clean up all the unused local vars found by qfcc

This commit is contained in:
Bill Currie 2001-09-23 04:25:02 +00:00
parent 033b1f62fd
commit 0c44060141
39 changed files with 25 additions and 217 deletions

8
ai.qc
View file

@ -581,8 +581,6 @@ entity (entity scanner) LookAround =
local entity scanner; local entity scanner;
local entity client; local entity client;
local entity list_client;
local entity list;
local float gotatarget; local float gotatarget;
client = findradius(scanner.origin, 2500); client = findradius(scanner.origin, 2500);
@ -693,8 +691,6 @@ slower noticing monsters.
float() FindTarget = float() FindTarget =
{ {
local entity client; local entity client;
local float r;
local float gotatarget;
// if the first spawnflag bit is set, the monster will only wake up on // if the first spawnflag bit is set, the monster will only wake up on
// really seeing the player, not another monster getting angry // really seeing the player, not another monster getting angry
@ -911,7 +907,6 @@ The monster is walking it's beat
void(float dist) ai_walk = void(float dist) ai_walk =
{ {
AI_Check_Contents(self); //CH check if in lava AI_Check_Contents(self); //CH check if in lava
local vector mtemp;
if (self.tfstate & TFSTATE_TRANQUILISED) if (self.tfstate & TFSTATE_TRANQUILISED)
movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq
@ -1148,9 +1143,6 @@ The monster has an enemy it is trying to kill
void(float dist) ai_run = void(float dist) ai_run =
{ {
AI_Check_Contents(self); //CH check if in lava AI_Check_Contents(self); //CH check if in lava
local vector delta;
local float axis;
local float direct, ang_rint, ang_floor, ang_ceil;
if (self.tfstate & TFSTATE_TRANQUILISED) if (self.tfstate & TFSTATE_TRANQUILISED)
movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq

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@ -362,12 +362,6 @@ void(float inp) Menu_Army_Input2 =
void(float inp) Menu_Army_Input1 = void(float inp) Menu_Army_Input1 =
{ {
local float r;
local entity SummonTimer;
local float cost;
local entity te;
local float points;
//self.demon_choice = 0; // reset demon choice var //self.demon_choice = 0; // reset demon choice var
if (inp == 10) // NOTHING if (inp == 10) // NOTHING

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@ -152,8 +152,6 @@ to light in the out position.
*/ */
void() func_button = void() func_button =
{ {
local float gtemp, ftemp;
if (CheckExistence() == FALSE) if (CheckExistence() == FALSE)
{ {
dremove(self); dremove(self);

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@ -184,9 +184,6 @@ void() SetNewParms =
// turn autoteam on. // turn autoteam on.
void() autoteam_think = void() autoteam_think =
{ {
local float loopc;
local entity other,oself;
// if (chris) // if (chris)
// SetUpChrisRound(); // SetUpChrisRound();
// if (!chris) // if (!chris)
@ -810,7 +807,6 @@ returns the next intermission point
entity (entity start_point) FindNextIntermission = entity (entity start_point) FindNextIntermission =
{ {
local entity spot; local entity spot;
local float cyc;
if (deathmatch) if (deathmatch)
{ {
@ -1292,9 +1288,6 @@ void() execute_changelevel =
void() changelevel_touch = void() changelevel_touch =
{ {
local entity pos;
local float ne;
if (other.classname != "player") if (other.classname != "player")
return; return;
@ -1788,7 +1781,6 @@ void(entity p) TeamFortress_SetSkin;
void() PutClientInServer = void() PutClientInServer =
{ {
local string st;
local float iszoom, oldclass; local float iszoom, oldclass;
local entity spot, te; local entity spot, te;
@ -2290,7 +2282,6 @@ void() CheckRules =
void() PlayerDeathThink = void() PlayerDeathThink =
{ {
local entity old_self;
local float forward; local float forward;
if ((self.flags & FL_ONGROUND)) if ((self.flags & FL_ONGROUND))
@ -2348,8 +2339,6 @@ void() PlayerDeathThink =
void() PlayerJump = void() PlayerJump =
{ {
local vector start, end;
if (self.flags & FL_WATERJUMP) if (self.flags & FL_WATERJUMP)
return; return;
@ -2551,7 +2540,6 @@ Called every frame before physics are run
*/ */
void() PlayerPreThink = void() PlayerPreThink =
{ {
local float mspeed, aspeed, r;
local vector src; local vector src;
//WK -- For LPB calculation //WK -- For LPB calculation
local string foo; local string foo;
@ -3008,9 +2996,6 @@ Called every frame after physics are run
*/ */
void() PlayerPostThink = void() PlayerPostThink =
{ {
local float mspeed, aspeed;
local float r;
if (self.view_ofs == '0 0 0') if (self.view_ofs == '0 0 0')
return; // intermission or finale return; // intermission or finale
if (infokey(world,"ceasefire")=="on") //Cyto if (infokey(world,"ceasefire")=="on") //Cyto
@ -3177,7 +3162,6 @@ called when a player disconnects from a server
*/ */
void() ClientDisconnect = void() ClientDisconnect =
{ {
local float teamsup;
local entity te; local entity te;
local string st; local string st;

