Cleanup after qfcc's typechecking changes. This includes the elimination of

SUB_Null.
This commit is contained in:
Bill Currie 2001-10-17 07:48:11 +00:00
parent 158baea0c1
commit 0ff237871e
28 changed files with 73 additions and 77 deletions

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@ -678,7 +678,7 @@ float() TeleSoldier =
newmis.armorclass = 0; //- OfN none // AT_SAVESHOT; // kevlar
newmis.last_saveme_sound = 0; // ? oh that
//newmis.touch = SUB_Null;
//newmis.touch = NIL;
newmis.touch = grunty_touch; //-OfN-
newmis.has_holo = time+2; // touch messages delay
newmis.is_detpacking=1; //resets engage enemy to "yes"

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@ -14,7 +14,7 @@ connects & disconnects, and when a map changes levels
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void(entity attacker, float damage) player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
@ -1321,7 +1321,7 @@ void() changelevel_touch =
return;
}
self.touch = SUB_Null;
self.touch = NIL;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it

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@ -240,7 +240,7 @@ void(entity targ, entity attacker) Killed =
Obituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.touch = NIL;
monster_death_use();
self.th_die ();

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@ -10,7 +10,7 @@ cooperative mode functions
void() DroppedKeyThink =
{
// let the throwing player pick it up again
self.think = SUB_Null;
self.think = NIL;
self.touch = key_touch;
self.owner = world;
};
@ -70,7 +70,7 @@ void() DropKey =
}
newmis.owner = self;
newmis.touch = SUB_Null;
newmis.touch = NIL;
setorigin(newmis, self.origin + '0 0 16');
makevectors(self.v_angle);
newmis.velocity = normalize(v_forward) * 300 + '0 0 200';

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@ -595,7 +595,6 @@ void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
void() SUB_Null;
void() SUB_UseTargets;
void() SUB_Remove;

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@ -592,7 +592,7 @@ void() Demon_Water_Jump =
if (trace_inwater == TRUE && jello)
{
ai_face();
self.touch = SUB_Null;
self.touch = NIL;
self.think = demon1_jump4;
self.has_tesla = TRUE; //Landed in water
self.nextthink = time + 0.1;
@ -611,7 +611,7 @@ void() Demon_JumpTouch =
traceline(self.origin,self.origin - '0 0 2',TRUE,self);
if (trace_inwater == TRUE && jello)
{
self.touch = SUB_Null;
self.touch = NIL;
self.think = demon1_jump1;
self.has_tesla = TRUE; //Landed in water
self.nextthink = time + 0.1;
@ -639,7 +639,7 @@ void() Demon_JumpTouch =
//RPrint ("popjump\n");
//sprint(self.real_owner,PRINT_HIGH,"Stuck Jump flag set!\n");
self.has_sentry = TRUE; //CH Stuck Jump
self.touch = SUB_Null;
self.touch = NIL;
self.think = demon1_jump1;
self.nextthink = time + 0.1;
@ -652,7 +652,7 @@ void() Demon_JumpTouch =
}
self.has_sentry = 0; //Cancel if this far
self.touch = SUB_Null;
self.touch = NIL;
self.think = demon1_jump11;
self.nextthink = time + 0.1;
};
@ -729,7 +729,7 @@ void () custom_demon_die =
}
self.classname = "monster_corpse";
self.think=SUB_Null;
self.think=NIL;
demon1_die1 ();
};

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@ -295,9 +295,9 @@ void() door_touch =
if (DoorShouldOpen())
{
self.touch = SUB_Null;
self.touch = NIL;
if (self.enemy)
self.enemy.touch = SUB_Null; // get paired door
self.enemy.touch = NIL; // get paired door
door_use ();
}
};
@ -669,7 +669,7 @@ void () fd_secret_use =
if (!(self.spawnflags & SECRET_NO_SHOOT))
{
self.th_pain = SUB_Null;
self.th_pain = NIL;
self.takedamage = DAMAGE_NO;
}
self.velocity = '0 0 0';
@ -703,6 +703,11 @@ void () fd_secret_use =
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};
void (entity attacker, float damage) fd_secret_pain =
{
fd_secret_use ();
};
// Wait after first movement...
void () fd_secret_move1 =
{
@ -756,7 +761,7 @@ void () fd_secret_done =
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_pain = fd_secret_pain;
self.th_die = fd_secret_use;
}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
@ -870,7 +875,7 @@ void () func_door_secret =
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_pain = fd_secret_pain;
}
self.oldorigin = self.origin;
if (!self.wait)

