mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
clean up all the unused local vars found by qfcc
This commit is contained in:
parent
033b1f62fd
commit
0c44060141
39 changed files with 25 additions and 217 deletions
8
ai.qc
8
ai.qc
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@ -581,8 +581,6 @@ entity (entity scanner) LookAround =
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local entity scanner;
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local entity client;
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local entity list_client;
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local entity list;
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local float gotatarget;
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client = findradius(scanner.origin, 2500);
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@ -693,8 +691,6 @@ slower noticing monsters.
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float() FindTarget =
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{
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local entity client;
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local float r;
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local float gotatarget;
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// if the first spawnflag bit is set, the monster will only wake up on
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// really seeing the player, not another monster getting angry
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@ -911,7 +907,6 @@ The monster is walking it's beat
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void(float dist) ai_walk =
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{
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AI_Check_Contents(self); //CH check if in lava
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local vector mtemp;
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if (self.tfstate & TFSTATE_TRANQUILISED)
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movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq
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@ -1148,9 +1143,6 @@ The monster has an enemy it is trying to kill
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void(float dist) ai_run =
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{
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AI_Check_Contents(self); //CH check if in lava
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local vector delta;
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local float axis;
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local float direct, ang_rint, ang_floor, ang_ceil;
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if (self.tfstate & TFSTATE_TRANQUILISED)
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movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq
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6
army.qc
6
army.qc
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@ -362,12 +362,6 @@ void(float inp) Menu_Army_Input2 =
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void(float inp) Menu_Army_Input1 =
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{
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local float r;
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local entity SummonTimer;
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local float cost;
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local entity te;
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local float points;
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//self.demon_choice = 0; // reset demon choice var
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if (inp == 10) // NOTHING
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@ -152,8 +152,6 @@ to light in the out position.
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*/
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void() func_button =
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{
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local float gtemp, ftemp;
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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16
client.qc
16
client.qc
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@ -184,9 +184,6 @@ void() SetNewParms =
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// turn autoteam on.
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void() autoteam_think =
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{
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local float loopc;
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local entity other,oself;
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// if (chris)
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// SetUpChrisRound();
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// if (!chris)
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@ -810,7 +807,6 @@ returns the next intermission point
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entity (entity start_point) FindNextIntermission =
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{
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local entity spot;
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local float cyc;
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if (deathmatch)
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{
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@ -1292,9 +1288,6 @@ void() execute_changelevel =
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void() changelevel_touch =
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{
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local entity pos;
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local float ne;
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if (other.classname != "player")
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return;
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@ -1788,7 +1781,6 @@ void(entity p) TeamFortress_SetSkin;
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void() PutClientInServer =
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{
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local string st;
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local float iszoom, oldclass;
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local entity spot, te;
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@ -2290,7 +2282,6 @@ void() CheckRules =
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void() PlayerDeathThink =
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{
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local entity old_self;
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local float forward;
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if ((self.flags & FL_ONGROUND))
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@ -2348,8 +2339,6 @@ void() PlayerDeathThink =
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void() PlayerJump =
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{
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local vector start, end;
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if (self.flags & FL_WATERJUMP)
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return;
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@ -2551,7 +2540,6 @@ Called every frame before physics are run
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*/
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void() PlayerPreThink =
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{
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local float mspeed, aspeed, r;
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local vector src;
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//WK -- For LPB calculation
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local string foo;
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@ -3008,9 +2996,6 @@ Called every frame after physics are run
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*/
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void() PlayerPostThink =
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{
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local float mspeed, aspeed;
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local float r;
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if (self.view_ofs == '0 0 0')
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return; // intermission or finale
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if (infokey(world,"ceasefire")=="on") //Cyto
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@ -3177,7 +3162,6 @@ called when a player disconnects from a server
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*/
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void() ClientDisconnect =
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{
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local float teamsup;
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local entity te;
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local string st;
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@ -46,8 +46,6 @@ enemy as activator.
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*/
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void() monster_death_use =
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{
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local entity ent, otemp, stemp;
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// fall to ground
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if (self.flags & FL_FLY)
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self.flags = self.flags - FL_FLY;
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@ -202,7 +200,6 @@ void(entity targ, entity attacker) Killed =
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/////////////////////////////////////
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local entity oself;
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local string db;
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//WK Have cursed person respawn immediately
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if (targ.classname == "player") {
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10
custom.qc
10
custom.qc
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@ -109,9 +109,7 @@ void (float foo) DebugSprintFloat =
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void() DropToCustomClassGen =
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{
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local entity te;
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local float sell_no;
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local string st;
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sell_no = 0;
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self.gravity = 1;
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@ -226,8 +224,6 @@ void(vector org) spawn_tfog;
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void() DropFromCustomClassGen =
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{
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local string scratch;
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//
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self.is_killed = FALSE;
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//
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@ -768,7 +764,6 @@ void(float cost, float type) BuyJob =
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void (float cost, float type) BuyGren =
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{
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local string talk;
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///local float level; // This is the level of legs we have.
