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https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 06:31:52 +00:00
warnings cleanup again :)
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4b376c2ba0
commit
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8 changed files with 19 additions and 12 deletions
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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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@ -440,7 +440,7 @@ float teamplay;
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float timelimit;
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float fraglimit;
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float deathmatch;
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float rj = 1;
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float rj;
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//================================================
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@ -639,7 +639,7 @@ 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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@ -582,7 +582,7 @@ 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 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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@ -616,6 +616,11 @@ 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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@ -669,7 +674,7 @@ 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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self.th_die = fd_secret_use;
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}
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sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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@ -775,7 +780,7 @@ 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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}
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self.oldorigin = self.origin;
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if (!self.wait)
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@ -365,7 +365,7 @@ 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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@ -540,7 +540,7 @@ 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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@ -588,7 +588,7 @@ 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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@ -340,7 +340,7 @@ 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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@ -1062,7 +1062,7 @@ 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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@ -174,6 +174,8 @@ void() worldspawn =
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lastspawn = world;
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InitBodyQue ();
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rj = 1;
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// custom map attributes
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if (self.model == "maps/e1m8.bsp")
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