View file

@ -46,8 +46,6 @@ enemy as activator.
*/ */
void() monster_death_use = void() monster_death_use =
{ {
local entity ent, otemp, stemp;
// fall to ground // fall to ground
if (self.flags & FL_FLY) if (self.flags & FL_FLY)
self.flags = self.flags - FL_FLY; self.flags = self.flags - FL_FLY;
@ -202,7 +200,6 @@ void(entity targ, entity attacker) Killed =
///////////////////////////////////// /////////////////////////////////////
local entity oself; local entity oself;
local string db;
//WK Have cursed person respawn immediately //WK Have cursed person respawn immediately
if (targ.classname == "player") { if (targ.classname == "player") {

View file

@ -109,9 +109,7 @@ void (float foo) DebugSprintFloat =
void() DropToCustomClassGen = void() DropToCustomClassGen =
{ {
local entity te;
local float sell_no; local float sell_no;
local string st;
sell_no = 0; sell_no = 0;
self.gravity = 1; self.gravity = 1;
@ -226,8 +224,6 @@ void(vector org) spawn_tfog;
void() DropFromCustomClassGen = void() DropFromCustomClassGen =
{ {
local string scratch;
// //
self.is_killed = FALSE; self.is_killed = FALSE;
// //
@ -768,7 +764,6 @@ void(float cost, float type) BuyJob =
void (float cost, float type) BuyGren = void (float cost, float type) BuyGren =
{ {
local string talk;
///local float level; // This is the level of legs we have. ///local float level; // This is the level of legs we have.
if (type == 0) // if type is 0 we are buying the NULL GRENADE(tm) if (type == 0) // if type is 0 we are buying the NULL GRENADE(tm)
@ -1022,7 +1017,6 @@ void() FragGrenadeTouch =
void() FragGrenadeExplode = void() FragGrenadeExplode =
{ {
local float shraps; local float shraps;
local string happy;
local entity newmis; local entity newmis;
//Small explosive radius //Small explosive radius
@ -1097,7 +1091,7 @@ void() KracGrenadeTouch =
void() KracGrenadeExplode = void() KracGrenadeExplode =
{ {
local entity te,newmis; local entity te;
local entity oldself; local entity oldself;
te = findradius(self.origin, 150); te = findradius(self.origin, 150);
while (te) while (te)
@ -1193,7 +1187,6 @@ void(entity immuner,float timeimmune) makeImmune =
void() BastardTimer = void() BastardTimer =
{ {
local entity te; local entity te;
local string st;
local float tc, tc2; local float tc, tc2;
te = self.owner; te = self.owner;
@ -1374,7 +1367,6 @@ void() Autoitem_think =
void() custom_lay = void() custom_lay =
{ {
local string st;
if (self.last_saveme_sound < time) { if (self.last_saveme_sound < time) {
bprint(PRINT_HIGH,self.netname); bprint(PRINT_HIGH,self.netname);
bprint(PRINT_HIGH,"'s legs were broken when he tried to 'lay'\n"); bprint(PRINT_HIGH,"'s legs were broken when he tried to 'lay'\n");

View file

@ -445,8 +445,6 @@ float() CheckDemonJump =
float() DemonCheckAttack = float() DemonCheckAttack =
{ {
local vector vec;
// if close enough for slashing, go for it // if close enough for slashing, go for it
if (CheckDemonMelee ()) if (CheckDemonMelee ())
{ {
@ -514,7 +512,6 @@ void(float side) Demon_Melee =
void() demon_fire_touch; void() demon_fire_touch;
void(float side) Demon_Shoot_Fire = void(float side) Demon_Shoot_Fire =
{ {
local float ldmg;
local vector delta; local vector delta;
local vector offang; local vector offang;
local vector org, dir; local vector org, dir;

View file

@ -785,10 +785,7 @@ void() DispenserThink =
void() TeamFortress_FinishedBuilding = void() TeamFortress_FinishedBuilding =
{ {
local entity tmpself;
local entity oldself; local entity oldself;
local float current_yaw;
local vector source;
if (self.owner.is_building != 1) if (self.owner.is_building != 1)
return; return;

View file

@ -195,8 +195,6 @@ void() grunty_stand = // We need two stand sections for axe and weapon
// Again we have a choice of which animation to use // Again we have a choice of which animation to use
void() grunty_run = void() grunty_run =
{ {
local string st;
if (self.health > 0) self.think = grunty_run; if (self.health > 0) self.think = grunty_run;
self.weaponframe = 0; //needed? self.weaponframe = 0; //needed?
@ -496,7 +494,7 @@ void() grunty_nail4 = [$nailatt2, grunty_nail1]
vector () Grunty_LeadShot = vector () Grunty_LeadShot =
{ {
local vector pvel, dir, loc, lead; local vector pvel, dir, loc;
local vector src, targ; local vector src, targ;
src = self.origin + '0 0 16'; src = self.origin + '0 0 16';
@ -586,8 +584,6 @@ entity (entity scanner) LookAroundGrunty =
local entity scanner; local entity scanner;
local entity client; local entity client;
local entity list_client;
local entity list;
local float gotatarget; local float gotatarget;
client = findradius(scanner.origin, 2500); client = findradius(scanner.origin, 2500);
@ -674,7 +670,6 @@ entity () GruntyPharse =
void() GruntyScanTargets = void() GruntyScanTargets =
{ {
local entity targ; // our hapless foe local entity targ; // our hapless foe
local string st;
targ = world; targ = world;
if (self.enemy != world) if (self.enemy != world)
@ -1071,7 +1066,6 @@ void (float angle, float dist) botmovedist =
{ {
local float success; local float success;
local float suitable;
//- OfN - Don't annoy owner if following him! heh //- OfN - Don't annoy owner if following him! heh
#ifndef MAD_GRUNTY #ifndef MAD_GRUNTY