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if (type == 0) // if type is 0 we are buying the NULL GRENADE(tm)
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@ -1022,7 +1017,6 @@ void() FragGrenadeTouch =
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void() FragGrenadeExplode =
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{
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local float shraps;
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local string happy;
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local entity newmis;
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//Small explosive radius
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@ -1097,7 +1091,7 @@ void() KracGrenadeTouch =
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void() KracGrenadeExplode =
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{
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local entity te,newmis;
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local entity te;
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local entity oldself;
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te = findradius(self.origin, 150);
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while (te)
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@ -1193,7 +1187,6 @@ void(entity immuner,float timeimmune) makeImmune =
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void() BastardTimer =
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{
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local entity te;
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local string st;
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local float tc, tc2;
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te = self.owner;
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@ -1374,7 +1367,6 @@ void() Autoitem_think =
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void() custom_lay =
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{
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local string st;
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if (self.last_saveme_sound < time) {
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bprint(PRINT_HIGH,self.netname);
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bprint(PRINT_HIGH,"'s legs were broken when he tried to 'lay'\n");
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3
demon.qc
3
demon.qc
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@ -445,8 +445,6 @@ float() CheckDemonJump =
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float() DemonCheckAttack =
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{
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local vector vec;
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// if close enough for slashing, go for it
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if (CheckDemonMelee ())
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{
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@ -514,7 +512,6 @@ void(float side) Demon_Melee =
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void() demon_fire_touch;
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void(float side) Demon_Shoot_Fire =
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{
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local float ldmg;
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local vector delta;
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local vector offang;
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local vector org, dir;
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@ -785,10 +785,7 @@ void() DispenserThink =
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void() TeamFortress_FinishedBuilding =
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{
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local entity tmpself;
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local entity oldself;
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local float current_yaw;
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local vector source;
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if (self.owner.is_building != 1)
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return;
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@ -195,8 +195,6 @@ void() grunty_stand = // We need two stand sections for axe and weapon
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// Again we have a choice of which animation to use
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void() grunty_run =
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{
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local string st;
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if (self.health > 0) self.think = grunty_run;
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self.weaponframe = 0; //needed?
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@ -496,7 +494,7 @@ void() grunty_nail4 = [$nailatt2, grunty_nail1]
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vector () Grunty_LeadShot =
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{
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local vector pvel, dir, loc, lead;
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local vector pvel, dir, loc;
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local vector src, targ;
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src = self.origin + '0 0 16';
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@ -586,8 +584,6 @@ entity (entity scanner) LookAroundGrunty =
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local entity scanner;
