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https://github.com/ReactionQuake3/reaction.git
synced 2024-11-26 06:01:07 +00:00
Some warning fixes
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parent
e7b57ae5e4
commit
24549addf6
7 changed files with 24 additions and 25 deletions
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@ -1906,7 +1906,7 @@ static void CG_BreathPuffs(centity_t * cent, refEntity_t * head)
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clientInfo_t *ci;
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vec3_t dir, origin;
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int contents, i;
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localEntity_t *puff[NUM_BREATH_PUFFS];
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// localEntity_t *puff[NUM_BREATH_PUFFS];
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ci = &cgs.clientinfo[cent->currentState.number];
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@ -1947,7 +1947,8 @@ static void CG_BreathPuffs(centity_t * cent, refEntity_t * head)
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//up-down
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VectorMA(dir, -0.3f + crandom() * 0.3f, head->axis[2], dir);
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VectorScale(dir, 3+random()*3, dir);
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puff[i] = CG_SmokePuff(origin, dir, 3.5f+crandom()*0.5f, 1, 1, 1, 0.15f+crandom()*0.05f, 1000+random()*500, cg.time, 0,
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//puff[i] = CG_SmokePuff(origin, dir, 3.5f+crandom()*0.5f, 1, 1, 1, 0.15f+crandom()*0.05f, 1000+random()*500, cg.time, 0,
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CG_SmokePuff(origin, dir, 3.5f+crandom()*0.5f, 1, 1, 1, 0.15f+crandom()*0.05f, 1000+random()*500, cg.time, 0,
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LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader);
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}
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@ -746,7 +746,7 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
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int event;
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gclient_t *client;
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int damage;
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vec3_t dir;
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// vec3_t dir;
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vec3_t origin, angles;
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gitem_t *item;
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gentity_t *drop;
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@ -775,7 +775,7 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
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}
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damage = ent->client->ps.stats[STAT_FALLDAMAGE];
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VectorSet(dir, 0, 0, 1);
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// VectorSet(dir, 0, 0, 1);
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ent->pain_debounce_time = level.time + 200; // no normal pain sound
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//Elder: added so we can trigger AQ2 pain blends
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ent->client->ps.damageEvent++;
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@ -806,7 +806,7 @@ void ClientEvents(gentity_t * ent, int oldEventSequence)
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}
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damage = ent->client->ps.stats[STAT_FALLDAMAGE];
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VectorSet(dir, 0, 0, 1);
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// VectorSet(dir, 0, 0, 1);
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ent->pain_debounce_time = level.time + 200; // no normal pain sound
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//Elder: added so we can trigger AQ2 pain blends
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ent->client->ps.damageEvent++;
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@ -1461,14 +1461,14 @@ while a slow client may have multiple ClientEndFrame between ClientThink.
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void ClientEndFrame(gentity_t * ent)
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{
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int i, frames;
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clientPersistant_t *pers;
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// clientPersistant_t *pers;
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if (ent->client->sess.sessionTeam == TEAM_SPECTATOR) {
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SpectatorClientEndFrame(ent);
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return;
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}
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pers = &ent->client->pers;
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// pers = &ent->client->pers;
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// turn off any expired powerups
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for (i = 0; i < MAX_POWERUPS; i++) {
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@ -47,7 +47,8 @@ void UpdateTournamentInfo(void)
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int i;
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gentity_t *player;
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int playerClientNum;
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int n, accuracy, perfect, msglen;
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//int n, accuracy, perfect, msglen;
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int n, msglen;
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char buf[32];
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char msg[MAX_STRING_CHARS];
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@ -73,7 +74,7 @@ void UpdateTournamentInfo(void)
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CalculateRanks();
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if (level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR) {
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/* if (level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR) {
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Com_sprintf(msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0", level.numNonSpectatorClients,
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playerClientNum);
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} else {
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@ -85,11 +86,11 @@ void UpdateTournamentInfo(void)
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perfect = (level.clients[playerClientNum].ps.persistant[PERS_RANK] == 0
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&& player->client->ps.persistant[PERS_KILLED] == 0) ? 1 : 0;
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//Blaze: Removed because it uses the persistant stats stuff
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/* Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
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Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
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player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT],
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player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE],
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perfect );*/
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}
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perfect );