View file

@ -1213,8 +1213,6 @@ void() SBHackDotTimerThink =
void() JobHacker = void() JobHacker =
{ {
local entity te;
local float r, hackThis;
local vector source; local vector source;
if (self.is_haxxxoring) if (self.is_haxxxoring)

View file

@ -57,8 +57,6 @@ void (entity rhook) Reset_Grapple =
// //
void () Grapple_Track = void () Grapple_Track =
{ {
local vector spray;
// drop the hook if owner is dead or has released the button // drop the hook if owner is dead or has released the button
if (!self.owner.on_hook || self.owner.health <= 0) if (!self.owner.on_hook || self.owner.health <= 0)
{ {

View file

@ -174,7 +174,7 @@ void() item_health =
void() health_touch = void() health_touch =
{ {
local float amount, medi; local float medi;
local string s; local string s;
if (other.classname != "player") if (other.classname != "player")
@ -1351,9 +1351,6 @@ KEYS
void() key_touch = void() key_touch =
{ {
local entity stemp;
local float best;
if (other.classname != "player") if (other.classname != "player")
return; return;
if (other.health <= 0) if (other.health <= 0)
@ -1505,9 +1502,6 @@ END OF LEVEL RUNES
void() sigil_touch = void() sigil_touch =
{ {
local entity stemp;
local float best;
if (other.classname != "player") if (other.classname != "player")
return; return;
if (other.health <= 0) if (other.health <= 0)
@ -1589,9 +1583,6 @@ void() powerup_touch;
void() powerup_touch = void() powerup_touch =
{ {
local entity stemp;
local float best;
if (other.classname != "player") if (other.classname != "player")
return; return;
if (other.health <= 0) if (other.health <= 0)
@ -1787,8 +1778,6 @@ PLAYER BACKPACKS
void() BackpackTouch = void() BackpackTouch =
{ {
local string s; local string s;
local float best;
local entity stemp;
if (other.health <= 0) if (other.health <= 0)
return; return;

View file

@ -73,7 +73,6 @@ void() JobHacker;
*/ */
void() JobThief = void() JobThief =
{ {
local float vel;
local entity te; local entity te;
//local string st; //local string st;
if (self.job & JOB_ACTIVE) { //We are hiding if (self.job & JOB_ACTIVE) { //We are hiding
@ -302,7 +301,6 @@ void() ChaplanGuides = {
void() ChaplanThink = { void() ChaplanThink = {
local entity oself; local entity oself;
local string temp; //REMOVEME
oself = self; oself = self;
self = self.owner; self = self.owner;
@ -383,7 +381,6 @@ void() JobChaplan =
void() MartyrThink = void() MartyrThink =
{ {
//Self.owner is the guy who became a martyr //Self.owner is the guy who became a martyr
local entity oself;
//Clean these up so we can kill him //Clean these up so we can kill him
//self.job = self.job - (self.job & JOB_ACTIVE); //self.job = self.job - (self.job & JOB_ACTIVE);
@ -955,7 +952,6 @@ void() JobCrusader;
void() UseJobSkill = void() UseJobSkill =
{ {
local float myjob; local float myjob;
local string sx,sy,sz;
//Make sure they can do it //Make sure they can do it
if (self.done_custom & CUSTOM_BUILDING) return; if (self.done_custom & CUSTOM_BUILDING) return;