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@ -95,7 +95,7 @@ void() LaserBolt_Touch =
self.owner = other;
setmodel (self, "");
self.touch = SUB_Null;
self.touch = NIL;
// self.solid = SOLID_NOT;
// self.movetype = MOVETYPE_NOCLIP;
@ -107,7 +107,7 @@ void() LaserBolt_Touch =
{
//WK Fly through walls!
setmodel (self, "");
self.touch = SUB_Null;
self.touch = NIL;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NOCLIP;
@ -234,7 +234,7 @@ void() EMPGrenadeExplode =
while (te)
{
if (!CanDamage(te,self)) // OfN
SUB_Null();
;
else if (te.touch == ammo_touch || te.touch == weapon_touch) // Ammo/Weapon?
{
// Make sure it isn't picked up in the next second

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@ -977,7 +977,7 @@ float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink =
void(entity field) Field_Built =
{
field.touch = SUB_Null;
field.touch = NIL;
field.think = FieldGen_think;
field.nextthink = time + 0.1;
field.fieldgen_status = FIELDGEN_ISIDLE; // we start on IDLE status (searching for other gen to link)

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@ -1379,8 +1379,8 @@ void() custom_grunt_die =
ArmyDeathSound();
self.classname = "monster_corpse";
self.think=SUB_Null;
self.touch=SUB_Null;
self.think=NIL;
self.touch=NIL;
if (isMelee())
{

View file

@ -340,7 +340,7 @@ void () Anchor_Grapple =
self.think = Grapple_Track;
self.nextthink = time;
self.solid = SOLID_NOT;
self.touch = SUB_Null;
self.touch = NIL;
};

View file

@ -371,7 +371,7 @@ void() ab_think =
newmis.nextthink = time;
newmis.think = ab_exp1;
newmis.owner = self;
newmis.touch = SUB_Null;
newmis.touch = NIL;
newmis.movetype = MOVETYPE_FLY;
newmis.velocity = '0 0 300';

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@ -179,7 +179,7 @@ void() plat_crush =
void() plat_use =
{
self.use = SUB_Null;
self.use = NIL;
if (self.state != STATE_UP)
objerror ("plat_use: not in up state");
plat_go_down();

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@ -924,7 +924,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void() player_pain =
void(entity attacker, float damage) player_pain =
{
if (self.weaponframe)
return;

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@ -284,7 +284,7 @@ void (vector org, entity shooter) NapalmGrenadeLaunch =
if (newmis == world)
return;
self.touch = SUB_Null;
self.touch = NIL;
newmis.classname = "fire";
newmis.touch = Napalm_touch;

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@ -288,7 +288,7 @@ void() rotate_entity_think =
{
RotateTargetsFinal();
self.state = STATE_INACTIVE;
self.think = SUB_Null;
self.think = NIL;
return;
}
@ -319,7 +319,7 @@ void() rotate_entity_use =
else
{
self.state = STATE_INACTIVE;
self.think = SUB_Null;
self.think = NIL;
}
}
}
@ -364,7 +364,7 @@ void() rotate_entity_firstthink =
else
{
self.state = STATE_INACTIVE;
self.think = SUB_Null;
self.think = NIL;
}
self.use = rotate_entity_use;
};
@ -954,7 +954,7 @@ void() rotate_object =
self.movetype = MOVETYPE_NONE;
setmodel (self,self.model);
setsize( self, self.mins, self.maxs );
self.think = SUB_Null;
self.think = NIL;
};
//************************************************
@ -990,7 +990,7 @@ void() rotate_door_think2 =
}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
self.think = SUB_Null;
self.think = NIL;
RotateTargetsFinal();
};
@ -1192,5 +1192,5 @@ void() func_rotate_door =
setsize( self, self.mins, self.maxs );
self.state = STATE_CLOSED;
self.use = rotate_door_use;
self.think = SUB_Null;
self.think = NIL;
};

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@ -23,7 +23,7 @@ void() CameraSwitchView;*/
// External functions
void() ConcussionGrenadeTouch;
void() Security_Camera_Pain;
void(entity attacker, float damage) Security_Camera_Pain;
void(float tno, entity ignore, string st) teamsprint;
void() TeamFortress_DetpackTouch;
void() TeamFortress_DetpackCountDown;

