From 09b04cfb896743f1128191baad2537857e346284 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Mon, 31 Dec 2012 16:19:55 +0100 Subject: [PATCH] Windows: Fixed more C4100 --- Shared/qcommon/output.cpp | 2 +- dlls/game/PlayAnim.cpp | 4 +- dlls/game/RageAI.h | 10 +- dlls/game/ai_chat.cpp | 12 + dlls/game/ai_cmd.cpp | 6 + dlls/game/ai_dmq3.cpp | 13 + dlls/game/ai_team.cpp | 6 + dlls/game/ai_vcmd.cpp | 25 +- dlls/game/class.cpp | 2 +- dlls/game/g_bot.cpp | 7 + dlls/game/gotoHelperNodeEX.cpp | 6 +- dlls/game/gotoHelperNodeNearestEnemy.cpp | 6 +- dlls/game/healGroupMember.cpp | 16 +- dlls/game/holdPosition.cpp | 11 +- dlls/game/listener.cpp | 18 +- dlls/game/mp_awardsystem.cpp | 8 +- dlls/game/mp_awardsystem.hpp | 2 +- dlls/game/mp_manager.cpp | 3 + dlls/game/mp_modeBase.cpp | 14 + dlls/game/mp_modeBase.hpp | 56 +-- dlls/game/mp_modeDm.cpp | 2 + dlls/game/mp_modifiers.cpp | 66 ++++ dlls/game/mp_modifiers.hpp | 64 ++-- dlls/game/mp_team.cpp | 2 + dlls/game/patrol.cpp | 34 +- dlls/game/powerups.h | 330 ++++++++-------- dlls/game/q_shared.h | 2 +- dlls/game/rangedCombatWithWeapon.cpp | 2 +- dlls/game/selectBestWeapon.cpp | 12 +- dlls/game/snipeEnemy.cpp | 10 +- dlls/game/stationaryFireCombat.cpp | 8 +- dlls/game/stationaryFireCombatEX.cpp | 8 +- dlls/game/suppressionFireCombat.cpp | 6 +- dlls/game/talk.cpp | 460 +++++++++++------------ dlls/game/teleportToEntity.cpp | 6 +- dlls/game/teleportToPosition.cpp | 4 +- dlls/game/torsoAimAndFireWeapon.cpp | 8 +- dlls/game/useAlarm.cpp | 15 +- dlls/game/watchEntity.cpp | 6 +- dlls/game/watchEntityEX.cpp | 10 +- dlls/game/work.cpp | 16 +- 41 files changed, 747 insertions(+), 551 deletions(-) diff --git a/Shared/qcommon/output.cpp b/Shared/qcommon/output.cpp index 54a9522..4ecfe6f 100644 --- a/Shared/qcommon/output.cpp +++ b/Shared/qcommon/output.cpp @@ -233,7 +233,7 @@ void DocFileOutput::OutputArguments(Event *ev) //================================================================ void DocFileOutput::OutputArgument(EventArgDef *evarg) { - Q_UNUSED(evarg) + Q_UNUSED(evarg); // Function does nothing. This is the last level of nesting, and there // is nothing else to go print from here. } diff --git a/dlls/game/PlayAnim.cpp b/dlls/game/PlayAnim.cpp index b880347..6216b40 100644 --- a/dlls/game/PlayAnim.cpp +++ b/dlls/game/PlayAnim.cpp @@ -124,7 +124,7 @@ void PlayAnim::Begin( Actor &self ) // Returns: BehaviorReturnCode_t // //-------------------------------------------------------------- -BehaviorReturnCode_t PlayAnim::Evaluate( Actor &self ) +BehaviorReturnCode_t PlayAnim::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -387,6 +387,7 @@ BehaviorReturnCode_t PlayAnim::evaluateStateSetup() //-------------------------------------------------------------- void PlayAnim::failureStateSetup( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -438,5 +439,6 @@ BehaviorReturnCode_t PlayAnim::evaluateStateAnimate() //-------------------------------------------------------------- void PlayAnim::failureStateAnimate( const str& failureReason ) { + Q_UNUSED(failureReason); } diff --git a/dlls/game/RageAI.h b/dlls/game/RageAI.h index 1b292fc..921637b 100644 --- a/dlls/game/RageAI.h +++ b/dlls/game/RageAI.h @@ -51,17 +51,17 @@ class Strategos { public: Strategos() { } - Strategos( Actor *act ) { Q_UNUSED(act) } + Strategos( Actor *act ) { Q_UNUSED(act); } virtual ~Strategos() { } virtual void Evaluate() { } - virtual void NotifySightStatusChanged ( Entity *enemy , qboolean canSee ) { Q_UNUSED(enemy) Q_UNUSED(canSee) } - virtual void NotifyDamageChanged( Entity *enemy , float damage ) { Q_UNUSED(enemy) Q_UNUSED(damage) } + virtual void NotifySightStatusChanged ( Entity *enemy , qboolean canSee ) { Q_UNUSED(enemy); Q_UNUSED(canSee); } + virtual void NotifyDamageChanged( Entity *enemy , float damage ) { Q_UNUSED(enemy); Q_UNUSED(damage); } - virtual void Attack ( Entity *enemy ) { Q_UNUSED(enemy) } + virtual void Attack ( Entity *enemy ) { Q_UNUSED(enemy); } virtual void DoArchive( Archiver & , Actor * ); void Archive( Archiver &arc ); - virtual void SetBehaviorPackage( const str &packageName ) { Q_UNUSED(packageName) } + virtual void SetBehaviorPackage( const str &packageName ) { Q_UNUSED(packageName); } virtual float GetCheckYawMin() { assert( 0 ); return 0; } virtual float GetCheckYawMax() { assert( 0 ); return 0; } diff --git