24
menu.qc
View file

@ -967,9 +967,6 @@ void() Menu_Spy =
void(float inp) Menu_Spy_Input = void(float inp) Menu_Spy_Input =
{ {
local float tc;
local string st;
if (inp == 1 || inp == 2) if (inp == 1 || inp == 2)
{ {
if (self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT)) if (self.effects & (EF_DIMLIGHT | EF_BRIGHTLIGHT))
@ -1478,8 +1475,6 @@ void(float inp) Menu_EngineerFix_Dispenser_Input =
} }
else if (inp == 3) else if (inp == 3)
{ {
local string f1;
metalcost = (self.building.max_health - self.building.health) / 5; metalcost = (self.building.max_health - self.building.health) / 5;
if (metalcost > self.ammo_cells) if (metalcost > self.ammo_cells)
@ -1726,8 +1721,7 @@ void() Menu_EngineerFix_Sensor =
void(float inp) Menu_EngineerFix_Sensor_Input = void(float inp) Menu_EngineerFix_Sensor_Input =
{ {
//*ch //*ch
local float am, metalcost; local float metalcost;
local string st;
if (self.classname != "player" || self.building == world) if (self.classname != "player" || self.building == world)
return; return;
@ -1783,8 +1777,7 @@ void() Menu_EngineerFix_Camera =
void(float inp) Menu_EngineerFix_Camera_Input = void(float inp) Menu_EngineerFix_Camera_Input =
{ {
//*ch //*ch
local float am, metalcost; local float metalcost;
local string st;
if (self.classname != "player" || self.building == world) if (self.classname != "player" || self.building == world)
return; return;
@ -1840,8 +1833,7 @@ void() Menu_EngineerFix_Teleporter =
void(float inp) Menu_EngineerFix_Teleporter_Input = void(float inp) Menu_EngineerFix_Teleporter_Input =
{ {
//*ch //*ch
local float am, metalcost; local float metalcost;
local string st;
if (self.classname != "player" || self.building == world) if (self.classname != "player" || self.building == world)
return; return;
@ -1910,8 +1902,7 @@ void() Menu_EngineerFix_FieldGen =
}; };
void(float inp) Menu_EngineerFix_FieldGen_Input = void(float inp) Menu_EngineerFix_FieldGen_Input =
{ {
local float am, metalcost; local float metalcost;
local string st;
if (self.classname != "player" || self.building == world) if (self.classname != "player" || self.building == world)
return; return;
@ -2239,9 +2230,8 @@ void() Menu_EngineerFix_Tesla =
}; };
void(float inp) Menu_EngineerFix_Tesla_Input = void(float inp) Menu_EngineerFix_Tesla_Input =
{ {
local string temp;
local float cost = 0; local float cost = 0;
local float maxcells;
if (self.classname != "player" || self.building == world) if (self.classname != "player" || self.building == world)
return; return;
@ -2378,9 +2368,8 @@ void() Menu_EngineerFix_Tesla2 =
}; };
void(float inp) Menu_EngineerFix_Tesla_Input2 = void(float inp) Menu_EngineerFix_Tesla_Input2 =
{ {
local string temp;
local float cost = 0; local float cost = 0;
local float maxcells;
if (self.classname != "player" || self.building == world) if (self.classname != "player" || self.building == world)
return; return;
@ -2690,7 +2679,6 @@ void() Menu_PrimaryWeapon =
temp = ftos(self.money); temp = ftos(self.money);
local string msg_custom; local string msg_custom;
local string msg_upgrade;
local string l1,l2,l3,l4; local string l1,l2,l3,l4;
l1 = mstr(self.weapons_carried, WEAP_SNIPER_RIFLE, WEAP_ASSAULT_CANNON, l1 = mstr(self.weapons_carried, WEAP_SNIPER_RIFLE, WEAP_ASSAULT_CANNON,

View file

@ -519,7 +519,6 @@ void(vector org, vector vec) TFFireFlame =
vec = normalize(vec); vec = normalize(vec);
local entity flame; local entity flame;
local float rn;
flame = spawn (); flame = spawn ();
@ -755,7 +754,6 @@ void() bubble_remove =
void() bubble_bob = void() bubble_bob =
{ {
local float rnd1, rnd2, rnd3; local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1; self.cnt = self.cnt + 1;
if (self.cnt == 4) if (self.cnt == 4)

View file

@ -530,7 +530,6 @@ void() monster_death_use =
void() walkmonster_start_go = void() walkmonster_start_go =
{ {
local entity etemp;
// local float failure; // local float failure;
// local vector test; // local vector test;

View file

@ -905,7 +905,7 @@ float() GetNoPlayers =
entity() GetBestPlayer = entity() GetBestPlayer =
{ {
local float bestscore, tempscore; local float bestscore;
local entity theplayer, search; local entity theplayer, search;
theplayer = world; theplayer = world;
@ -929,7 +929,7 @@ entity() GetBestPlayer =
entity() GetBestKiller = entity() GetBestKiller =
{ {
local float bestscore, tempscore; local float bestscore;
local entity theplayer, search; local entity theplayer, search;
theplayer = world; theplayer = world;

View file

@ -203,8 +203,6 @@ Set "sounds" to one of the following:
void() func_plat = void() func_plat =
{ {
local entity t;
if (CheckExistence() == FALSE) if (CheckExistence() == FALSE)
{ {
dremove(self); dremove(self);

View file

@ -117,8 +117,6 @@ PLAYER
void() player_touch = void() player_touch =
{ {
local entity Bio; local entity Bio;
local entity te;
local float v1, v2;
// Spies and Scouts can uncloak enemy spies // Spies and Scouts can uncloak enemy spies
// WK Or those with Spy kits & Scanners // WK Or those with Spy kits & Scanners
@ -691,8 +689,6 @@ void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ]
// Cannon Firing 2 // Cannon Firing 2
void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ] void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ]
{ {
local string st;
if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) if ((!self.button0) || (self.ammo_shells < 1) || intermission_running)
{ {
stuffcmd(self, "v_idlescale 0\n"); stuffcmd(self, "v_idlescale 0\n");
@ -725,8 +721,6 @@ void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ]
// Cannon powering down // Cannon powering down
void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ] void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ]
{ {
local entity tcool;
if (self.count == 1) if (self.count == 1)
sound (self, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM); sound (self, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM);

