diff --git a/reaction/code/cgame/cg_players.c b/reaction/code/cgame/cg_players.c index 03df1641..ab416b39 100644 --- a/reaction/code/cgame/cg_players.c +++ b/reaction/code/cgame/cg_players.c @@ -1906,7 +1906,7 @@ static void CG_BreathPuffs(centity_t * cent, refEntity_t * head) clientInfo_t *ci; vec3_t dir, origin; int contents, i; - localEntity_t *puff[NUM_BREATH_PUFFS]; +// localEntity_t *puff[NUM_BREATH_PUFFS]; ci = &cgs.clientinfo[cent->currentState.number]; @@ -1947,7 +1947,8 @@ static void CG_BreathPuffs(centity_t * cent, refEntity_t * head) //up-down VectorMA(dir, -0.3f + crandom() * 0.3f, head->axis[2], dir); VectorScale(dir, 3+random()*3, dir); - 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, + //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, + CG_SmokePuff(origin, dir, 3.5f+crandom()*0.5f, 1, 1, 1, 0.15f+crandom()*0.05f, 1000+random()*500, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader); } diff --git a/reaction/code/game/g_active.c b/reaction/code/game/g_active.c index 9debafb9..8ebb9bd2 100644 --- a/reaction/code/game/g_active.c +++ b/reaction/code/game/g_active.c @@ -746,7 +746,7 @@ void ClientEvents(gentity_t * ent, int oldEventSequence) int event; gclient_t *client; int damage; - vec3_t dir; +// vec3_t dir; vec3_t origin, angles; gitem_t *item; gentity_t *drop; @@ -775,7 +775,7 @@ void ClientEvents(gentity_t * ent, int oldEventSequence) } damage = ent->client->ps.stats[STAT_FALLDAMAGE]; - VectorSet(dir, 0, 0, 1); +// VectorSet(dir, 0, 0, 1); ent->pain_debounce_time = level.time + 200; // no normal pain sound //Elder: added so we can trigger AQ2 pain blends ent->client->ps.damageEvent++; @@ -806,7 +806,7 @@ void ClientEvents(gentity_t * ent, int oldEventSequence) } damage = ent->client->ps.stats[STAT_FALLDAMAGE]; - VectorSet(dir, 0, 0, 1); +// VectorSet(dir, 0, 0, 1); ent->pain_debounce_time = level.time + 200; // no normal pain sound //Elder: added so we can trigger AQ2 pain blends ent->client->ps.damageEvent++; @@ -1461,14 +1461,14 @@ while a slow client may have multiple ClientEndFrame between ClientThink. void ClientEndFrame(gentity_t * ent) { int i, frames; - clientPersistant_t *pers; +// clientPersistant_t *pers; if (ent->client->sess.sessionTeam == TEAM_SPECTATOR) { SpectatorClientEndFrame(ent); return; } - pers = &ent->client->pers; +// pers = &ent->client->pers; // turn off any expired powerups for (i = 0; i < MAX_POWERUPS; i++) { diff --git a/reaction/code/game/g_arenas.c b/reaction/code/game/g_arenas.c index d563c9f7..a2a2dd14 100644 --- a/reaction/code/game/g_arenas.c +++ b/reaction/code/game/g_arenas.c @@ -47,7 +47,8 @@ void UpdateTournamentInfo(void) int i; gentity_t *player; int playerClientNum; - int n, accuracy, perfect, msglen; + //int n, accuracy, perfect, msglen; + int n, msglen; char buf[32]; char msg[MAX_STRING_CHARS]; @@ -73,7 +74,7 @@ void UpdateTournamentInfo(void) CalculateRanks(); - if (level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR) { +/* if (level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR) { Com_sprintf(msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum); } else { @@ -85,11 +86,11 @@ void UpdateTournamentInfo(void) perfect = (level.clients[playerClientNum].ps.persistant[PERS_RANK] == 0 && player->client->ps.persistant[PERS_KILLED] == 0) ? 