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local entity client;
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local entity list_client;
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local entity list;
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local float gotatarget;
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client = findradius(scanner.origin, 2500);
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@ -674,7 +670,6 @@ entity () GruntyPharse =
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void() GruntyScanTargets =
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{
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local entity targ; // our hapless foe
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local string st;
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targ = world;
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if (self.enemy != world)
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@ -1071,7 +1066,6 @@ void (float angle, float dist) botmovedist =
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{
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local float success;
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local float suitable;
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//- OfN - Don't annoy owner if following him! heh
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#ifndef MAD_GRUNTY
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2
haxxx.qc
2
haxxx.qc
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@ -1213,8 +1213,6 @@ void() SBHackDotTimerThink =
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void() JobHacker =
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{
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local entity te;
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local float r, hackThis;
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local vector source;
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if (self.is_haxxxoring)
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2
hook.qc
2
hook.qc
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@ -57,8 +57,6 @@ void (entity rhook) Reset_Grapple =
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//
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void () Grapple_Track =
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{
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local vector spray;
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// drop the hook if owner is dead or has released the button
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if (!self.owner.on_hook || self.owner.health <= 0)
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{
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13
items.qc
13
items.qc
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@ -174,7 +174,7 @@ void() item_health =
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void() health_touch =
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{
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local float amount, medi;
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local float medi;
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local string s;
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if (other.classname != "player")
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@ -1351,9 +1351,6 @@ KEYS
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void() key_touch =
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{
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local entity stemp;
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local float best;
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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@ -1505,9 +1502,6 @@ END OF LEVEL RUNES
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void() sigil_touch =
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{
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local entity stemp;
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local float best;
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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@ -1589,9 +1583,6 @@ void() powerup_touch;
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void() powerup_touch =
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{
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local entity stemp;
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local float best;
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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@ -1787,8 +1778,6 @@ PLAYER BACKPACKS
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void() BackpackTouch =
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{
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local string s;
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local float best;
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local entity stemp;
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if (other.health <= 0)
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return;
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4
jobs.qc
4
jobs.qc
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@ -73,7 +73,6 @@ void() JobHacker;
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*/
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void() JobThief =
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{
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local float vel;
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local entity te;
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//local string st;