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@ -8,7 +8,7 @@ Functions for the security camera
======================================================*/
void() Security_Camera_Idle;
float() Security_Camera_FindTarget;
void() Security_Camera_Pain;
void(entity attacker, float damage) Security_Camera_Pain;
void() Security_Camera_Die;
void() Security_Camera_PrintTarget;
void() Security_Camera_Spawn;
@ -170,7 +170,7 @@ float() Security_Camera_FindFakeTarget =
return TRUE;
};
//========
void() Security_Camera_Pain =
void(entity attacker, float damage) Security_Camera_Pain =
{
sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
};

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@ -16,7 +16,7 @@ void() Sentry_Rotate;
float() Sentry_FindTarget;
void() Sentry_FoundTarget;
void() Sentry_HuntTarget;
void() Sentry_Pain;
void(entity attacker, float damage) Sentry_Pain;
void() Sentry_Die;
float() Sentry_Fire;
//WK - Will kill enemies on touch, and adds support for flying.
@ -459,7 +459,7 @@ void() Sentry_HuntTarget =
self.nextthink = time + (0.5*tfactor); // Some visual, so its a little easier
};
void() Sentry_Pain =
void(entity attacker, float damage) Sentry_Pain =
{
// Update the owner's status bar
self.real_owner.StatusRefreshTime = time + 0.2;

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@ -442,7 +442,7 @@ void() custom_shambler_die =
sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_MONSTERDIE);
self.classname = "monster_corpse";
self.think=SUB_Null;
self.think=NIL;
sham_death1();
};

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@ -47,7 +47,7 @@ void() Kick_My_Owner =
else
bprint(PRINT_HIGH, " was kicked for cheating.\n");
self.think = SUB_Null;
self.think = NIL;
dremove(self);
};

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@ -3,8 +3,6 @@
void(entity Goal, entity AP) DoGoalWork;
void(entity Goal, entity AP) DoGroupWork;
void() SUB_Null = {};
void() SUB_Remove = {dremove(self);};
/*
@ -280,11 +278,8 @@ void() SUB_UseTargets =
otemp = other;
self = t;
other = stemp;
if (self.use != SUB_Null)
{
if (self.use)
self.use ();
}
if (self.use)
self.use ();
self = stemp;
other = otemp;
activator = act;

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@ -47,7 +47,7 @@ float modelindex_tesla; //CH
// Tesla AI Functions
float() Tesla_FindTarget;
void() Tesla_FoundTarget;
void() Tesla_Pain;
void(entity attacker, float damage) Tesla_Pain;
void() Tesla_Die;
float() Tesla_Fire;
void() Tesla_Idle;
@ -364,7 +364,7 @@ void() Tesla_FoundTarget =
self.no_grenades_1 = FALSE;
};
void() Tesla_Pain =
void(entity attacker, float damage) Tesla_Pain =
{
// Update the owner's status bar
self.real_owner.StatusRefreshTime = time + 0.2;

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@ -1283,7 +1283,7 @@ void() TeamFortress_GrenadePrimed =
newmis.angles = vectoangles(newmis.velocity);
// set the grenade's thinktime to when the PRIMETIME runs out
newmis.think = SUB_Null;
newmis.think = NIL;
newmis.nextthink = self.heat;
// set the think and touches to the appropriate grenade type
@ -1314,7 +1314,7 @@ void() TeamFortress_GrenadePrimed =
}
else if (self.weapon == GR_TYPE_CALTROP)
{
newmis.touch = SUB_Null;
newmis.touch = NIL;
newmis.think = CaltropGrenadeExplode;
newmis.skin = 0;
newmis.avelocity = '0 0 0';
@ -3353,7 +3353,7 @@ void() TeamFortress_ExplodePerson =
newmis.angles = vectoangles(newmis.velocity);
// set the grenades thinktime to now
newmis.think = SUB_Null;
newmis.think = NIL;
newmis.nextthink = time + 0.1;
// set the think and touches to the appropriate grenade type
@ -3438,7 +3438,7 @@ void() TeamFortress_ExplodePerson =
setmodel (newmis, "progs/flarefly.mdl");
/*te = spawn();
te.touch = SUB_Null;
te.touch = NIL;
te.think = SUB_Remove;//FlareGrenadeExplode;//RemoveFlare;
te.nextthink = time + 25;
te.owner = self.owner;