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} */
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msglen = strlen(msg);
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for (i = 0; i < level.numNonSpectatorClients; i++) {
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@ -1214,7 +1214,6 @@ int G_SendCheatVars(int clientNum)
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char *text_p;
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int len;
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int i;
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int skip;
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char *token;
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char text[20000];
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fileHandle_t f;
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@ -1242,7 +1241,6 @@ int G_SendCheatVars(int clientNum)
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// parse the text
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text_p = text;
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skip = 0; // quite the compiler warning
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for (i = 0; i < 30; i++) {
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token = COM_Parse(&text_p);
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@ -418,7 +418,7 @@ Toss the weapon and powerups for the killed player
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void TossClientItems(gentity_t * self)
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{
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gitem_t *item, *dropitem;
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int weapon, i;
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int i;
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float angle;
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gentity_t *drop;
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@ -426,7 +426,7 @@ void TossClientItems(gentity_t * self)
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int weaponInventory;
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// drop the weapon if not a gauntlet or machinegun
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weapon = self->s.weapon;
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//weapon = self->s.weapon;
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//Slicer: don't drop weapons with all weapons enable..
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if(g_RQ3_allWeapons.integer)
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@ -299,8 +299,9 @@ int Pickup_Ammo(gentity_t * ent, gentity_t * other, int bandolierFactor)
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int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor)
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{
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int quantity, ammotoadd;
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int ammotoadd;
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/* JBravo: Not used
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if (ent->count < 0) {
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quantity = 0; // None for you, sir!
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} else {
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@ -309,7 +310,7 @@ int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor)
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} else {
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quantity = ent->item->quantity;
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}
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}
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} */
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// add the weapon if not knife or pistol
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if (ent->item->giTag != WP_KNIFE || ent->item->giTag != WP_PISTOL) {
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@ -977,12 +977,11 @@ Fires at either the target or the current direction.
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void func_breakable_explode(gentity_t * self, vec3_t pos)
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{
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int eParam;
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gentity_t *tent;
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// GibEntity( self, 0 );
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eParam = self->s.eventParm;
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tent = G_TempEntity2(pos, EV_EXPLODE_BREAKABLE, eParam);
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G_TempEntity2(pos, EV_EXPLODE_BREAKABLE, eParam);
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// self->takedamage = qfalse;
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// self->s.eType = ET_INVISIBLE;
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@ -1291,7 +1290,6 @@ Original by inolen, heavy modifications by Elder
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*/
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void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker, vec3_t point, int mod, int damage)
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{
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gentity_t *tent;
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vec3_t size;
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vec3_t impactPoint;
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@ -1362,13 +1360,13 @@ void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker,
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//G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount);
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switch (shiftCount) {
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case 0:
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tent = G_TempEntity2(impactPoint, EV_BREAK_GLASS1, eParm);
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G_TempEntity2(impactPoint, EV_BREAK_GLASS1, eParm);
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break;
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case 1:
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tent = G_TempEntity2(impactPoint, EV_BREAK_GLASS2, eParm);
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G_TempEntity2(impactPoint, EV_BREAK_GLASS2, eParm);
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break;
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case 2:
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tent = G_TempEntity2(impactPoint, EV_BREAK_GLASS3, eParm);
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G_TempEntity2(impactPoint, EV_BREAK_GLASS3, eParm);
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break;
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default:
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G_Error("G_BreakGlass: shiftCount > 2\n");
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@ -1427,7 +1425,7 @@ void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker,
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}
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//G_FreeEntity( ent );
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//G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount);
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tent = G_TempEntity2(impactPoint, EV_CHIP_GLASS, eParm);
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G_TempEntity2(impactPoint, EV_CHIP_GLASS, eParm);
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}
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}
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