10
pyro.qc
View file

@ -217,8 +217,6 @@ void() NapalmGrenadeTouch =
void() NapalmGrenadeExplode = void() NapalmGrenadeExplode =
{ {
local float i;
sound (self, CHAN_AUTO, "weapons/flmgrexp.wav", 1, ATTN_NORM); // bounce sound sound (self, CHAN_AUTO, "weapons/flmgrexp.wav", 1, ATTN_NORM); // bounce sound
// Launch flames // Launch flames
@ -474,7 +472,7 @@ void() OnPlayerFlame_touch =
void() WorldFlame_touch = void() WorldFlame_touch =
{ {
local entity flame; local entity flame;
local vector dir,vtemp; local vector vtemp;
deathmsg = DMSG_FLAME; deathmsg = DMSG_FLAME;
TF_T_Damage(other, self, self.enemy, 2, TF_TD_NOTTEAM, TF_TD_FIRE); 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 entity flame;
local vector dir,vtemp; local vector vtemp;
if (other.classname == "fire") if (other.classname == "fire")
return; return;
@ -638,7 +636,7 @@ void() Napalm_touch =
{ {
local entity flame; local entity flame;
local vector dir,vtemp; local vector vtemp;
if (other.classname == "fire") if (other.classname == "fire")
return; return;
@ -794,9 +792,7 @@ Touch function for incendiary cannon rockets
void() T_IncendiaryTouch = void() T_IncendiaryTouch =
{ {
local float damg; local float damg;
local float points;
local entity head; local entity head;
local vector org;
if (other == self.owner) if (other == self.owner)
return; // don't explode on owner return; // don't explode on owner

View file

@ -1069,7 +1069,6 @@ void() rotate_door_group_reversedirection =
void() rotate_door_use = void() rotate_door_use =
{ {
local entity t;
local vector start; local vector start;
if ( ( self.state != STATE_OPEN ) && ( self.state != STATE_CLOSED ) ) if ( ( self.state != STATE_OPEN ) && ( self.state != STATE_CLOSED ) )

View file

@ -571,7 +571,6 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAnt
local float points; local float points;
local entity head, te; local entity head, te;
local vector org; local vector org;
local string st;
head = findradius(inflictor.origin, bounce+40); head = findradius(inflictor.origin, bounce+40);
@ -642,8 +641,6 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusAnt
void() AntiGravGrenadeTimer = void() AntiGravGrenadeTimer =
{ {
local string st;
if (self.owner.invincible_finished > time) if (self.owner.invincible_finished > time)
{ {
self.owner.gravity = 1; self.owner.gravity = 1;

View file

@ -94,8 +94,7 @@ void() FlashTimer =
// Flash Grenade explode function, for when the PRIMETIME runs out // Flash Grenade explode function, for when the PRIMETIME runs out
void() FlashGrenadeExplode = void() FlashGrenadeExplode =
{ {
local float expsize; local entity te;
local entity te, oldself;
self.effects = self.effects | EF_BRIGHTLIGHT; self.effects = self.effects | EF_BRIGHTLIGHT;
@ -262,9 +261,6 @@ void(float scanrange,float inAuto) TeamFortress_Scan =
local float enemy_detected; local float enemy_detected;
local float any_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 // prevent scan impulse from triggering anything else
self.impulse = 0; self.impulse = 0;
@ -638,7 +634,6 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBou
local float points; local float points;
local entity head, te; local entity head, te;
local vector org; local vector org;
local string st;
head = findradius(inflictor.origin, bounce+40); head = findradius(inflictor.origin, bounce+40);

View file

@ -157,9 +157,6 @@ void() lvl3_sentry_atk5 =[ $lvl3_stand1, lvl3_sentry_atk4 ]
//============= //=============
void() Sentry_Rotate = void() Sentry_Rotate =
{ {
local string st;
local float blah;
if (self.is_malfunctioning & SCREWUP_ONE) if (self.is_malfunctioning & SCREWUP_ONE)
{ {
self.ideal_yaw = self.ideal_yaw + 10; self.ideal_yaw = self.ideal_yaw + 10;

View file

@ -100,9 +100,8 @@ void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);};
void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);}; void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);};
void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);}; void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);};
void() sham_smash10 =[ $smash10, sham_smash11 ] { void() sham_smash10 =[ $smash10, sham_smash11 ] {
local vector delta, smack_origin, source; local vector delta;
local float ldmg; local float ldmg;
local entity head;
if (!self.enemy) if (!self.enemy)
return; return;
@ -134,9 +133,7 @@ void() sham_swingr1;
void(float side) ShamClaw = void(float side) ShamClaw =
{ {
local vector delta; local vector delta;
local vector smack_origin, source;
local float ldmg; local float ldmg;
local entity head;
if (!self.enemy) if (!self.enemy)
@ -495,8 +492,6 @@ float () CheckShamLightning =
float() ShamCheckAttack = float() ShamCheckAttack =
{ {
local vector vec;
// if close enough for slashing, go for it // if close enough for slashing, go for it
if (CheckShamMelee ()) if (CheckShamMelee ())
{ {

View file

@ -22,8 +22,6 @@ void(float type) SniperSight_Create;
// Sniper/Auto Rifle selection function // Sniper/Auto Rifle selection function
void() TeamFortress_SniperWeapon = void() TeamFortress_SniperWeapon =
{ {
local float it;
self.impulse = 0; self.impulse = 0;
if (self.tfstate & TFSTATE_RELOADING) if (self.tfstate & TFSTATE_RELOADING)

View file

@ -64,7 +64,6 @@ void () TeamFortress_CheckForSpeed =
{ {
local vector tempvec; local vector tempvec;
local float max, dist, check, immune; local float max, dist, check, immune;
local string ip;
local string nospeed; local string nospeed;
local float off; local float off;