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if (self.job & JOB_ACTIVE) { //We are hiding
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@ -302,7 +301,6 @@ void() ChaplanGuides = {
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void() ChaplanThink = {
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local entity oself;
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local string temp; //REMOVEME
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oself = self;
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self = self.owner;
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@ -383,7 +381,6 @@ void() JobChaplan =
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void() MartyrThink =
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{
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//Self.owner is the guy who became a martyr
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local entity oself;
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//Clean these up so we can kill him
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//self.job = self.job - (self.job & JOB_ACTIVE);
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@ -955,7 +952,6 @@ void() JobCrusader;
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void() UseJobSkill =
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{
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local float myjob;
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local string sx,sy,sz;
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//Make sure they can do it
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if (self.done_custom & CUSTOM_BUILDING) return;
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24
menu.qc
24
menu.qc
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@ -967,9 +967,6 @@ void() Menu_Spy =
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void(float inp) Menu_Spy_Input =
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{
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local float tc;
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local string st;
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if (inp == 1 || inp == 2)
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{
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if (self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT))
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@ -1478,8 +1475,6 @@ void(float inp) Menu_EngineerFix_Dispenser_Input =
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}
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else if (inp == 3)
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{
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local string f1;
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metalcost = (self.building.max_health - self.building.health) / 5;
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if (metalcost > self.ammo_cells)
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@ -1726,8 +1721,7 @@ void() Menu_EngineerFix_Sensor =
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void(float inp) Menu_EngineerFix_Sensor_Input =
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{
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//*ch
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local float am, metalcost;
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local string st;
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local float metalcost;
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if (self.classname != "player" || self.building == world)
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return;
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@ -1783,8 +1777,7 @@ void() Menu_EngineerFix_Camera =
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void(float inp) Menu_EngineerFix_Camera_Input =
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{
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//*ch
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local float am, metalcost;
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local string st;
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local float metalcost;
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if (self.classname != "player" || self.building == world)
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return;
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@ -1840,8 +1833,7 @@ void() Menu_EngineerFix_Teleporter =
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void(float inp) Menu_EngineerFix_Teleporter_Input =
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{
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//*ch
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local float am, metalcost;
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local string st;
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local float metalcost;
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if (self.classname != "player" || self.building == world)
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return;
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@ -1910,8 +1902,7 @@ void() Menu_EngineerFix_FieldGen =
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};
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void(float inp) Menu_EngineerFix_FieldGen_Input =
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{
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local float am, metalcost;
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local string st;
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local float metalcost;
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if (self.classname != "player" || self.building == world)