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@ -2108,11 +2108,8 @@ void(entity Goal, entity AP) DoTriggerWork =
otemp = other;
self = t;
other = stemp;
if (self.use != SUB_Null)
{
if (self.use)
self.use ();
}
if (self.use)
self.use ();
self = stemp;
other = otemp;
activator = AP;

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@ -64,7 +64,7 @@ void() multi_trigger =
else
{ // we can't just remove (self) here, because this is a touch function
// called while C code is looping through area links...
self.touch = SUB_Null;
self.touch = NIL;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
@ -523,7 +523,7 @@ void() teleport_use =
{
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
self.think = NIL;
};
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT

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@ -712,7 +712,7 @@ void (float points) custom_demon_create =
newmis.nextthink = time + 1;
//newmis.touch = Demon_JumpTouch;
//newmis.touch = SUB_Null;
//newmis.touch = NIL;
sprint(self, PRINT_HIGH, "You summon a hell knight.\n");
}
@ -733,7 +733,7 @@ void (float points) custom_demon_create =
newmis.nextthink = time + 1;
//newmis.touch = Demon_JumpTouch;
//newmis.touch = SUB_Null;
//newmis.touch = NIL;
sprint(self, PRINT_HIGH, "You summon a knight.\n");
}*/
@ -756,7 +756,7 @@ void (float points) custom_demon_create =
newmis.nextthink = time + 1;
//newmis.touch = Demon_JumpTouch;
//newmis.touch = SUB_Null;
//newmis.touch = NIL;
sprint(self, PRINT_HIGH, "You summon a fiend.\n");
}
@ -778,7 +778,7 @@ void (float points) custom_demon_create =
newmis.think = walkmonster_start;
newmis.nextthink = time + 1;
//newmis.touch = Demon_JumpTouch;
//newmis.touch = SUB_Null;
//newmis.touch = NIL;
////newmis.real_owner.demon_blood = 0; marduk bug
sprint(self, PRINT_HIGH, "You summon a shambler.\n");
}
@ -797,7 +797,7 @@ void (float points) custom_demon_create =
newmis.nextthink = time + 0.05;
//newmis.armorclass = 0; //- OfN - none AT_SAVESHOT; // kevlar
newmis.last_saveme_sound = 0; // ? oh that
//newmis.touch = SUB_Null;
//newmis.touch = NIL;
sprint(self, PRINT_HIGH, "You summon a scrag.\n");
@ -937,7 +937,7 @@ void () kill_my_demon =
sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);
self = oself;
te.think = SUB_Remove;
te.touch = SUB_Null;
te.touch = NIL;
te.nextthink = time + 0.1;
sprint(self, PRINT_HIGH, "Your fiend is dead.\n");
@ -965,14 +965,14 @@ void () kill_my_demon =
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
// custom_grunt_die;
te.think = SUB_Remove;
te.touch = SUB_Null;
te.touch = NIL;
te.nextthink = time + 0.1;
//-----------------------// NOT NEEDED
/*te.th_stand = SUB_Null;
te.th_run = SUB_Null;
te.th_missile = SUB_Null;
te.th_pain = SUB_Null;*/
/*te.th_stand = NIL;
te.th_run = NIL;
te.th_missile = NIL;
te.th_pain = NIL;*/
//--------------------------//
@ -1044,7 +1044,7 @@ void () kill_my_demon =
//sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
te.think = SUB_Remove;
te.touch = SUB_Null;
te.touch = NIL;
te.nextthink = time + 0.1;
self = oself;
@ -1069,7 +1069,7 @@ void () kill_my_demon =
ThrowGib ("progs/gib3.mdl", -70);
sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM);
te.think = SUB_Remove;
te.touch = SUB_Null;
te.touch = NIL;
te.nextthink = time + 0.1;
self = oself;
@ -1094,7 +1094,7 @@ void () kill_my_demon =
ThrowGib ("progs/gib3.mdl", -70);
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
te.think = SUB_Remove;
te.touch = SUB_Null;
te.touch = NIL;
te.nextthink = time + 0.1;
self = oself;
@ -1120,7 +1120,7 @@ void () kill_my_demon =
ThrowGib ("progs/gib3.mdl", -70);
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
te.think = SUB_Remove;
te.touch = SUB_Null;
te.touch = NIL;
te.nextthink = time + 0.1;
self = oself;

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@ -378,7 +378,7 @@ void() wiz_die =
}
self.classname = "monster_corpse";
self.think=SUB_Null;
self.think=NIL;
wiz_death1();
};