4
spy.qc
View file

@ -607,7 +607,6 @@ void(float class) TeamFortress_SpyChangeSkin =
void(float teamno) TeamFortress_SpyChangeColor = void(float teamno) TeamFortress_SpyChangeColor =
{ {
local entity te; local entity te;
local string st;
local float tc, tc2; local float tc, tc2;
// If they're returning their color to their own team, just reset it // 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. // Gas grenade explosion. Throws up the particle cloud.
void() GasGrenadeExplode = void() GasGrenadeExplode =
{ {
local vector tmpv;
local entity te; local entity te;
local float pos; local float pos;
@ -1045,9 +1043,7 @@ void() TranquiliserTimer2 =
// Reset spy skin and color or remove invisibility // Reset spy skin and color or remove invisibility
void(entity spy) Spy_RemoveDisguise = void(entity spy) Spy_RemoveDisguise =
{ {
local string st;
local float tc, tc2; local float tc, tc2;
local float reset;
if (invis_only != TRUE) if (invis_only != TRUE)
{ {

View file

@ -167,8 +167,6 @@ void(entity pl) RefreshStatusBar1 =
{ {
local string s1, s2, s3, s4; local string s1, s2, s3, s4;
local string s5, s6, s7; local string s5, s6, s7;
local string val;
local float num;
local entity sent; local entity sent;
sent = world; sent = world;
@ -235,8 +233,6 @@ void(entity pl) RefreshStatusBar4 =
{ {
local string s1, s2, s3, s4; local string s1, s2, s3, s4;
local string s5, s6, s7; local string s5, s6, s7;
local string val;
local float num;
local entity sent; local entity sent;
sent = world; sent = world;
@ -303,8 +299,6 @@ void(entity pl) RefreshStatusBar5 =
{ {
local string s1, s2, s3, s4; local string s1, s2, s3, s4;
local string s5, s6, s7; local string s5, s6, s7;
local entity tg;
local float num;
if (pl.StatusBarSize == 0) if (pl.StatusBarSize == 0)
{ {
@ -387,7 +381,7 @@ void(entity pl) RefreshStatusBar5 =
void(entity pl) RefreshStatusBar2 = void(entity pl) RefreshStatusBar2 =
{ {
local string s1, s2, s3, s4; local string s1, s2, s3, s4;
local string s5, s6, s7; local string s5;
if (pl.StatusBarSize == 0) if (pl.StatusBarSize == 0)
{ {
@ -454,8 +448,7 @@ void(entity pl) RefreshStatusBar2 =
void(entity pl) RefreshStatusBar3 = void(entity pl) RefreshStatusBar3 =
{ {
local string s1, s2, s3, s4; local string s1, s2, s3, s4;
local string s5, s6, s7; local string s5, s6;
local entity tg;
local float num; local float num;
if (pl.StatusBarSize == 0) if (pl.StatusBarSize == 0)

View file

@ -405,8 +405,6 @@ float (vector where) DoorsAt =
float() Tesla_Fire = float() Tesla_Fire =
{ {
local vector dir;
local float hit;
local float damage; local float damage;
local float cheater = FALSE; local float cheater = FALSE;
local vector below; local vector below;
@ -804,8 +802,6 @@ float() ReturnTeslaDelay =
entity(entity scanner, float scanrange) Tesla_RadiusScan = entity(entity scanner, float scanrange) Tesla_RadiusScan =
{ {
local entity head; local entity head;
local entity list_head;
local entity list;
local float gotatarget; local float gotatarget;
head = findradius(scanner.origin, scanrange); head = findradius(scanner.origin, scanrange);

View file

@ -153,9 +153,6 @@ void() UseSpecialSkill =
void() TeamFortress_ChangeClass = void() TeamFortress_ChangeClass =
{ {
local entity spot, te; local entity spot, te;
local float tc;
local string st;
local string scratch;
//WK - Handle Custom Class Restarting //WK - Handle Custom Class Restarting
if (self.playerclass == PC_CUSTOM && (self.done_custom & CUSTOM_BUILDING)) { 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 // Alter the player's Movement based on class
void(entity p) TeamFortress_SetSpeed = void(entity p) TeamFortress_SetSpeed =
{ {
local string sp;
local float tf; local float tf;
local entity te; local entity te;
@ -1838,7 +1834,6 @@ void() TeamFortress_SetEquipment =
{ {
local entity te; local entity te;
local entity automan; local entity automan;
local string st;
local float kept_items; local float kept_items;
local float tc, tc2; local float tc, tc2;
@ -2527,7 +2522,6 @@ float(entity Retriever, float WeaponType) TeamFortress_CanGetWeapon =
//CH returns number effected //CH returns number effected
float(entity Player, float Armorclass) TeamFortress_DescribeArmor = float(entity Player, float Armorclass) TeamFortress_DescribeArmor =
{ {
local string st;
local float num; local float num;
num = 0; num = 0;
if (Armorclass == 0) if (Armorclass == 0)
@ -2818,7 +2812,7 @@ void() TeamFortress_RemoveTimers =
// Setup the Respawn delays for this player // Setup the Respawn delays for this player
void(float Suicided) TeamFortress_SetupRespawn = void(float Suicided) TeamFortress_SetupRespawn =
{ {
local float restime,teamsup; local float restime;
local string db; local string db;
if (self.respawn_time > time) if (self.respawn_time > time)
@ -3308,8 +3302,6 @@ void(float tno) decrement_team_ammoboxes =
// Assault Cannon selection function // Assault Cannon selection function
void() TeamFortress_AssaultWeapon = void() TeamFortress_AssaultWeapon =
{ {
local float it;
self.impulse = 0; self.impulse = 0;
if (self.tfstate & TFSTATE_RELOADING) if (self.tfstate & TFSTATE_RELOADING)
@ -3345,8 +3337,6 @@ void() TeamFortress_AssaultWeapon =
// If this gets called, the players holding onto an exploding grenade :) // If this gets called, the players holding onto an exploding grenade :)
void() TeamFortress_ExplodePerson = void() TeamFortress_ExplodePerson =
{ {
local entity te;
// Removes the owners grenade // Removes the owners grenade
self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_GRENPRIMED); self.owner.tfstate = self.owner.tfstate - (self.owner.tfstate & TFSTATE_GRENPRIMED);
@ -3753,7 +3743,6 @@ void() CyberAugSleep =
void() TeamFortress_RegenerateCyber = void() TeamFortress_RegenerateCyber =
{ {
local entity te;
if (self.is_abouttodie) if (self.is_abouttodie)
return; return;