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return;
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@ -2239,9 +2230,8 @@ void() Menu_EngineerFix_Tesla =
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};
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void(float inp) Menu_EngineerFix_Tesla_Input =
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{
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local string temp;
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local float cost = 0;
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local float maxcells;
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if (self.classname != "player" || self.building == world)
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return;
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@ -2378,9 +2368,8 @@ void() Menu_EngineerFix_Tesla2 =
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};
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void(float inp) Menu_EngineerFix_Tesla_Input2 =
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{
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local string temp;
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local float cost = 0;
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local float maxcells;
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if (self.classname != "player" || self.building == world)
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return;
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@ -2690,7 +2679,6 @@ void() Menu_PrimaryWeapon =
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temp = ftos(self.money);
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local string msg_custom;
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local string msg_upgrade;
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local string l1,l2,l3,l4;
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l1 = mstr(self.weapons_carried, WEAP_SNIPER_RIFLE, WEAP_ASSAULT_CANNON,
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2
misc.qc
2
misc.qc
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@ -519,7 +519,6 @@ void(vector org, vector vec) TFFireFlame =
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vec = normalize(vec);
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local entity flame;
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local float rn;
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flame = spawn ();
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@ -755,7 +754,6 @@ void() bubble_remove =
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void() bubble_bob =
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{
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local float rnd1, rnd2, rnd3;
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local vector vtmp1, modi;
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self.cnt = self.cnt + 1;
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if (self.cnt == 4)
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|
|
@ -530,7 +530,6 @@ void() monster_death_use =
|
|||
|
||||
void() walkmonster_start_go =
|
||||
{
|
||||
local entity etemp;
|
||||
// local float failure;
|
||||
// local vector test;
|
||||
|
||||
|
|
4
often.qc
4
often.qc
|
@ -905,7 +905,7 @@ float() GetNoPlayers =
|
|||
|
||||
entity() GetBestPlayer =
|
||||
{
|
||||
local float bestscore, tempscore;
|
||||
local float bestscore;
|
||||
local entity theplayer, search;
|
||||
|
||||
theplayer = world;
|
||||
|
@ -929,7 +929,7 @@ entity() GetBestPlayer =
|
|||
|
||||
entity() GetBestKiller =
|
||||
{
|
||||
local float bestscore, tempscore;
|
||||
local float bestscore;
|
||||
local entity theplayer, search;
|
||||
|
||||
theplayer = world;
|
||||
|
|
2
plats.qc
2
plats.qc
|
@ -203,8 +203,6 @@ Set "sounds" to one of the following:
|
|||
void() func_plat =
|
||||
|
||||
{
|
||||
local entity t;
|
||||
|
||||
if (CheckExistence() == FALSE)
|
||||
{
|
||||
dremove(self);
|
||||
|
|
|
@ -117,8 +117,6 @@ PLAYER
|
|||
void() player_touch =
|
||||
{
|
||||
local entity Bio;
|
||||
local entity te;
|
||||
local float v1, v2;
|
||||
|
||||
// Spies and Scouts can uncloak enemy spies
|
||||
// WK Or those with Spy kits & Scanners
|
||||
|
@ -691,8 +689,6 @@ void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ]
|
|||
// Cannon Firing 2
|
||||
void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ]
|
||||
{
|
||||
local string st;
|
||||
|
||||
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
|
||||
{
|
||||
stuffcmd(self, "v_idlescale 0\n");
|
||||
|
@ -725,8 +721,6 @@ void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ]
|
|||
// Cannon powering down
|
||||
void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ]
|
||||
{
|
||||
local entity tcool;
|
||||
|
||||
if (self.count == 1)
|
||||
sound (self, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM);
|
||||
|
||||
|
|
10
pyro.qc
10
pyro.qc
|
@ -217,8 +217,6 @@ void() NapalmGrenadeTouch =
|
|||
|
||||
void() NapalmGrenadeExplode =
|
||||
{
|
||||
local float i;
|
||||
|
||||
sound (self, CHAN_AUTO, "weapons/flmgrexp.wav", 1, ATTN_NORM); // bounce sound
|
||||
|
||||
// Launch flames
|
||||
|
@ -474,7 +472,7 @@ void() OnPlayerFlame_touch =
|
|||
void() WorldFlame_touch =
|
||||
{
|
||||
local entity flame;
|
||||
local vector dir,vtemp;
|
||||
local vector vtemp;
|
||||
|
||||
deathmsg = DMSG_FLAME;
|
||||
TF_T_Damage(other, self, self.enemy, 2, TF_TD_NOTTEAM, TF_TD_FIRE);
|
||||
|
@ -543,7 +541,7 @@ void() Flamer_stream_touch =
|
|||
{
|
||||
|
||||
local entity flame;
|
||||
local vector dir,vtemp;
|
||||
local vector vtemp;
|
||||
|
||||
