}
}
#if 0 // ZTM: Not used by Q3Rally
/*
=================
CG_AddPainTwitch
@ -2085,6 +2085,7 @@ CG_PlayerFlag
===============
*/
static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) {
#if 0 // Not supported by Q3Rally
clientInfo_t *ci;
refEntity_t pole;
refEntity_t flag;
@ -2195,6 +2196,7 @@ static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso
CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" );
trap_R_AddRefEntityToScene( &flag );
#endif
}

View file

@ -31,7 +31,8 @@ CG_DrawHUD_Times
*/
void CG_DrawHUD_Times(float x, float y){
centity_t *cent;
int lapTime, lastTime, totalTime, bestTime, teamTime;
int lapTime, lastTime, totalTime, teamTime;
//int bestTime;
char *time;
int i, count = 0;
@ -55,7 +56,7 @@ void CG_DrawHUD_Times(float x, float y){
else
lastTime = 0;
bestTime = cent->bestLapTime;
//bestTime = cent->bestLapTime;
// draw heading
CG_FillRect(x, y, 170, 18, bgColor);

View file

@ -1427,8 +1427,10 @@ Add the weapon, and flash for the player's view
*/
void CG_AddViewWeapon( playerState_t *ps ) {
refEntity_t hand;
centity_t *cent;
clientInfo_t *ci;
// SKWID( removed animations )
// centity_t *cent;
// clientInfo_t *ci;
// END
float fovOffset;
vec3_t angles;
weaponInfo_t *weapon;
@ -1472,7 +1474,9 @@ void CG_AddViewWeapon( playerState_t *ps ) {
fovOffset = 0;
}
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
// SKWID( removed animations )
// cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
// END
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ ps->weapon ];
@ -1496,10 +1500,10 @@ void CG_AddViewWeapon( playerState_t *ps ) {
hand.backlerp = 0;
} else {
// get clientinfo for animation map
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
// SKWID( removed animations )
hand.frame = hand.oldframe = hand.backlerp = 0;
/*
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
hand.backlerp = cent->pe.torso.backlerp;

View file

@ -86,7 +86,7 @@ void BotDumpNodeSwitches(bot_state_t *bs) {
ClientName(bs->client, netname, sizeof(netname));
BotAI_Print(PRT_MESSAGE, "%s at %1.1f switched more than %d AI nodes\n", netname, FloatTime(), MAX_NODESWITCHES);
for (i = 0; i < numnodeswitches; i++) {
BotAI_Print(PRT_MESSAGE, nodeswitch[i]);
BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[i]);
}
BotAI_Print(PRT_FATAL, "");
}
@ -102,7 +102,7 @@ void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str) {
ClientName(bs->client, netname, sizeof(netname));
Com_sprintf(nodeswitch[numnodeswitches], 144, "%s at %2.1f entered %s: %s\n", netname, FloatTime(), node, str);
#ifdef DEBUG
BotAI_Print(PRT_MESSAGE, nodeswitch[numnodeswitches]);
BotAI_Print(PRT_MESSAGE, "%s", nodeswitch[numnodeswitches]);
#endif //DEBUG
numnodeswitches++;
}