View file

@ -25,7 +25,6 @@ void() bprintline;
//========================================================================= //=========================================================================
void() TeamFortress_MOTD = void() TeamFortress_MOTD =
{ {
local string ya;
local string st; local string st;
// check if player already has aliases // check if player already has aliases

View file

@ -142,7 +142,6 @@ void(entity Goal) UpdateAbbreviations =
// Place the Goal Item // Place the Goal Item
void() TF_PlaceItem = void() TF_PlaceItem =
{ {
local float oldz;
local vector temp1; local vector temp1;
local vector temp2; local vector temp2;
@ -222,8 +221,6 @@ void() TF_StartItem =
// Place the Goal // Place the Goal
void() TF_PlaceGoal = void() TF_PlaceGoal =
{ {
local float oldz;
if (self.classname != "info_tfgoal_timer") if (self.classname != "info_tfgoal_timer")
{ {
// Only give touch functions to goals that can be activated by touch // 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 = void(entity Goal, entity Player, entity AP, float addb) Apply_Results =
{ {
local entity oldself, te, oldte; local entity oldself, te, oldte;
local float tc;
local string st;
stuffcmd(Player, "bf\n"); stuffcmd(Player, "bf\n");
@ -1304,7 +1299,6 @@ float(entity Goal, entity AP) APMeetsCriteria =
{ {
local float gotone, temp; local float gotone, temp;
local entity te; local entity te;
local string db;
#ifdef MAP_DEBUG #ifdef MAP_DEBUG
RPrint("==========================\n"); RPrint("==========================\n");
@ -1700,7 +1694,6 @@ float(entity Goal, entity AP) Activated =
void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate = void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate =
{ {
local entity te; local entity te;
local string st;
if (Activated(Goal, AP)) if (Activated(Goal, AP))
{ {
@ -2141,8 +2134,7 @@ void() DelayedResult =
// Do the results for the Timer/Goal/Item // Do the results for the Timer/Goal/Item
void(entity Goal, entity AP, float addb) DoResults = void(entity Goal, entity AP, float addb) DoResults =
{ {
local entity te, oldself; local entity te;
local string st;
local float winners; local float winners;
// Is the goal already activated? // Is the goal already activated?
@ -2638,7 +2630,6 @@ void() item_tfgoal_touch =
if (infokey(world,"ceasefire")=="on") //OfN if (infokey(world,"ceasefire")=="on") //OfN
return; return;
local string st;
local entity te; local entity te;
if (other.classname != "player") if (other.classname != "player")
@ -2764,8 +2755,6 @@ void() item_tfgoal_touch =
// Give the GoalItem to a Player. // Give the GoalItem to a Player.
void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer = void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer =
{ {
local string sp;
#ifdef MAP_DEBUG #ifdef MAP_DEBUG
RPrint("Giving "); RPrint("Giving ");
RPrint(Item.netname); RPrint(Item.netname);
@ -2914,7 +2903,6 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
local float lighton, slowon; local float lighton, slowon;
local float key1on, key2on; local float key1on, key2on;
local float spyoff; local float spyoff;
local string db1;
local entity DelayReturn; local entity DelayReturn;
if (Item == world) if (Item == world)
@ -3262,7 +3250,6 @@ void() tfgoalitem_settouchandthink =
void() tfgoalitem_remove = void() tfgoalitem_remove =
{ {
local entity te; local entity te;
local vector temp1, temp2;
#ifdef MAP_DEBUG #ifdef MAP_DEBUG
RPrint("RemoveItem for "); RPrint("RemoveItem for ");
@ -3372,7 +3359,6 @@ void() tfgoalitem_checkoriginagain3 =
// Activate a goal when this item is removed, if needed // Activate a goal when this item is removed, if needed
void(entity Item) tfgoalitem_checkgoalreturn = void(entity Item) tfgoalitem_checkgoalreturn =
{ {
local string st;
local entity te; local entity te;
// Do we need to activate a goal somewhere? // Do we need to activate a goal somewhere?
@ -3393,7 +3379,6 @@ void(entity Item) tfgoalitem_checkgoalreturn =
// Displays the state of a GoalItem // Displays the state of a GoalItem
void(entity Goal, entity Player, entity Item) DisplayItemStatus = void(entity Goal, entity Player, entity Item) DisplayItemStatus =
{ {
local string ac;
if (Item.goal_state == TFGS_ACTIVE) if (Item.goal_state == TFGS_ACTIVE)
{ {