if (other.classname == "fire")
|
||||
return;
|
||||
|
@ -638,7 +636,7 @@ void() Napalm_touch =
|
|||
{
|
||||
|
||||
local entity flame;
|
||||
local vector dir,vtemp;
|
||||
local vector vtemp;
|
||||
|
||||
if (other.classname == "fire")
|
||||
return;
|
||||
|
@ -794,9 +792,7 @@ Touch function for incendiary cannon rockets
|
|||
void() T_IncendiaryTouch =
|
||||
{
|
||||
local float damg;
|
||||
local float points;
|
||||
local entity head;
|
||||
local vector org;
|
||||
|
||||
if (other == self.owner)
|
||||
return; // don't explode on owner
|
||||
|
|
|
@ -1069,7 +1069,6 @@ void() rotate_door_group_reversedirection =
|
|||
|
||||
void() rotate_door_use =
|
||||
{
|
||||
local entity t;
|
||||
local vector start;
|
||||
|
||||
if ( ( self.state != STATE_OPEN ) && ( self.state != STATE_CLOSED ) )
|
||||
|
|
|
@ -571,7 +571,6 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAnt
|
|||
local float points;
|
||||
local entity head, te;
|
||||
local vector org;
|
||||
local string st;
|
||||
|
||||
head = findradius(inflictor.origin, bounce+40);
|
||||
|
||||
|
@ -642,8 +641,6 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAnt
|
|||
|
||||
void() AntiGravGrenadeTimer =
|
||||
{
|
||||
local string st;
|
||||
|
||||
if (self.owner.invincible_finished > time)
|
||||
{
|
||||
self.owner.gravity = 1;
|
||||
|
|
7
scout.qc
7
scout.qc
|
@ -94,8 +94,7 @@ void() FlashTimer =
|
|||
// Flash Grenade explode function, for when the PRIMETIME runs out
|
||||
void() FlashGrenadeExplode =
|
||||
{
|
||||
local float expsize;
|
||||
local entity te, oldself;
|
||||
local entity te;
|
||||
|
||||
self.effects = self.effects | EF_BRIGHTLIGHT;
|
||||
|
||||
|
@ -262,9 +261,6 @@ void(float scanrange,float inAuto) TeamFortress_Scan =
|
|||
local float enemy_detected;
|
||||
local float any_detected;
|
||||
|
||||
local vector vf, vr, e; // transformed versions of v_forward, v_right and the enemy vector
|
||||
local float res1, res2, res3; // for the vector work
|
||||
local float vf_e_angle, vr_e_angle; // results
|
||||
|
||||
// prevent scan impulse from triggering anything else
|
||||
self.impulse = 0;
|
||||
|
@ -638,7 +634,6 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBou
|
|||
local float points;
|
||||
local entity head, te;
|
||||
local vector org;
|
||||
local string st;
|
||||
|
||||
head = findradius(inflictor.origin, bounce+40);
|
||||
|
||||
|
|
|
@ -157,9 +157,6 @@ void() lvl3_sentry_atk5 =[ $lvl3_stand1, lvl3_sentry_atk4 ]
|
|||
//=============
|
||||
void() Sentry_Rotate =
|
||||
{
|
||||
local string st;
|
||||
local float blah;
|
||||
|
||||
if (self.is_malfunctioning & SCREWUP_ONE)
|
||||
{
|
||||
self.ideal_yaw = self.ideal_yaw + 10;
|
||||
|
|
|
@ -100,9 +100,8 @@ void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);};
|
|||
void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);};
|
||||
void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);};
|
||||
void() sham_smash10 =[ $smash10, sham_smash11 ] {
|
||||
local vector delta, smack_origin, source;
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
local entity head;
|
||||
|
||||
if (!self.enemy)
|
||||
return;
|
||||
|
@ -134,9 +133,7 @@ void() sham_swingr1;
|
|||
void(float side) ShamClaw =
|
||||
{
|
||||
local vector delta;
|
||||
local vector smack_origin, source;
|
||||
local float ldmg;
|
||||
local entity head;
|
||||
|
||||
|
||||
if (!self.enemy)
|
||||
|
@ -495,8 +492,6 @@ float () CheckShamLightning =
|
|||
|
||||
float() ShamCheckAttack =
|
||||
{
|
||||
local vector vec;
|
||||
|
||||
// if close enough for slashing, go for it
|
||||
if (CheckShamMelee ())
|
||||
{
|
||||
|
|
|
@ -22,8 +22,6 @@ void(float type) SniperSight_Create;
|
|||
// Sniper/Auto Rifle selection function
|
||||
void() TeamFortress_SniperWeapon =
|
||||
{
|
||||
local float it;
|
||||
|
||||
self.impulse = 0;
|
||||
|
||||
if (self.tfstate & TFSTATE_RELOADING)
|
||||
|
|
1
speed.qc
1
speed.qc
|
@ -64,7 +64,6 @@ void () TeamFortress_CheckForSpeed =
|
|||
{
|
||||
local vector tempvec;
|
||||
local float max, dist, check, immune;
|
||||
local string ip;
|
||||
local string nospeed;
|
||||
local float off;
|
||||
|
||||
|
|
4
spy.qc
4
spy.qc
|
@ -607,7 +607,6 @@ void(float class) TeamFortress_SpyChangeSkin =
|
|||
void(float teamno) TeamFortress_SpyChangeColor =
|
||||
{
|
||||
local entity te;
|
||||
local string st;
|
||||
local float tc, tc2;
|
||||
|
||||
// If they're returning their color to their own team, just reset it
|
||||
|
@ -658,7 +657,6 @@ void() GasGrenadeTouch =
|
|||
// Gas grenade explosion. Throws up the particle cloud.
|
||||
void() GasGrenadeExplode =
|
||||
{
|
||||
local vector tmpv;
|
||||
local entity te;
|
||||
local float pos;
|
||||
|
||||
|
@ -1045,9 +1043,7 @@ void() TranquiliserTimer2 =
|
|||
// Reset spy skin and color or remove invisibility
|
||||
void(entity spy) Spy_RemoveDisguise =
|
||||
{
|
||||
local string st;
|
||||
local float tc, tc2;
|
||||
local float reset;
|
||||
|
||||
if (invis_only != TRUE)
|
||||
{
|
||||
|
|
11
status.qc
11
status.qc
|
@ -167,8 +167,6 @@ void(entity pl) RefreshStatusBar1 =
|
|||
{
|
||||
local string s1, s2, s3, s4;
|
||||
local string s5, s6, s7;
|
||||
local string val;
|
||||
local float num;
|
||||
local entity sent;
|
||||
sent = world;
|
||||
|
||||
|
@ -235,8 +233,6 @@ void(entity pl) RefreshStatusBar4 =
|
|||
{
|
||||
local string s1, s2, s3, s4;
|
||||
local string s5, s6, s7;
|
||||
local string val;
|
||||
local float num;
|
||||
local entity sent;
|
||||
sent = world;
|
||||
|
||||
|
@ -303,8 +299,6 @@ void(entity pl) RefreshStatusBar5 =
|
|||
{
|
||||
local string s1, s2, s3, s4;
|
||||
local string s5, s6, s7;
|
||||
local entity tg;
|
||||
local float num;
|
||||
|
||||