1 : 0; //Blaze: Removed because it uses the persistant stats stuff -/* Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy, + Com_sprintf( msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy, player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT], player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE], - perfect );*/ - } + perfect ); + } */ msglen = strlen(msg); for (i = 0; i < level.numNonSpectatorClients; i++) { diff --git a/reaction/code/game/g_client.c b/reaction/code/game/g_client.c index a0d7b2bb..927bc09f 100644 --- a/reaction/code/game/g_client.c +++ b/reaction/code/game/g_client.c @@ -1214,7 +1214,6 @@ int G_SendCheatVars(int clientNum) char *text_p; int len; int i; - int skip; char *token; char text[20000]; fileHandle_t f; @@ -1242,7 +1241,6 @@ int G_SendCheatVars(int clientNum) // parse the text text_p = text; - skip = 0; // quite the compiler warning for (i = 0; i < 30; i++) { token = COM_Parse(&text_p); diff --git a/reaction/code/game/g_combat.c b/reaction/code/game/g_combat.c index 686afb3a..3e28a090 100644 --- a/reaction/code/game/g_combat.c +++ b/reaction/code/game/g_combat.c @@ -418,7 +418,7 @@ Toss the weapon and powerups for the killed player void TossClientItems(gentity_t * self) { gitem_t *item, *dropitem; - int weapon, i; + int i; float angle; gentity_t *drop; @@ -426,7 +426,7 @@ void TossClientItems(gentity_t * self) int weaponInventory; // drop the weapon if not a gauntlet or machinegun - weapon = self->s.weapon; + //weapon = self->s.weapon; //Slicer: don't drop weapons with all weapons enable.. if(g_RQ3_allWeapons.integer) diff --git a/reaction/code/game/g_items.c b/reaction/code/game/g_items.c index 636762a3..c4e8c9c8 100644 --- a/reaction/code/game/g_items.c +++ b/reaction/code/game/g_items.c @@ -299,8 +299,9 @@ int Pickup_Ammo(gentity_t * ent, gentity_t * other, int bandolierFactor) int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor) { - int quantity, ammotoadd; + int ammotoadd; +/* JBravo: Not used if (ent->count < 0) { quantity = 0; // None for you, sir! } else { @@ -309,7 +310,7 @@ int Pickup_Weapon(gentity_t * ent, gentity_t * other, int bandolierFactor) } else { quantity = ent->item->quantity; } - } + } */ // add the weapon if not knife or pistol if (ent->item->giTag != WP_KNIFE || ent->item->giTag != WP_PISTOL) { diff --git a/reaction/code/game/g_misc.c b/reaction/code/game/g_misc.c index 36ebde38..ecaeadd1 100644 --- a/reaction/code/game/g_misc.c +++ b/reaction/code/game/g_misc.c @@ -977,12 +977,11 @@ Fires at either the target or the current direction. void func_breakable_explode(gentity_t * self, vec3_t pos) { int eParam; - gentity_t *tent; // GibEntity( self, 0 ); eParam = self->s.eventParm; - tent = G_TempEntity2(pos, EV_EXPLODE_BREAKABLE, eParam); + G_TempEntity2(pos, EV_EXPLODE_BREAKABLE, eParam); // self->takedamage = qfalse; // self->s.eType = ET_INVISIBLE; @@ -1291,7 +1290,6 @@ Original by inolen, heavy modifications by Elder */ void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker, vec3_t point, int mod, int damage) { - gentity_t *tent; vec3_t size; vec3_t impactPoint; @@ -1362,13 +1360,13 @@ void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker, //G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount); switch (shiftCount) { case 0: - tent = G_TempEntity2(impactPoint, EV_BREAK_GLASS1, eParm); + G_TempEntity2(impactPoint, EV_BREAK_GLASS1, eParm); break; case 1: - tent = G_TempEntity2(impactPoint, EV_BREAK_GLASS2, eParm); + G_TempEntity2(impactPoint, EV_BREAK_GLASS2, eParm); break; case 2: - tent = G_TempEntity2(impactPoint, EV_BREAK_GLASS3, eParm); + G_TempEntity2(impactPoint, EV_BREAK_GLASS3, eParm); break; default: G_Error("G_BreakGlass: shiftCount > 2\n"); @@ -1427,7 +1425,7 @@ void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker, } //G_FreeEntity( ent ); //G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount); - tent = G_TempEntity2(impactPoint, EV_CHIP_GLASS, eParm); + G_TempEntity2(impactPoint, EV_CHIP_GLASS, eParm); } }