a/dlls/game/ai_chat.cpp b/dlls/game/ai_chat.cpp index 4a8c065..8b6e8e7 100644 --- a/dlls/game/ai_chat.cpp +++ b/dlls/game/ai_chat.cpp @@ -83,6 +83,8 @@ int BotIsFirstInRankings(bot_state_t *bs) { // static int maxclients->integer; // playerState_t ps; + Q_UNUSED(bs); + return qfalse; /* FIXME score = bs->cur_ps.persistant[PERS_SCORE]; @@ -110,6 +112,8 @@ int BotIsLastInRankings(bot_state_t *bs) { // char buf[MAX_INFO_STRING]; // playerState_t ps; + Q_UNUSED(bs); + return qfalse; /* FIXME score = bs->cur_ps.persistant[PERS_SCORE]; @@ -778,6 +782,8 @@ int BotChat_EnemySuicide(bot_state_t *bs) { // char name[32]; // float rnd; + Q_UNUSED(bs); + return qfalse; /* FIXME if (bot_nochat.integer) return qfalse; @@ -815,6 +821,8 @@ int BotChat_HitTalking(bot_state_t *bs) { // char name[32], *weap; // int lasthurt_client; // float rnd; + + Q_UNUSED(bs); /* if (bot_nochat.integer) return qfalse; @@ -857,6 +865,8 @@ int BotChat_HitNoDeath(bot_state_t *bs) { // float rnd; // int lasthurt_client; // aas_entityinfo_t entinfo; + + Q_UNUSED(bs); /* lasthurt_client = g_entities[bs->client].client->lasthurt_client; if (!lasthurt_client) return qfalse; @@ -902,6 +912,8 @@ int BotChat_HitNoKill(bot_state_t *bs) { // char name[32], *weap; // float rnd; // aas_entityinfo_t entinfo; + Q_UNUSED(bs); + return qfalse; // FIXME /* if (bot_nochat.integer) return qfalse; diff --git a/dlls/game/ai_cmd.cpp b/dlls/game/ai_cmd.cpp index 6f9a1e7..209ab2c 100644 --- a/dlls/game/ai_cmd.cpp +++ b/dlls/game/ai_cmd.cpp @@ -1341,6 +1341,8 @@ BotMatch_WhoIsTeamLeader void BotMatch_WhoIsTeamLeader(bot_state_t *bs, bot_match_t *match) { char netname[MAX_MESSAGE_SIZE]; + Q_UNUSED(match); + if (!TeamPlayIsOn()) return; ClientName(bs->client, netname, sizeof(netname)); @@ -1452,6 +1454,8 @@ BotMatch_WhatIsMyCommand void BotMatch_WhatIsMyCommand(bot_state_t *bs, bot_match_t *match) { char netname[MAX_NETNAME]; + Q_UNUSED(match); + ClientName(bs->client, netname, sizeof(netname)); if (Q_stricmp(netname, bs->teamleader) != 0) return; bs->forceorders = qtrue; @@ -1754,6 +1758,8 @@ void BotMatch_EnterGame(bot_state_t *bs, bot_match_t *match) { int client; char netname[MAX_NETNAME]; + Q_UNUSED(bs); + gi.BotMatchVariable(match, NETNAME, netname, sizeof(netname)); client = FindClientByName(netname); if (client >= 0) { diff --git a/dlls/game/ai_dmq3.cpp b/dlls/game/ai_dmq3.cpp index fa420d9..b026e26 100644 --- a/dlls/game/ai_dmq3.cpp +++ b/dlls/game/ai_dmq3.cpp @@ -263,6 +263,7 @@ EntityIsChatting ================== */ qboolean EntityIsChatting(aas_entityinfo_t *entinfo) { + Q_UNUSED(entinfo); // BOTTODO // if (entinfo->flags & EF_TALK) { // return qtrue; @@ -277,6 +278,7 @@ EntityHasQuad ================== */ qboolean EntityHasQuad(aas_entityinfo_t *entinfo) { + Q_UNUSED(entinfo); /* BOTTODO if (entinfo->powerups & (1 << PW_QUAD)) { return qtrue; @@ -292,6 +294,7 @@ EntityHasKamikze ================== */ qboolean EntityHasKamikaze(aas_entityinfo_t *entinfo) { + Q_UNUSED(entinfo); /* FIXME if (entinfo->flags & EF_KAMIKAZE) { return qtrue; @@ -1158,6 +1161,7 @@ BotObeliskRetreatGoals ================== */ void BotObeliskRetreatGoals(bot_state_t *bs) { + Q_UNUSED(bs); //nothing special } @@ -2177,6 +2181,7 @@ BotSetTeleportTime ================== */ void BotSetTeleportTime(bot_state_t *bs) { + Q_UNUSED(bs); /* FIXME if ((bs->cur_ps.eFlags ^ bs->last_eFlags) & EF_TELEPORT_BIT) { bs->teleport_time = FloatTime(); @@ -2200,6 +2205,7 @@ BotIsObserver ================== */ qboolean BotIsObserver(bot_state_t *bs) { + Q_UNUSED(bs); /* char buf[MAX_INFO_STRING]; if (bs->cur_ps.pm_type == PM_SPECTATOR) return qtrue; strncpy(buf,gi.getConfigstring(CS_PLAYERS+bs->client), sizeof(buf)); @@ -2213,6 +2219,7 @@ BotIntermission ================== */ qboolean BotIntermission(bot_state_t *bs) { + Q_UNUSED(bs); //NOTE: we shouldn't be looking at the game code... if (level.intermissiontime) return qtrue; // return (bs->cur_ps.pm_type == PM_FREEZE || bs->cur_ps.pm_type == PM_INTERMISSION); // FIXME @@ -2490,6 +2497,7 @@ BotWantsToHelp ================== */ int BotWantsToHelp(bot_state_t *bs) { + Q_UNUSED(bs); return qtrue; } @@ -4187,6 +4195,8 @@ int BotTriggerMultipleActivateGoal(bot_state_t *bs, int bspent, bot_activategoal vec3_t start, end, mins, maxs, angles; vec3_t origin, goalorigin; + Q_UNUSED(bs); + activategoal->shoot = qfalse; VectorClear(activategoal->target); //create a bot goal towards the trigger @@ -4948,6 +4958,7 @@ BotCheckEvents ================== */ void BotCheckEvents(bot_state_t *bs, entityState_t *state) { + Q_UNUSED(state); Q_UNUSED(bs); // BOTTODO -- hook in our event system somehow? /* int event; @@ -5385,6 +5396,8 @@ void BotDeathmatchAI(bot_state_t *bs, float thinktime) { char userinfo[MAX_INFO_STRING]; int i; + Q_UNUSED(thinktime); + //if the bot has just been setup if (bs->setupcount > 0) { bs->setupcount--; diff --git a/dlls/game/ai_team.cpp b/dlls/game/ai_team.cpp index 1d35746..99cbace 100644 --- a/dlls/game/ai_team.cpp +++ b/dlls/game/ai_team.cpp @@ -170,6 +170,8 @@ BotSetTeamMateTaskPreference void BotSetTeamMateTaskPreference(bot_state_t *bs, int teammate, int preference) { char teammatename[MAX_NETNAME]; + Q_UNUSED(bs); + ctftaskpreferences[teammate].preference = preference; ClientName(teammate, teammatename, sizeof(teammatename)); strcpy(ctftaskpreferences[teammate].name, teammatename); @@ -183,6 +185,8 @@ BotGetTeamMateTaskPreference int BotGetTeamMateTaskPreference(bot_state_t *bs, int teammate) { char teammatename[MAX_NETNAME]; + Q_UNUSED(bs); + if (!ctftaskpreferences[teammate].preference) return 0; ClientName(teammate, teammatename, sizeof(teammatename)); if (Q_stricmp(teammatename, ctftaskpreferences[teammate].name)) return 0; @@ -264,6 +268,7 @@ void BotSayTeamOrder(bot_state_t *bs, int toclient) { #else BotSayTeamOrderAlways(bs, toclient); #endif + Q_UNUSED(toclient); } /* @@ -1902,6 +1907,7 @@ FindHumanTeamLeader ================== */ int FindHumanTeamLeader(bot_state_t *bs) { + Q_UNUSED(bs); // int i; // no human team leaders in ef2, 'cause we've got no voicechat commands /* diff --git a/dlls/game/ai_vcmd.cpp b/dlls/game/ai_vcmd.cpp index 1d738a7..8affc22 100644 --- a/dlls/game/ai_vcmd.cpp +++ b/dlls/game/ai_vcmd.cpp @@ -54,7 +54,8 @@ BotVoiceChat_GetFlag ================== */ void BotVoiceChat_GetFlag(bot_state_t *bs, int client, int mode) { - // + Q_UNUSED(mode); + if (gametype == GT_CTF) { if (!ctf_redflag.areanum || !ctf_blueflag.areanum) return; @@ -154,6 +155,7 @@ BotVoiceChat_Defend ================== */ void BotVoiceChat_Defend(bot_state_t *bs, int client, int mode) { + Q_UNUSED(mode); #ifdef MISSIONPACK if ( gametype == GT_OBELISK || gametype == GT_HARVESTER) { // @@ -216,6 +218,7 @@ BotVoiceChat_Patrol ================== */ void BotVoiceChat_Patrol(bot_state_t *bs, int client, int mode) { + Q_UNUSED(mode); // bs->decisionmaker = client; // @@ -243,6 +246,8 @@ void BotVoiceChat_Camp(bot_state_t *bs, int client, int mode) { aas_entityinfo_t entinfo; char netname[MAX_NETNAME]; + Q_UNUSED(mode); + // bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); @@ -299,6 +304,8 @@ void BotVoiceChat_FollowMe(bot_state_t *bs, int client, int mode) { aas_entityinfo_t entinfo; char netname[MAX_NETNAME]; + Q_UNUSED(mode); + bs->teamgoal.entitynum = -1; BotEntityInfo(client, &entinfo); //if info is valid (in PVS) @@ -351,6 +358,8 @@ BotVoiceChat_FollowFlagCarrier void BotVoiceChat_FollowFlagCarrier(bot_state_t *bs, int client, int mode) { int carrier; + Q_UNUSED(client); + carrier = BotTeamFlagCarrier(bs); if (carrier >= 0) BotVoiceChat_FollowMe(bs, carrier, mode); @@ -365,6 +374,8 @@ BotVoiceChat_ReturnFlag ================== */ void BotVoiceChat_ReturnFlag(bot_state_t *bs, int client, int mode) { + Q_UNUSED(mode); + //if not in CTF mode if ( gametype != GT_CTF @@ -397,6 +408,8 @@ BotVoiceChat_StartLeader ================== */ void BotVoiceChat_StartLeader(bot_state_t *bs, int client, int mode) { + Q_UNUSED(mode); + ClientName(client, bs->teamleader, sizeof(bs->teamleader)); } @@ -408,6 +421,8 @@ BotVoiceChat_StopLeader void BotVoiceChat_StopLeader(bot_state_t *bs, int client, int mode) { char netname[MAX_MESSAGE_SIZE]; + Q_UNUSED(mode); + if (!Q_stricmp(bs->teamleader, ClientName(client, netname, sizeof(netname)))) { bs->teamleader[0] = '\0'; notleader[client] = qtrue; @@ -422,6 +437,9 @@ BotVoiceChat_WhoIsLeader void BotVoiceChat_WhoIsLeader(bot_state_t *bs, int client, int mode) { char netname[MAX_MESSAGE_SIZE]; + Q_UNUSED(mode); + Q_UNUSED(client); + if (!TeamPlayIsOn()) return; ClientName(bs->client, netname, sizeof(netname)); @@ -442,6 +460,8 @@ void BotVoiceChat_WantOnDefense(bot_state_t *bs, int client, int mode) { char netname[MAX_NETNAME]; int