View file

@ -557,7 +557,6 @@ void (entity pl, float topcolor, float bottomcolor) SetPlayerColor =
void (string key, string value) UserInfoCallback = void (string key, string value) UserInfoCallback =
{ // FIXME: remove the cheat poller { // FIXME: remove the cheat poller
local string oldval; local string oldval;
local string st;
oldval = infokey(self, key); oldval = infokey(self, key);
if(value == oldval) { // generic reject if(value == oldval) { // generic reject
@ -1206,8 +1205,6 @@ float(float tno) TeamFortress_TeamGetIllegalClasses =
// Return TRUE if this team is restricted to Civilian class // Return TRUE if this team is restricted to Civilian class
float(float tno) TeamFortress_TeamIsCivilian = float(float tno) TeamFortress_TeamIsCivilian =
{ {
local entity te;
if (tno == 1) if (tno == 1)
{ {
if (civilianteams & TEAM1_CIVILIANS) if (civilianteams & TEAM1_CIVILIANS)

View file

@ -20,7 +20,6 @@ void () BadTinker = {
void () DoTinker = { void () DoTinker = {
local float prob, thresh, enough; local float prob, thresh, enough;
local entity te;
if (self.building.has_sentry > 0) { if (self.building.has_sentry > 0) {
sprint(self,PRINT_HIGH,"You have to fully upgrade before tinkering\n"); sprint(self,PRINT_HIGH,"You have to fully upgrade before tinkering\n");

View file

@ -264,8 +264,6 @@ void() trigger_secret =
void() counter_use = void() counter_use =
{ {
local string junk;
self.count = self.count - 1; self.count = self.count - 1;
if (self.count < 0) if (self.count < 0)
return; return;
@ -367,8 +365,6 @@ void(vector org) spawn_tfog =
void() tdeath_touch = void() tdeath_touch =
{ {
local entity spot;
if (other == self.owner) if (other == self.owner)
return; return;

View file

@ -22,7 +22,7 @@ void (entity themonster) PutMonsterWalk;
void() Menu_Demon = void() Menu_Demon =
{ {
local string str1,st,st3,st2,st4,st5; local string str1,st,st3,st2;
str1 = ftos(self.demon_blood); str1 = ftos(self.demon_blood);
@ -120,10 +120,7 @@ void() SummonThink =
void(float inp) Menu_Demon_Input = void(float inp) Menu_Demon_Input =
{ {
local float r;
local entity SummonTimer; local entity SummonTimer;
local float cost;
local entity te;
local float points; local float points;
self.demon_choice = 0; // reset demon choice var self.demon_choice = 0; // reset demon choice var
@ -524,11 +521,6 @@ void(entity demon) custom_demon_name =
void (float points) custom_demon_create = 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; local float points;
//Play random summoning sound here //Play random summoning sound here

View file

@ -369,7 +369,7 @@ W_FireSpanner
void() W_FireSpanner = void() W_FireSpanner =
{ {
local vector source; local vector source;
local vector org, def; local vector org;
local float healam; local float healam;
local entity te; local entity te;
@ -890,7 +890,6 @@ void() W_FireBioweapon =
{ {
local vector source; local vector source;
local vector org; local vector org;
local float healam;
local entity BioInfection; local entity BioInfection;
@ -1656,8 +1655,6 @@ void() T_MissileTouch =
//CH rocket tracker (taken from shalrath.qc) //CH rocket tracker (taken from shalrath.qc)
void() Rocket_Track_Dot = void() Rocket_Track_Dot =
{ {
local vector olorigin;
if (time > self.has_sentry) { if (time > self.has_sentry) {
self.think = SUB_Remove; self.think = SUB_Remove;
} }
@ -2288,7 +2285,6 @@ void() superspike_touch =
void() W_FireSuperSpikes = void() W_FireSuperSpikes =
{ {
local vector dir; local vector dir;
local entity old;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
Attack_Finished(0.2); Attack_Finished(0.2);
@ -2313,7 +2309,6 @@ void(float ox) W_FireSpikes =
} }
local vector dir; local vector dir;
local entity old;
if (self.classname == "player") if (self.classname == "player")
makevectors (self.v_angle); makevectors (self.v_angle);
@ -2428,9 +2423,6 @@ PLAYER WEAPON USE
void() W_SetCurrentAmmo = void() W_SetCurrentAmmo =
{ {
local string st;
if (self.health <= 0 || self.current_weapon == 0) if (self.health <= 0 || self.current_weapon == 0)
return; // get out of any weapon firing states return; // get out of any weapon firing states
@ -3052,9 +3044,7 @@ void() player_chain5;
void() W_Attack = void() W_Attack =
{ {
local float r, tc; local float r;
local entity tcool;
local string st;
if (!W_CheckNoAmmo ()) if (!W_CheckNoAmmo ())
return; return;
@ -4983,7 +4973,6 @@ void() HIP_LaserTouch =
local vector org; local vector org;
local vector spot1,spot2; local vector spot1,spot2;
local vector oldvel; local vector oldvel;
local float mag;
//local float r; //local float r;
self.owner = world; self.owner = world;

View file

@ -576,8 +576,6 @@ void() bodyque =
void() InitBodyQue = void() InitBodyQue =
{ {
local entity e;
bodyque_head = spawn(); bodyque_head = spawn();
bodyque_head.classname = "bodyque"; bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn(); bodyque_head.owner = spawn();