View file

@ -1232,7 +1232,7 @@ static void PM_CalculateForces( car_t *car, carBody_t *body, carPoint_t *points,
float length, k, b, springVel, dot;
int count;
int i, hitType, n;
float impulseDamage = 0;
//float impulseDamage;
VectorClear(force);
@ -1305,7 +1305,7 @@ static void PM_CalculateForces( car_t *car, carBody_t *body, carPoint_t *points,
Com_Printf("PM_CalculateForces: Frame-Wheel Collision with %i wheels\n", count);
VectorScale(hitOrigin, 1.0 / (float)count, hitOrigin);
impulseDamage = PM_ApplyCollision(body, points, hitOrigin, car->sBody.up, body->elasticity);
/*impulseDamage = */PM_ApplyCollision(body, points, hitOrigin, car->sBody.up, body->elasticity);
// add normal force
// FIXME - change this so i can do it only once right before acceleration
@ -1361,7 +1361,7 @@ static void PM_CalculateForces( car_t *car, carBody_t *body, carPoint_t *points,
if (pm->pDebug)
Com_Printf("PM_CalculateForces: Frame hit a surface at %i spots\n", count);
impulseDamage = PM_ApplyCollision( body, points, hitOrigin, normal, 0.0f );
/*impulseDamage = */PM_ApplyCollision( body, points, hitOrigin, normal, 0.0f );
// add normal force
// FIXME - change this so i can do it only once right before acceleration
@ -1783,7 +1783,6 @@ static void PM_Trace_Points( car_t *car, carPoint_t *sPoints, carPoint_t *tPoint
//int count = 0;
vec3_t hitOrigin;
qboolean insideOtherCar;
// new stuff
int bumpcount, numbumps;
@ -1802,7 +1801,6 @@ static void PM_Trace_Points( car_t *car, carPoint_t *sPoints, carPoint_t *tPoint
VectorClear(hitOrigin);
// should actually do all points
insideOtherCar = qfalse;
for( i = 0 ; i < NUM_CAR_POINTS ; i++ ) {
// skip collision detection of suspension points
if( i >= FIRST_FRAME_POINT && i < LAST_FRAME_POINT ) continue;
@ -2044,8 +2042,8 @@ static void PM_Trace_Points( car_t *car, carPoint_t *sPoints, carPoint_t *tPoint
}
else
{
// inside another car
// Com_Printf("fraction == 0 and hit CONTENTS_BODY\n");
insideOtherCar = qtrue;
}
// trace the frame to target position but skip other cars
@ -2254,7 +2252,7 @@ static void PM_Trace_Points( car_t *car, carPoint_t *sPoints, carPoint_t *tPoint
PM_DriveMove
The mother functioner of Q3Rally car movement. Calculates the forces and torques
on the car, integrates to get hte next state and traces to handle collisions with
on the car, integrates to get the next state and traces to handle collisions with
the world and other objects.
================================================================================

View file

@ -974,7 +974,7 @@ void ClientThink_real( gentity_t *ent ) {
// STONELANCE
vec3_t origin, forward;
int i;
int start, frametime;
int start;
vec3_t oldAngles;
int oldTime;
// END
@ -1301,8 +1301,6 @@ void ClientThink_real( gentity_t *ent ) {
start = trap_Milliseconds();
frametime = pm.cmd.serverTime - pm.ps->commandTime;
oldTime = client->ps.commandTime;
VectorCopy( client->ps.viewangles, oldAngles );

View file

@ -210,6 +210,8 @@ static gentity_t *SpawnModelOnVictoryPad( gentity_t *pad, vec3_t offset, gentity
static void CelebrateStop( gentity_t *player ) {
// STONELANCE
/*
int anim;
if( player->s.weapon == WP_GAUNTLET) {
@ -219,8 +221,9 @@ static void CelebrateStop( gentity_t *player ) {
anim = TORSO_STAND;
}
// STONELANCE
// player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
player->s.torsoAnim = ( ( player->s.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
*/
// END
}

View file

@ -487,7 +487,9 @@ player_die
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
gentity_t *ent;
int anim;
// STONELANCE
// int anim;
// END
int contents;
int killer;
int i;
@ -693,6 +695,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
// gib death
GibEntity( self, killer );
} else {
// STONELANCE
/*
// normal death
static int i;
@ -708,6 +712,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
anim = BOTH_DEATH3;
break;
}
*/
// END
// for the no-blood option, we need to prevent the health
// from going to gib level
@ -729,8 +735,12 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
// the body can still be gibbed
self->die = body_die;
// STONELANCE
/*
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
*/
// END
#ifdef MISSIONPACK
if (self->s.eFlags & EF_KAMIKAZE) {
@ -999,17 +1009,18 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
*/
vec3_t force, delta;
vec3_t force;
// vec3_t delta;
VectorScale (dir, g_knockback.value * (float)knockback * 160, force);
if (!point || !VectorLength(point)){
VectorSubtract(inflictor->r.currentOrigin, targ->client->car.sBody.r, delta);
// VectorSubtract(inflictor->r.currentOrigin, targ->client->car.sBody.r, delta);
PM_ApplyForce(&targ->client->car.sBody, force, inflictor->r.currentOrigin);
// Com_Printf("No Point, Applying %s of force to the car at %s\n", vtos(force), vtos(delta));
}
else {
VectorSubtract(point, targ->client->car.sBody.r, delta);
// VectorSubtract(point, targ->client->car.sBody.r, delta);
PM_ApplyForce(&targ->client->car.sBody, force, point);
// Com_Printf("Point, Applying %s of force to the car at %s\n", vtos(force), vtos(delta));
}

