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https://git.code.sf.net/p/quake/game-source
synced 2025-02-16 08:52:16 +00:00
cleanup all the warnings
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parent
23e1fd824e
commit
0490dbc283
12 changed files with 23 additions and 18 deletions
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@ -364,7 +364,7 @@ float() FindTarget =
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{
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client = sight_entity;
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if (client.enemy == self.enemy)
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return;
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return 0;
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}
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else
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{
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@ -582,7 +582,7 @@ float() DogCheckAttack;
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float() CheckAnyAttack =
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{
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if (!enemy_vis)
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return;
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return 0;
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if (self.classname == "monster_army")
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return SoldierCheckAttack ();
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if (self.classname == "monster_ogre")
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@ -2,7 +2,7 @@
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void(entity attacker, float damage) player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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@ -599,7 +599,7 @@ void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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// #33 was removed
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float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
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float() droptofloor = #34; // TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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@ -195,7 +195,7 @@ void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
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void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
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void() dog_painb16 =[ $painb16 , dog_run1 ] {};
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void() dog_pain =
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void(entity attacker, float damage) dog_pain =
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{
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sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
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@ -578,7 +578,7 @@ void () fd_secret_use =
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if (!(self.spawnflags & SECRET_NO_SHOOT))
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{
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self.th_pain = SUB_Null;
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//XXX not needed? self.th_pain = SUB_Null;
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self.takedamage = DAMAGE_NO;
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}
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self.velocity = '0 0 0';
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@ -612,6 +612,11 @@ void () fd_secret_use =
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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};
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void (entity attacker, float damage) fd_secret_pain =
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{
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fd_secret_use ();
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};
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// Wait after first movement...
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void () fd_secret_move1 =
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{
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@ -665,7 +670,7 @@ void () fd_secret_done =
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{
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self.health = 10000;
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self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_use;
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self.th_pain = fd_secret_pain;
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}
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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};
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@ -769,7 +774,7 @@ void () func_door_secret =
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{
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self.health = 10000;
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self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_use;
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self.th_pain = fd_secret_pain;
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self.th_die = fd_secret_use;
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}
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self.oldorigin = self.origin;
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@ -236,7 +236,7 @@ void() armor_touch;
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void() armor_touch =
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{
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local float type, value, bit;
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local float type = 0, value = 0, bit = 0;
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if (other.health <= 0)
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return;
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@ -390,7 +390,7 @@ float() W_BestWeapon;
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void() weapon_touch =
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{
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local float hadammo, best, new, old;
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local float hadammo, best, new = 0, old;
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local entity stemp;
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local float leave;
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@ -176,7 +176,7 @@ void() misc_fireball =
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self.nextthink = time + (random() * 5);
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self.think = fire_fly;
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if (!self.speed)
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self.speed == 1000;
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self.speed = 1000;
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};
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void() fire_fly =
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@ -532,7 +532,7 @@ void() func_illusionary =
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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makestatic ();
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makestatic (self);
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};
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
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@ -246,7 +246,7 @@ void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
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void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
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void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
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self.nextthink = self.nextthink + random()*0.2;}; // slight variation
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void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();};
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void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge(0);};//XXX was () but that's incorrect
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void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
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void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};
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@ -239,7 +239,7 @@ void() finale_4 =
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//============================================================================
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void () nopain =
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void (entity attacker, float damage) nopain =
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{
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self.health = 40000;
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};
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@ -334,7 +334,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
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void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
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void() player_axpain6 = [ $axpain6, player_run ] {};
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void() player_pain =
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void(entity attacker, float damage) player_pain =
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{
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if (self.weaponframe)
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return;
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@ -21,7 +21,7 @@ $frame death1 death2 death3 death4 death5 death6 death7
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
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$frame walk11 walk12
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void() shalrath_pain;
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void(entity attacker, float damage) shalrath_pain;
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void() ShalMissile;
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void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
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@ -87,7 +87,7 @@ void() shal_death6 =[ $death6, shal_death7 ] {};
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void() shal_death7 =[ $death7, shal_death7 ] {};
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void() shalrath_pain =
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void(entity attacker, float damage) shalrath_pain =
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{
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if (self.pain_finished > time)
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return;
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@ -942,7 +942,7 @@ W_ChangeWeapon
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*/
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void() W_ChangeWeapon =
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{
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local float it, am, fl;
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local float it, am, fl = 0;
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it = self.items;
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am = 0;
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