From 7e830c5cdbd9859cb5ac8c45c86f8b0c9917a3ac Mon Sep 17 00:00:00 2001 From: Richard Allen Date: Sat, 13 Oct 2012 18:37:54 +0000 Subject: [PATCH] Getting rid of compiler warnings and fixing spread in 3burst mode --- reaction/code/game/g_misc.c | 4 +-- reaction/code/game/g_weapon.c | 48 ++++++++++++++++++----------------- 2 files changed, 27 insertions(+), 25 deletions(-) diff --git a/reaction/code/game/g_misc.c b/reaction/code/game/g_misc.c index ecaeadd1..612c1a9b 100644 --- a/reaction/code/game/g_misc.c +++ b/reaction/code/game/g_misc.c @@ -1068,12 +1068,12 @@ static void InitBreakable_Finish(gentity_t * ent) ent->think = 0; ent->nextthink = 0; if (ent->s.weapon < 0 || ent->s.weapon >= RQ3_MAX_BREAKABLES) { - G_Printf(S_COLOR_RED, "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon); + G_Printf(S_COLOR_RED "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon); G_FreeEntity(ent); } trap_GetConfigstring(CS_BREAKABLES + ent->s.weapon, info, sizeof(info)); if (strlen(Info_ValueForKey(info, "type")) == 0) { - G_Printf(S_COLOR_RED, "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon); + G_Printf(S_COLOR_RED "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon); G_FreeEntity(ent); } ent->s.eventParm |= (ent->s.weapon & 0x0FFF); diff --git a/reaction/code/game/g_weapon.c b/reaction/code/game/g_weapon.c index afb86f35..32e518f5 100644 --- a/reaction/code/game/g_weapon.c +++ b/reaction/code/game/g_weapon.c @@ -1060,6 +1060,7 @@ void Knife_Attack(gentity_t * self, int damage) //static int knives = 0; //Elder: this function does not appear to be in use +/* void Knife_Touch(gentity_t * ent, gentity_t * other, trace_t * trace) { vec3_t origin; @@ -1103,21 +1104,21 @@ void Knife_Touch(gentity_t * ent, gentity_t * other, trace_t * trace) // if knifelimit == 0 then it won't be in effect and it can // start removing knives even when less than the limit are // out there. - /* if ( g_rxn_knifelimit.value != 0 ) - { - knives++; - - if (knives > g_rxn_knifelimit.value) - knives = 1; - - knife = FindEdictByClassnum ("weapon_Knife", knives); - - if (knife) - { - knife->nextthink = level.time + .1; - } - - } */ +// if ( g_rxn_knifelimit.value != 0 ) +// { +// knives++; +// +// if (knives > g_rxn_knifelimit.value) +// knives = 1; +// +// knife = FindEdictByClassnum ("weapon_Knife", knives); +// +// if (knife) +// { +// knife->nextthink = level.time + .1; +// } +// +// } //spawn a knife in the object //Elder: todo - rotate the knife model so it's collinear with trajectory @@ -1130,6 +1131,7 @@ void Knife_Touch(gentity_t * ent, gentity_t * other, trace_t * trace) G_FreeEntity(ent); } +*/ //gentity_t *Knife_Throw (gentity_t *self,vec3_t start, vec3_t dir, int damage, int speed ) //Elder: moved knife_throw to g_missile.c where it belongs @@ -1184,7 +1186,7 @@ Knife Attack void Weapon_Knife_Fire(gentity_t * ent) { // Knife_Attack(ent,THROW_DAMAGE); - gentity_t *m; +// gentity_t *m; // Homer: if client is supposed to be slashing, go to that function instead if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE) { @@ -1204,7 +1206,7 @@ void Weapon_Knife_Fire(gentity_t * ent) if (g_gametype.integer >= GT_TEAM) setFFState(ent); - m = fire_knife(ent, muzzle, forward); + fire_knife(ent, muzzle, forward); } /* @@ -1238,7 +1240,7 @@ void Weapon_M4_Fire(gentity_t * ent) if (g_gametype.integer >= GT_TEAM) setFFState(ent); - Bullet_Fire(ent, RQ3_Spread(ent, M4_SPREAD), M4_DAMAGE, MOD_M4); + Bullet_Fire(ent, RQ3_Spread(ent, spread), M4_DAMAGE, MOD_M4); } /* @@ -1521,7 +1523,7 @@ void Weapon_MP5_Fire(gentity_t * ent) if (g_gametype.integer >= GT_TEAM) setFFState(ent); - Bullet_Fire(ent, RQ3_Spread(ent, MP5_SPREAD), MP5_DAMAGE, MOD_MP5); + Bullet_Fire(ent, RQ3_Spread(ent, spread), MP5_DAMAGE, MOD_MP5); } @@ -1697,7 +1699,7 @@ Grenade Attack */ void Weapon_Grenade_Fire(gentity_t * ent) { - gentity_t *m; +// gentity_t *m; // extra vertical velocity // Elder: not present in AQ2 @@ -1708,7 +1710,7 @@ void Weapon_Grenade_Fire(gentity_t * ent) if (g_gametype.integer >= GT_TEAM) setFFState(ent); - m = fire_grenade(ent, muzzle, forward); + fire_grenade(ent, muzzle, forward); } /* @@ -1916,7 +1918,7 @@ void Laser_Think(gentity_t * self) vec3_t end, start, forward, up; trace_t tr; //, tr2; int l = 0, passent; - gentity_t *traceEnt; +// gentity_t *traceEnt; //Makro - added //int contents; @@ -1946,7 +1948,7 @@ void Laser_Think(gentity_t * self) //Trace Position trap_Trace(&tr, start, NULL, NULL, end, passent, MASK_SHOT); - traceEnt = &g_entities[tr.entityNum]; +// traceEnt = &g_entities[tr.entityNum]; //Did you not hit anything? if (tr.surfaceFlags & SURF_NOIMPACT || tr.surfaceFlags & SURF_SKY) {