View file

@ -863,12 +863,6 @@ SortRanks
*/
int QDECL SortRanks( const void *a, const void *b ) {
gclient_t *ca, *cb;
// STONELANCE
gentity_t *ea, *eb;
ea = &g_entities[*(int *)a];
eb = &g_entities[*(int *)b];
// END
ca = &level.clients[*(int *)a];
cb = &level.clients[*(int *)b];

View file

@ -84,13 +84,6 @@ Missile_Smooth_H
*/
void Missile_Smooth_H( gentity_t *ent, vec3_t origin, trace_t *tr )
{
int touch[MAX_GENTITIES];
vec3_t mins, maxs;
int num;
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
VectorAdd( origin, ent->r.mins, mins );
VectorAdd( origin, ent->r.maxs, maxs );
VectorCopy( origin,ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}

View file

@ -1897,7 +1897,7 @@ void SP_func_breakable( gentity_t *ent ) {
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent->takedamage = qtrue;
ent->use = NULL;
ent->use = 0;
ent->r.contents = CONTENTS_SOLID;
ent->clipmask = MASK_SOLID;
}

View file

@ -299,7 +299,8 @@ qboolean G_ScriptedObject_ApplyCollision( gentity_t *self, vec3_t at, vec3_t nor
vec3_t vP1;
vec3_t impulse, impulseMoment;
vec3_t cross, cross2;
float impulseNum, oppositeImpulseNum, impulseDen, dot;
float impulseNum, impulseDen, dot;
// float oppositeImpulseNum;
// temp for inverseWorldInertiaTensor
vec3_t axis[3];
@ -345,7 +346,7 @@ qboolean G_ScriptedObject_ApplyCollision( gentity_t *self, vec3_t at, vec3_t nor
dot = DotProduct(normal, vP1);
if ( dot < -8 ){
impulseNum = -(1.0f + elasticity) * DotProduct(normal, vP1);
oppositeImpulseNum = -(1.0f - elasticity) * DotProduct(normal, vP1);
// oppositeImpulseNum = -(1.0f - elasticity) * DotProduct(normal, vP1);
CrossProduct( arm, normal, cross );
VectorRotate( cross, inverseWorldInertiaTensor, cross2 );
@ -892,9 +893,9 @@ void G_ScriptedObject_IntegratePhysics( gentity_t *self, float time )
// angular
if( doAngular )
{
vec3_t oldAngles;
// vec3_t oldAngles;
VectorCopy( self->s.apos.trBase, oldAngles );
// VectorCopy( self->s.apos.trBase, oldAngles );
VectorMA( self->angularMomentum, time, self->netMoment, self->angularMomentum );
VectorRotate( self->angularMomentum, inverseWorldInertiaTensor, self->s.apos.trDelta );

View file

@ -577,7 +577,7 @@ PlayerSettings_SetMenuItems
=================
*/
static void PlayerSettings_SetMenuItems( void ) {
vec3_t viewangles;
// vec3_t viewangles;
int c;
int h;
@ -604,11 +604,11 @@ static void PlayerSettings_SetMenuItems( void ) {
// model/skin
memset( &s_playersettings.playerinfo, 0, sizeof(playerInfo_t) );
/*
viewangles[YAW] = 180 - 30;
viewangles[PITCH] = 0;
viewangles[ROLL] = 0;
*/
// STONELANCE
Q_strncpyz( modelName, s_playersettings.modelskin, sizeof( modelName ) );
slash = strchr( modelName, '/' );

View file

@ -943,13 +943,11 @@ void ArenaServers_LoadFavorites( void )
int i;
int j;
int numtempitems;
char emptyinfo[MAX_INFO_STRING];
char adrstr[MAX_ADDRESSLENGTH];
servernode_t templist[MAX_FAVORITESERVERS];
qboolean found;
found = qfalse;
emptyinfo[0] = '\0';
// copy the old
memcpy( templist, g_favoriteserverlist, sizeof(servernode_t)*MAX_FAVORITESERVERS );

View file

@ -3528,7 +3528,9 @@ static void FS_CheckPaks( void )
searchpath_t *path;
unsigned foundPak = 0;
unsigned invalidPak = 0;
#ifndef DEDICATED
qboolean hasPakFile = qfalse;
#endif
int pak, total = 0;
// If we're not pure don't check
@ -3555,7 +3557,9 @@ static void FS_CheckPaks( void )
if (!path->pack)
continue;
#ifndef DEDICATED
hasPakFile = qtrue;
#endif
for (pak = 0; com_purePaks[pak].pakname != NULL; pak++)
{