fix various return type errors flagged by qfcc's new return type checking

This commit is contained in:
Bill Currie 2001-07-23 05:33:21 +00:00
parent 001247b35f
commit 847b1eb040
9 changed files with 10 additions and 10 deletions

2
ai.qc
View file

@ -1040,7 +1040,7 @@ float() ShamCheckAttack;
float() CheckAnyAttack =
{
if (!enemy_vis)
return;
return #FALSE;
if (self.classname == "monster_demon1")
return DemonCheckAttack ();
/* else if (self.classname == "monster_army")

View file

@ -39,7 +39,7 @@ $cd id1/progs/s_ablast
$frame ablast1 ablast2 ablast3 ablast4 ablast5 ablast6
void (entity thing) canairpush =
float (entity thing) canairpush =
{
if (thing.classname == "player")
return #TRUE;

View file

@ -48,7 +48,7 @@ entity (string type, entity p_owner) FlameSpawn =
if (!(RemoveFlameFromQueue(type)))
{
// RPrint("Create flame failed: too many\n");
return;
return world;
}
}
@ -121,7 +121,7 @@ float (string id_flame) RemoveFlameFromQueue =
if (num_world_flames < #FLAME_MAXWORLDNUM)
{
RPrint("ERROR in RemoveFlameFromQueue\n");
return;
return #FALSE;
}
/*
db1 = ftos(num_world_flames);

View file

@ -22,7 +22,7 @@ void() CameraSwitchView;*/
void() ConcussionGrenadeTouch;
void() Security_Camera_Pain;
float(float tno, entity ignore, string st) teamsprint;
void(float tno, entity ignore, string st) teamsprint;
void() TeamFortress_DetpackTouch;
void() TeamFortress_DetpackCountDown;
void() TeamFortress_DetpackExplode;

View file

@ -644,7 +644,7 @@ float() Sentry_Fire =
WriteCoord (#MSG_BROADCAST, self.origin_z);
if (self.tf_items & #NIT_TURRET)
self.origin_z = self.origin_z + 40;
return;
return #FALSE;
}
newmis = spawn ();

View file

@ -764,7 +764,7 @@ string(entity pl) ClipSizeToString100 =
}
else if (num >= 40)
return "\nãìéð:40";
return num;
return ftos (num);
};
//==========
string(entity te) SentryDetailsToString =

View file

@ -531,7 +531,7 @@ float() Tesla_Fire =
T_RadiusDamage(self, self, damg, world);
if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z + 40; // 40
//else self.origin_z = self.origin_z - 24;
return;
return #FALSE;
}
deathmsg = #DMSG_TESLA;

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@ -2578,7 +2578,7 @@ float(entity Retriever, entity Items) TeamFortress_AddBackpackItems =
// weapons, then you may want them to be able to pick up weapons
// from backpacks. If so, this is where to do it.
// For now, return.
return;
return 0;
};
//=========================================================================

View file

@ -1327,7 +1327,7 @@ float(float tno) TeamFortress_TeamIsCivilian =
//=========================================================================
// Sprints to all the members on one team except one
float(float tno, entity ignore, string st) teamsprint =
void(float tno, entity ignore, string st) teamsprint =
{
// Don't do teamprints in DM
if (tno == 0)