if (pl.StatusBarSize == 0)
|
||||
{
|
||||
|
@ -387,7 +381,7 @@ void(entity pl) RefreshStatusBar5 =
|
|||
void(entity pl) RefreshStatusBar2 =
|
||||
{
|
||||
local string s1, s2, s3, s4;
|
||||
local string s5, s6, s7;
|
||||
local string s5;
|
||||
|
||||
if (pl.StatusBarSize == 0)
|
||||
{
|
||||
|
@ -454,8 +448,7 @@ void(entity pl) RefreshStatusBar2 =
|
|||
void(entity pl) RefreshStatusBar3 =
|
||||
{
|
||||
local string s1, s2, s3, s4;
|
||||
local string s5, s6, s7;
|
||||
local entity tg;
|
||||
local string s5, s6;
|
||||
local float num;
|
||||
|
||||
if (pl.StatusBarSize == 0)
|
||||
|
|
4
tesla.qc
4
tesla.qc
|
@ -405,8 +405,6 @@ float (vector where) DoorsAt =
|
|||
|
||||
float() Tesla_Fire =
|
||||
{
|
||||
local vector dir;
|
||||
local float hit;
|
||||
local float damage;
|
||||
local float cheater = FALSE;
|
||||
local vector below;
|
||||
|
@ -804,8 +802,6 @@ float() ReturnTeslaDelay =
|
|||
entity(entity scanner, float scanrange) Tesla_RadiusScan =
|
||||
{
|
||||
local entity head;
|
||||
local entity list_head;
|
||||
local entity list;
|
||||
local float gotatarget;
|
||||
|
||||
head = findradius(scanner.origin, scanrange);
|
||||
|
|
13
tfort.qc
13
tfort.qc
|
@ -153,9 +153,6 @@ void() UseSpecialSkill =
|
|||
void() TeamFortress_ChangeClass =
|
||||
{
|
||||
local entity spot, te;
|
||||
local float tc;
|
||||
local string st;
|
||||
local string scratch;
|
||||
|
||||
//WK - Handle Custom Class Restarting
|
||||
if (self.playerclass == PC_CUSTOM && (self.done_custom & CUSTOM_BUILDING)) {
|
||||
|
@ -1499,7 +1496,6 @@ float(float pc) IsLegalClass =
|
|||
// Alter the player's Movement based on class
|
||||
void(entity p) TeamFortress_SetSpeed =
|
||||
{
|
||||
local string sp;
|
||||
local float tf;
|
||||
local entity te;
|
||||
|
||||
|
@ -1838,7 +1834,6 @@ void() TeamFortress_SetEquipment =
|
|||
{
|
||||
local entity te;
|
||||
local entity automan;
|
||||
local string st;
|
||||
local float kept_items;
|
||||
local float tc, tc2;
|
||||
|
||||
|
@ -2527,7 +2522,6 @@ float(entity Retriever, float WeaponType) TeamFortress_CanGetWeapon =
|
|||
//CH returns number effected
|
||||
float(entity Player, float Armorclass) TeamFortress_DescribeArmor =
|
||||
{
|
||||
local string st;
|
||||
local float num;
|
||||
num = 0;
|
||||
if (Armorclass == 0)
|
||||
|
@ -2818,7 +2812,7 @@ void() TeamFortress_RemoveTimers =
|
|||
// Setup the Respawn delays for this player
|
||||
void(float Suicided) TeamFortress_SetupRespawn =
|
||||
{
|
||||
local float restime,teamsup;
|
||||
local float restime;
|
||||
local string db;
|
||||
|
||||
if (self.respawn_time > time)
|
||||
|
@ -3308,8 +3302,6 @@ void(float tno) decrement_team_ammoboxes =
|
|||
// Assault Cannon selection function
|
||||
void() TeamFortress_AssaultWeapon =
|
||||
{
|
||||
local float it;
|
||||
|
||||
self.impulse = 0;
|
||||
|
||||
if (self.tfstate & TFSTATE_RELOADING)
|
||||
|
@ -3345,8 +3337,6 @@ void() TeamFortress_AssaultWeapon =
|
|||
// If this gets called, the players holding onto an exploding grenade :)
|
||||
void() TeamFortress_ExplodePerson =
|
||||
{
|
||||
local entity te;
|
||||
|
||||
// Removes the owners grenade
|
||||
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_GRENPRIMED);
|
||||
|
||||
|
@ -3753,7 +3743,6 @@ void() CyberAugSleep =
|
|||
|
||||
void() TeamFortress_RegenerateCyber =
|
||||
{
|
||||
local entity te;
|
||||
if (self.is_abouttodie)
|
||||
return;
|
||||
|
||||
|
|
|
@ -25,7 +25,6 @@ void() bprintline;
|
|||
//=========================================================================
|
||||
void() TeamFortress_MOTD =
|
||||
{
|
||||
local string ya;
|
||||
local string st;
|
||||
|
||||
// check if player already has aliases
|
||||
|
|
17
tfortmap.qc
17
tfortmap.qc
|
@ -142,7 +142,6 @@ void(entity Goal) UpdateAbbreviations =
|
|||
// Place the Goal Item
|
||||
void() TF_PlaceItem =
|
||||
{
|
||||
local float oldz;
|
||||
local vector temp1;
|
||||
local vector temp2;
|
||||
|
||||
|
@ -222,8 +221,6 @@ void() TF_StartItem =
|
|||
// Place the Goal
|
||||
void() TF_PlaceGoal =
|
||||
{
|
||||
local float oldz;
|
||||
|
||||
if (self.classname != "info_tfgoal_timer")
|
||||
{
|
||||
// Only give touch functions to goals that can be activated by touch
|
||||
|
@ -885,8 +882,6 @@ float(entity Goal, entity Player, entity AP) IsAffectedBy =
|
|||
void(entity Goal, entity Player, entity AP, float addb) Apply_Results =
|
||||
{
|
||||
local entity oldself, te, oldte;
|
||||
local float tc;
|
||||
local string st;
|
||||
|
||||
stuffcmd(Player, "bf\n");
|
||||
|
||||
|
@ -1304,7 +1299,6 @@ float(entity Goal, entity AP) APMeetsCriteria =
|
|||
{
|
||||
local float gotone, temp;
|
||||
local entity te;
|
||||
local string db;
|
||||
|
||||
#ifdef MAP_DEBUG
|
||||
RPrint("==========================\n");
|
||||
|
@ -1700,7 +1694,6 @@ float(entity Goal, entity AP) Activated =
|
|||
void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate =
|
||||
{
|
||||
local entity te;
|
||||
local string st;
|
||||
|
||||
if (Activated(Goal, AP))
|
||||
{
|
||||
|
@ -2141,8 +2134,7 @@ void() DelayedResult =
|
|||
// Do the results for the Timer/Goal/Item
|
||||
void(entity Goal, entity AP, float addb) DoResults =
|
||||
{
|
||||
local entity te, oldself;
|
||||
local string st;
|
||||
local entity te;
|
||||
local float winners;
|
||||
|
||||
// Is the goal already activated?
|
||||
|
@ -2638,7 +2630,6 @@ void() item_tfgoal_touch =
|
|||
if (infokey(world,"ceasefire")=="on") //OfN
|
||||
return;
|
||||
|
||||
local string st;
|
||||
local entity te;
|
||||
|
||||
if (other.classname != "player")
|
||||
|
@ -2764,8 +2755,6 @@ void() item_tfgoal_touch =
|
|||
// Give the GoalItem to a Player.
|
||||
void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer =
|
||||
{
|
||||
local string sp;
|
||||
|
||||
#ifdef MAP_DEBUG
|
||||
RPrint("Giving ");
|
||||
RPrint(Item.netname);
|
||||
|
@ -2914,7 +2903,6 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
|
|||
local float lighton, slowon;
|
||||
local float key1on, key2on;
|
||||
local float spyoff;
|
||||
local string db1;
|
||||
local entity DelayReturn;
|
||||
|
||||
if (Item == world)
|
||||
|
@ -3262,7 +3250,6 @@ void() tfgoalitem_settouchandthink =
|
|||
void() tfgoalitem_remove =
|
||||
{
|
||||
local entity te;
|
||||
local vector temp1, temp2;
|
||||
|
||||
#ifdef MAP_DEBUG
|
||||
RPrint("RemoveItem for ");
|
||||
|
@ -3372,7 +3359,6 @@ void() tfgoalitem_checkoriginagain3 =
|
|||
// Activate a goal when this item is removed, if needed
|
||||
void(entity Item) tfgoalitem_checkgoalreturn =
|
||||
{
|
||||
local string st;
|
||||
local entity te;
|
||||
|
||||
// Do we need to activate a goal somewhere?
|
||||
|
@ -3393,7 +3379,6 @@ void(entity Item) tfgoalitem_checkgoalreturn =
|
|||
// Displays the state of a GoalItem
|
||||
void(entity Goal, entity Player, entity Item) DisplayItemStatus =
|
||||
{
|
||||
local string ac;
|
||||
|
||||
if (Item.goal_state == TFGS_ACTIVE)
|
||||
{
|
||||
|
|
|
@ -557,7 +557,6 @@ void (entity pl, float topcolor, float bottomcolor) SetPlayerColor =
|
|||
void (string key, string value) UserInfoCallback =
|
||||
{ // FIXME: remove the cheat poller
|
||||
local string oldval;
|
||||
local string st;
|
||||
oldval = infokey(self, key);
|
||||
|
||||
if(value == oldval) { // generic reject
|
||||
|
@ -1206,8 +1205,6 @@ float(float tno) TeamFortress_TeamGetIllegalClasses =
|
|||
// Return TRUE if this team is restricted to Civilian class
|
||||
float(float tno) TeamFortress_TeamIsCivilian =
|
||||
{
|
||||
local entity te;
|
||||
|
||||
if (tno == 1)
|
||||
{
|
||||
if (civilianteams & TEAM1_CIVILIANS)
|
||||
|
|
|
@ -20,7 +20,6 @@ void () BadTinker = {
|
|||
|
||||
void () DoTinker = {
|
||||
local float prob, thresh, enough;
|
||||
local entity te;
|
||||
|
||||
if (self.building.has_sentry > 0) {
|
||||
sprint(self,PRINT_HIGH,"You have to fully upgrade before tinkering\n");
|
||||
|
|
|
@ -264,8 +264,6 @@ void() trigger_secret =
|
|||
|
||||
void() counter_use =
|
||||
{
|
||||
local string junk;
|
||||
|
||||
self.count = self.count - 1;
|
||||
if (self.count < 0)
|
||||
return;
|
||||
|
@ -367,8 +365,6 @@ void(vector org) spawn_tfog =
|
|||
|
||||
void() tdeath_touch =
|
||||
{
|
||||
local entity spot;
|
||||
|
||||
if (other == self.owner)
|
||||
return;
|
||||
|
||||
|
|
10
warlock.qc
10
warlock.qc
|
@ -22,7 +22,7 @@ void (entity themonster) PutMonsterWalk;
|
|||
|
||||
void() Menu_Demon =
|
||||
{
|
||||
local string str1,st,st3,st2,st4,st5;
|
||||
local string str1,st,st3,st2;
|
||||
|
||||
str1 = ftos(self.demon_blood);
|
||||
|
||||
|
@ -120,10 +120,7 @@ void() SummonThink =
|
|||
|
||||
void(float inp) Menu_Demon_Input =
|
||||
{
|
||||
local float r;
|
||||
local entity SummonTimer;
|
||||
local float cost;
|
||||
local entity te;
|
||||
local float points;
|
||||
|
||||
self.demon_choice = 0; // reset demon choice var
|
||||
|
@ -524,11 +521,6 @@ void(entity demon) custom_demon_name =
|
|||
|
||||
void (float points) custom_demon_create =
|
||||
{
|
||||
local vector direction;
|
||||
local float r;
|
||||
local entity te;
|
||||
local vector tmp1, tmp2;
|
||||
local string happy, str1;
|
||||
local float points;
|
||||
|
||||
//Play random summoning sound here
|
||||
|
|
19
weapons.qc
19
weapons.qc
|
@ -369,7 +369,7 @@ W_FireSpanner
|
|||
void() W_FireSpanner =
|
||||
{
|
||||
local vector source;
|
||||
local vector org, def;
|
||||
local vector org;
|
||||
local float healam;
|
||||
local entity te;
|
||||
|
||||
|
@ -890,7 +890,6 @@ void() W_FireBioweapon =
|
|||
{
|
||||
local vector source;
|
||||
local vector org;
|
||||
local float healam;
|
||||
|
||||
local entity BioInfection;
|
||||
|
||||
|
@ -1656,8 +1655,6 @@ void() T_MissileTouch =
|
|||
//CH rocket tracker (taken from shalrath.qc)
|
||||
void() Rocket_Track_Dot =
|
||||
{
|
||||
local vector olorigin;
|
||||
|
||||
if (time > self.has_sentry) {
|
||||
self.think = SUB_Remove;
|
||||
}
|
||||
|
@ -2288,8 +2285,7 @@ void() superspike_touch =
|
|||
void() W_FireSuperSpikes =
|
||||
{
|
||||
local vector dir;
|
||||
local entity old;
|
||||
|
||||
|
||||
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
|
||||
Attack_Finished(0.2);
|
||||
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
|
||||
|
@ -2313,8 +2309,7 @@ void(float ox) W_FireSpikes =
|
|||
}
|
||||
|
||||
local vector dir;
|
||||
local entity old;
|
||||
|
||||
|
||||
if (self.classname == "player")
|
||||
makevectors (self.v_angle);
|
||||
else
|
||||
|
@ -2428,9 +2423,6 @@ PLAYER WEAPON USE
|
|||
|
||||
void() W_SetCurrentAmmo =
|
||||
{
|
||||
|
||||
local string st;
|
||||
|
||||
if (self.health <= 0 || self.current_weapon == 0)
|
||||
return; // get out of any weapon firing states
|
||||
|
||||
|
@ -3052,9 +3044,7 @@ void() player_chain5;
|
|||
|
||||
void() W_Attack =
|
||||
{
|
||||
local float r, tc;
|
||||
local entity tcool;
|
||||
local string st;
|
||||
local float r;
|
||||
|
||||
if (!W_CheckNoAmmo ())
|
||||
return;
|
||||
|
@ -4983,7 +4973,6 @@ void() HIP_LaserTouch =
|
|||
local vector org;
|
||||
local vector spot1,spot2;
|
||||
local vector oldvel;
|
||||
local float mag;
|
||||
//local float r;
|
||||
|
||||
self.owner = world;
|
||||
|
|
2
world.qc
2
world.qc
|
@ -576,8 +576,6 @@ void() bodyque =
|
|||
|
||||
void() InitBodyQue =
|
||||
{
|
||||
local entity e;
|
||||
|
||||
bodyque_head = spawn();
|
||||
bodyque_head.classname = "bodyque";
|
||||
bodyque_head.owner = spawn();
|
||||
|
|
Loading…
Reference in a new issue