preference; + Q_UNUSED(mode); + preference = BotGetTeamMateTaskPreference(bs, client); preference &= ~TEAMTP_ATTACKER; preference |= TEAMTP_DEFENDER; @@ -463,6 +483,8 @@ void BotVoiceChat_WantOnOffense(bot_state_t *bs, int client, int mode) { char netname[MAX_NETNAME]; int preference; + Q_UNUSED(mode); + preference = BotGetTeamMateTaskPreference(bs, client); preference &= ~TEAMTP_DEFENDER; preference |= TEAMTP_ATTACKER; @@ -476,6 +498,7 @@ void BotVoiceChat_WantOnOffense(bot_state_t *bs, int client, int mode) { } void BotVoiceChat_Dummy(bot_state_t *bs, int client, int mode) { + Q_UNUSED(bs); Q_UNUSED(client); Q_UNUSED(mode); } voiceCommand_t voiceCommands[] = { diff --git a/dlls/game/class.cpp b/dlls/game/class.cpp index b6056fb..5ca69e6 100644 --- a/dlls/game/class.cpp +++ b/dlls/game/class.cpp @@ -460,7 +460,7 @@ Class::~Class() #ifdef GAME_DLL -void Class::Archive( Archiver &arc ) +void Class::Archive( Archiver & ) { } diff --git a/dlls/game/g_bot.cpp b/dlls/game/g_bot.cpp index 27f85ac..e8784b7 100644 --- a/dlls/game/g_bot.cpp +++ b/dlls/game/g_bot.cpp @@ -118,6 +118,7 @@ G_LoadArenasFromFile =============== */ static void G_LoadArenasFromFile( char *filename ) { + Q_UNUSED(filename); return; /* int len; @@ -326,6 +327,8 @@ int G_RemoveRandomBot( int team ) { char netname[36]; gclient_t *cl; + Q_UNUSED(team); + for ( i=0 ; i< maxclients->integer ; i++ ) { cl = game.clients + i; // if ( cl->pers.connected != CON_CONNECTED ) { @@ -354,6 +357,8 @@ int G_CountHumanPlayers( int team ) { int i, num; gclient_t *cl; + Q_UNUSED(team); + num = 0; for ( i=0 ; i< maxclients->integer ; i++ ) { cl = game.clients + i; @@ -380,6 +385,8 @@ int G_CountBotPlayers( int team ) { int i, n, num; gclient_t *cl; + Q_UNUSED(team); + num = 0; for ( i=0 ; i< maxclients->integer ; i++ ) { cl = game.clients + i; diff --git a/dlls/game/gotoHelperNodeEX.cpp b/dlls/game/gotoHelperNodeEX.cpp index 88fb216..5bdfe62 100644 --- a/dlls/game/gotoHelperNodeEX.cpp +++ b/dlls/game/gotoHelperNodeEX.cpp @@ -106,7 +106,7 @@ void GotoHelperNodeEX::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void GotoHelperNodeEX::AnimDone( Event *ev ) +void GotoHelperNodeEX::AnimDone( Event * ) { } @@ -139,7 +139,7 @@ void GotoHelperNodeEX::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t GotoHelperNodeEX::Evaluate( Actor &self ) +BehaviorReturnCode_t GotoHelperNodeEX::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -206,7 +206,7 @@ BehaviorReturnCode_t GotoHelperNodeEX::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void GotoHelperNodeEX::End(Actor &self) +void GotoHelperNodeEX::End(Actor &) { } diff --git a/dlls/game/gotoHelperNodeNearestEnemy.cpp b/dlls/game/gotoHelperNodeNearestEnemy.cpp index f22e23a..ac5021f 100644 --- a/dlls/game/gotoHelperNodeNearestEnemy.cpp +++ b/dlls/game/gotoHelperNodeNearestEnemy.cpp @@ -96,7 +96,7 @@ void GotoHelperNodeNearestEnemy::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void GotoHelperNodeNearestEnemy::AnimDone( Event *ev ) +void GotoHelperNodeNearestEnemy::AnimDone( Event * ) { } @@ -129,7 +129,7 @@ void GotoHelperNodeNearestEnemy::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t GotoHelperNodeNearestEnemy::Evaluate( Actor &self ) +BehaviorReturnCode_t GotoHelperNodeNearestEnemy::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -198,7 +198,7 @@ BehaviorReturnCode_t GotoHelperNodeNearestEnemy::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void GotoHelperNodeNearestEnemy::End(Actor &self) +void GotoHelperNodeNearestEnemy::End(Actor &) { } diff --git a/dlls/game/healGroupMember.cpp b/dlls/game/healGroupMember.cpp index b01eda0..e49d2c7 100644 --- a/dlls/game/healGroupMember.cpp +++ b/dlls/game/healGroupMember.cpp @@ -124,7 +124,7 @@ void HealGroupMember::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void HealGroupMember::AnimDone( Event *ev ) +void HealGroupMember::AnimDone( Event * ) { } @@ -242,7 +242,7 @@ BehaviorReturnCode_t HealGroupMember::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void HealGroupMember::End(Actor &self) +void HealGroupMember::End(Actor &) { } @@ -442,7 +442,7 @@ void HealGroupMember::rotateToEntityFailed( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void HealGroupMember::setupAnimate( Actor &self ) +void HealGroupMember::setupAnimate( Actor & ) { /* PostureStates_t pState = _currentPatient->movementSubsystem->getPostureState(); @@ -524,7 +524,7 @@ void HealGroupMember::doAnimate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void HealGroupMember::animateFailed( Actor &self ) +void HealGroupMember::animateFailed( Actor & ) { str FailureReason; FailureReason = "Animation Not Found\n"; @@ -545,7 +545,7 @@ void HealGroupMember::animateFailed( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void HealGroupMember::treatedPatient( Actor &self , Entity *ent ) +void HealGroupMember::treatedPatient( Actor & , Entity *ent ) { triageEntry_t* checkEntry; @@ -571,7 +571,7 @@ void HealGroupMember::treatedPatient( Actor &self , Entity *ent ) // // Returns: Actor* //-------------------------------------------------------------- -Actor* HealGroupMember::findHighestPriorityPatient( Actor &self ) +Actor* HealGroupMember::findHighestPriorityPatient( Actor & ) { triageEntry_t* checkEntry; Actor *highestPriorityPatient; @@ -606,7 +606,7 @@ Actor* HealGroupMember::findHighestPriorityPatient( Actor &self ) // // Returns: True or False //-------------------------------------------------------------- -bool HealGroupMember::allPatientsTreated( Actor &self ) +bool HealGroupMember::allPatientsTreated( Actor & ) { triageEntry_t* checkEntry; @@ -633,7 +633,7 @@ bool HealGroupMember::allPatientsTreated( Actor &self ) // // Returns: True or False //-------------------------------------------------------------- -bool HealGroupMember::patientTreated( Actor &self , Entity *ent ) +bool HealGroupMember::patientTreated( Actor & , Entity *ent ) { triageEntry_t* checkEntry; diff --git a/dlls/game/holdPosition.cpp b/dlls/game/holdPosition.cpp index a753be8..cdcff6d 100644 --- a/dlls/game/holdPosition.cpp +++ b/dlls/game/holdPosition.cpp @@ -88,11 +88,11 @@ HoldPosition::~HoldPosition() // Returns: None // //-------------------------------------------------------------- -void HoldPosition::SetArgs( Event *ev ) +void HoldPosition::SetArgs( Event * ) { } -void HoldPosition::AnimDone( Event *ev ) +void HoldPosition::AnimDone( Event * ) { _animDone = true; } @@ -127,7 +127,7 @@ void HoldPosition::Begin( Actor &self ) // Returns: BehaviorReturnCode_t // //-------------------------------------------------------------- -BehaviorReturnCode_t HoldPosition::Evaluate( Actor &self ) +BehaviorReturnCode_t HoldPosition::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -207,7 +207,7 @@ BehaviorReturnCode_t HoldPosition::Evaluate( Actor &self ) // Returns: None // //-------------------------------------------------------------- -void HoldPosition::End(Actor &self) +void HoldPosition::End(Actor &) { _self->SetIgnoreWatchTarget( false ); } @@ -295,6 +295,7 @@ BehaviorReturnCode_t HoldPosition::evaluateStateHold() void HoldPosition::failureStateHold( const str& failureReason ) { + Q_UNUSED(failureReason); } void HoldPosition:: setupStateTwitch() @@ -318,6 +319,7 @@ BehaviorReturnCode_t HoldPosition::evaluateStateTwitch() void HoldPosition:: failureStateTwitch( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -356,4 +358,5 @@ BehaviorReturnCode_t HoldPosition::evaluateStateWeaponTwitch() void HoldPosition:: failureStateWeaponTwitch( const str& failureReason ) { + Q_UNUSED(failureReason); } diff --git a/dlls/game/listener.cpp b/dlls/game/listener.cpp index a731a41..0133eb4 100644 --- a/dlls/game/listener.cpp +++ b/dlls/game/listener.cpp @@ -158,7 +158,7 @@ void EventVar::Archive( Archiver &arc ) #endif -const char *EventVar::GetToken( Event &ev ) +const char *EventVar::GetToken( Event & ) { if ( dirtyFlags & DIRTY_STRING ) { @@ -187,7 +187,7 @@ const char *EventVar::GetToken( Event &ev ) return stringValue.c_str(); } -const char *EventVar::GetString( Event &ev ) +const char *EventVar::GetString( Event & ) { if ( dirtyFlags & DIRTY_STRING ) { @@ -216,7 +216,7 @@ const char *EventVar::GetString( Event &ev ) return stringValue.c_str(); } -int EventVar::GetInteger( Event &ev ) +int EventVar::GetInteger( Event & ) { if ( dirtyFlags & DIRTY_INTEGER ) { @@ -241,7 +241,7 @@ int EventVar::GetInteger( Event &ev ) return intValue; } -float EventVar::GetFloat( Event &ev ) +float EventVar::GetFloat( Event & ) { if ( dirtyFlags & DIRTY_FLOAT ) { @@ -267,7 +267,7 @@ float EventVar::GetFloat( Event &ev ) return floatValue; } -Vector EventVar::GetVector( Event &ev ) +Vector EventVar::GetVector( Event & ) { if ( dirtyFlags & DIRTY_VECTOR ) { @@ -542,7 +542,7 @@ qboolean IsNumeric( const char *str ) #endif -qboolean EventVar::IsVector( Event &ev ) +qboolean EventVar::IsVector( Event & ) { switch( type ) { @@ -561,7 +561,7 @@ qboolean EventVar::IsVector( Event &ev ) return false; } -qboolean EventVar::IsNumeric( Event &ev ) +qboolean EventVar::IsNumeric( Event & ) { switch( type ) { @@ -2322,12 +2322,12 @@ CLASS_DECLARATION( Class, Listener, NULL ) { NULL, NULL } }; -void Listener::Remove( Event *e ) +void Listener::Remove( Event * ) { delete this; } -void Listener::ScriptRemove( Event *e ) +void Listener::ScriptRemove( Event * ) { // Forces the remove to be done at a safe time PostEvent( EV_Remove, 0.0f ); diff --git a/dlls/game/mp_awardsystem.cpp b/dlls/game/mp_awardsystem.cpp index 9effbc1..6124b36 100644 --- a/dlls/game/mp_awardsystem.cpp +++ b/dlls/game/mp_awardsystem.cpp @@ -429,6 +429,8 @@ void AwardSystem::awardTeamAward( AfterMatchTeamAwardType teamAward, const char void AwardSystem::playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer ) { + Q_UNUSED(eventName); + // See if we care about this player notification if ( stricmp( eventName, "flag-captured" ) == 0 ) @@ -449,9 +451,10 @@ void AwardSystem::playerKilled( Player *killedPlayer, Player *attackingPlayer, E { str weaponName; int itemIndex; - MultiplayerPlayerAwardData *attackerAwardData; + Q_UNUSED(inflictor); + // Modify the killed player's stats _playerAwardData[ killedPlayer->entnum ]._killStreak = 0; @@ -664,6 +667,9 @@ void AwardSystem::playerFired( Player *attackingPlayer ) void AwardSystem::playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + Q_UNUSED(damage); + if ( !attackingPlayer ) return; diff --git a/dlls/game/mp_awardsystem.hpp b/dlls/game/mp_awardsystem.hpp index d880110..a3b747b 100644 --- a/dlls/game/mp_awardsystem.hpp +++ b/dlls/game/mp_awardsystem.hpp @@ -151,7 +151,7 @@ public: virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ); virtual void addPlayer( Player *player ); virtual void removePlayer( Player *player ); - virtual void update( float frameTime ) { Q_UNUSED(frameTime) }; + virtual void update( float frameTime ) { Q_UNUSED(frameTime); } virtual int getStat( Player *player, int statNum, int value ); virtual int getIcon( Player *player, int statNum, int value ); diff --git a/dlls/game/mp_manager.cpp b/dlls/game/mp_manager.cpp index 77b78b8..d4a3af0 100644 --- a/dlls/game/mp_manager.cpp +++ b/dlls/game/mp_manager.cpp @@ -1361,6 +1361,9 @@ void MultiplayerManager::playerFired( Player *attackingPlayer ) float MultiplayerManager::getModifiedKnockback( Player *damagedPlayer, Player *attackingPlayer, float knockback ) { + Q_UNUSED(attackingPlayer); + Q_UNUSED(damagedPlayer); + if ( !_inMultiplayerGame ) return knockback; diff --git a/dlls/game/mp_modeBase.cpp b/dlls/game/mp_modeBase.cpp index 3b3ec5a..fe8e2f8 100644 --- a/dlls/game/mp_modeBase.cpp +++ b/dlls/game/mp_modeBase.cpp @@ -245,6 +245,8 @@ Team* MultiplayerModeBase::getPlayersTeam( const Player *player ) void MultiplayerModeBase::update( float frameTime ) { + Q_UNUSED(frameTime); + if ( !_gameStarted ) { if ( shouldStartMatch() ) @@ -815,11 +817,18 @@ void MultiplayerModeBase::RemovePlayer( Player *player ) float MultiplayerModeBase::playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + Q_UNUSED(attackingPlayer); + Q_UNUSED(damagedPlayer); + return damage; } void MultiplayerModeBase::playerTookDamage( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + Q_UNUSED(damage); + if ( attackingPlayer && ( attackingPlayer != damagedPlayer ) ) { // Play the hurt someone sound @@ -894,6 +903,9 @@ bool MultiplayerModeBase::parseConfigToken( const char *key, Script *buffer ) int MultiplayerModeBase::getIcon( Player *player, int statNum, int value ) { + Q_UNUSED(statNum); + Q_UNUSED(player); + /* if ( statNum == STAT_MP_TEAMHUD_ICON && multiplayerManager.isPlayerSpectator( player ) ) return _spectatorIconIndex; else */ @@ -971,6 +983,8 @@ bool MultiplayerModeBase::shouldStartMatch( void ) int MultiplayerModeBase::getStat( Player *player, int statNum, int value ) { + Q_UNUSED(player); + if ( statNum == STAT_MP_STATE ) { int numPlayers; diff --git a/dlls/game/mp_modeBase.hpp b/dlls/game/mp_modeBase.hpp index 965eef4..6c1ddb4 100644 --- a/dlls/game/mp_modeBase.hpp +++ b/dlls/game/mp_modeBase.hpp @@ -134,9 +134,9 @@ class MultiplayerModeBase : public Class virtual void init( int maxPlayers ); virtual void initItems( void ); virtual void start( void ) {}; - virtual bool shouldKeepItem( MultiplayerItem *item ) { Q_UNUSED(item) return false; } + virtual bool shouldKeepItem( MultiplayerItem *item ) { Q_UNUSED(item); return false; } virtual bool shouldKeepNormalItem( Item *item ); - virtual void itemKept( MultiplayerItem *item ) { Q_UNUSED(item) }; + virtual void itemKept( MultiplayerItem *item ) { Q_UNUSED(item); }; virtual void update( float frameTime ); virtual void matchOver( void ) {}; @@ -147,7 +147,7 @@ class MultiplayerModeBase : public Class int findPlayer( const Player *player ); - virtual bool canGivePlayerItem( int entnum, const str &itemName ) { Q_UNUSED(entnum) Q_UNUSED(itemName) return true; } + virtual bool canGivePlayerItem( int entnum, const str &itemName ) { Q_UNUSED(entnum); Q_UNUSED(itemName); return true; } // Queries virtual bool isEndOfMatch( void ); @@ -166,14 +166,14 @@ class MultiplayerModeBase : public Class int getKills( Player *player ); int getDeaths( Player *player ); Team* getPlayersTeam( const Player *player ); - virtual int getTeamPoints( Player *player ) { Q_UNUSED(player) return 0; } - virtual int getTeamPoints( const str & teamName ) { Q_UNUSED(teamName) return 0; } - virtual void addTeamPoints( const str & teamName, int points ) { Q_UNUSED(teamName) Q_UNUSED(points) return; } + virtual int getTeamPoints( Player *player ) { Q_UNUSED(player); return 0; } + virtual int getTeamPoints( const str & teamName ) { Q_UNUSED(teamName); return 0; } + virtual void addTeamPoints( const str & teamName, int points ) { Q_UNUSED(teamName); Q_UNUSED(points); return; } virtual int getStat( Player *player, int statNum, int value ); virtual int getIcon( Player *player, int statNum, int value ); - virtual int getScoreIcon( Player *player, int index, int value ) { Q_UNUSED(player) Q_UNUSED(index) return value; } - virtual int getInfoIcon( Player *player ) { Q_UNUSED(player) return 0; } + virtual int getScoreIcon( Player *player, int index, int value ) { Q_UNUSED(player); Q_UNUSED(index); return value; } + virtual int getInfoIcon( Player *player ) { Q_UNUSED(player); return 0; } virtual Player * getLastKilledByPlayer( Player *player, int *meansOfDeath ); virtual Player * getLastKillerOfPlayer( Player *player, int *meansOfDeath ); @@ -202,34 +202,34 @@ class MultiplayerModeBase : public Class virtual bool canJoinTeam( Player *player, const str &teamName ); virtual void joinTeam( Player *player, const str &teamName ); - virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { Q_UNUSED(player) Q_UNUSED(itemType) Q_UNUSED(item_name) return true; } - virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) { Q_UNUSED(player) Q_UNUSED(itemType) Q_UNUSED(itemName) }; + virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { Q_UNUSED(player); Q_UNUSED(itemType); Q_UNUSED(item_name); return true; } + virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) { Q_UNUSED(player); Q_UNUSED(itemType); Q_UNUSED(itemName); }; virtual void applySpeedModifiers( Player *player, int *moveSpeed ); - virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) { Q_UNUSED(player) Q_UNUSED(jumpSpeed) }; - virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) { Q_UNUSED(player) Q_UNUSED(airAcceleration) }; + virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) { Q_UNUSED(player); Q_UNUSED(jumpSpeed); }; + virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) { Q_UNUSED(player); Q_UNUSED(airAcceleration); }; virtual void setupMultiplayerUI( Player *player ); virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ); virtual float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ); virtual void playerTookDamage( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ); - virtual void playerFired( Player *attackingPlayer ) { Q_UNUSED(attackingPlayer) }; + virtual void playerFired( Player *attackingPlayer ) { Q_UNUSED(attackingPlayer); }; virtual void obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath ); virtual void playerDead( Player *player ); - virtual void itemTouched( Player *player, MultiplayerItem *item ) { Q_UNUSED(player) Q_UNUSED(item) }; - virtual void itemDestroyed( Player *player, MultiplayerItem *item ) { Q_UNUSED(player) Q_UNUSED(item) }; - virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(item) Q_UNUSED(attackingPlayer) Q_UNUSED(meansOfDeath) return damage; } - virtual void itemUsed( Entity *entity, MultiplayerItem *item ) { Q_UNUSED(entity) Q_UNUSED(item) }; + virtual void itemTouched( Player *player, MultiplayerItem *item ) { Q_UNUSED(player); Q_UNUSED(item); }; + virtual void itemDestroyed( Player *player, MultiplayerItem *item ) { Q_UNUSED(player); Q_UNUSED(item); }; + virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(item); Q_UNUSED(attackingPlayer); Q_UNUSED(meansOfDeath); return damage; } + virtual void itemUsed( Entity *entity, MultiplayerItem *item ) { Q_UNUSED(entity); Q_UNUSED(item); }; - virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) { Q_UNUSED(usedPlayer) Q_UNUSED(usingPlayer) Q_UNUSED(equipment) }; + virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) { Q_UNUSED(usedPlayer); Q_UNUSED(usingPlayer); Q_UNUSED(equipment); }; virtual void score( const Player *player ); - virtual void respawnPlayer( Player *player ) { Q_UNUSED(player) }; + virtual void respawnPlayer( Player *player ) { Q_UNUSED(player); }; - virtual void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer ) { Q_UNUSED(eventName) Q_UNUSED(eventItemName) Q_UNUSED(eventPlayer) }; + virtual void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer ) { Q_UNUSED(eventName); Q_UNUSED(eventItemName); Q_UNUSED(eventPlayer); }; // Utility functions void AddStartingWeapon(const str& weaponViewmodel); @@ -245,21 +245,21 @@ class MultiplayerModeBase : public Class void endMatch( void ); void restartMatch( void ); - virtual bool checkGameType( const char *rule ) { Q_UNUSED(rule) return false; } - virtual bool doesPlayerHaveItem( Player *player, const char *itemName ) { Q_UNUSED(player) Q_UNUSED(itemName) return false; } + virtual bool checkGameType( const char *rule ) { Q_UNUSED(rule); return false; } + virtual bool doesPlayerHaveItem( Player *player, const char *itemName ) { Q_UNUSED(player); Q_UNUSED(itemName); return false; } - virtual void playerCommand( Player *player, const char *command, const char *parm ) { Q_UNUSED(player) Q_UNUSED(command) Q_UNUSED(parm) }; + virtual void playerCommand( Player *player, const char *command, const char *parm ) { Q_UNUSED(player); Q_UNUSED(command); Q_UNUSED(parm); }; - virtual void teamPointsChanged( Team *team, int oldPoints, int newPoints ) { Q_UNUSED(team) Q_UNUSED(oldPoints) Q_UNUSED(newPoints) }; + virtual void teamPointsChanged( Team *team, int oldPoints, int newPoints ) { Q_UNUSED(team); Q_UNUSED(oldPoints); Q_UNUSED(newPoints); }; - virtual bool checkRule( const char *rule, bool defaultValue, Player *player = NULL ) { Q_UNUSED(rule) Q_UNUSED(player) return defaultValue; } + virtual bool checkRule( const char *rule, bool defaultValue, Player *player = NULL ) { Q_UNUSED(rule); Q_UNUSED(player); return defaultValue; } virtual int getHighestPoints( void ); - virtual bool isValidPlayerModel( Player *player, str modelToUse, bool defaultValue ) { Q_UNUSED(player) Q_UNUSED(modelToUse) return defaultValue; } - virtual str getDefaultPlayerModel( Player *player, str modelName ) { Q_UNUSED(player) return modelName; } + virtual bool isValidPlayerModel( Player *player, str modelToUse, bool defaultValue ) { Q_UNUSED(player); Q_UNUSED(modelToUse); return defaultValue; } + virtual str getDefaultPlayerModel( Player *player, str modelName ) { Q_UNUSED(player); return modelName; } - virtual void playerChangedModel( Player *player ) {}; + virtual void playerChangedModel( Player * ) {}; virtual bool skipWeaponReloads( void ) { return false; } }; diff --git a/dlls/game/mp_modeDm.cpp b/dlls/game/mp_modeDm.cpp index 634aebb..95a1e80 100644 --- a/dlls/game/mp_modeDm.cpp +++ b/dlls/game/mp_modeDm.cpp @@ -198,6 +198,8 @@ int ModeDeathmatch::getHighestPoints( int entnum ) bool ModeDeathmatch::checkRule( const char *rule, bool defaultValue, Player *player ) { + Q_UNUSED(player); + if ( stricmp( rule, "usingIndividualScore" ) == 0 ) return true; else diff --git a/dlls/game/mp_modifiers.cpp b/dlls/game/mp_modifiers.cpp index 5cb1589..a41a206 100644 --- a/dlls/game/mp_modifiers.cpp +++ b/dlls/game/mp_modifiers.cpp @@ -37,6 +37,7 @@ ModifierInstantKill::ModifierInstantKill() void ModifierInstantKill::init( int maxPlayers ) { + Q_UNUSED(maxPlayers); multiplayerManager.cacheMultiplayerFiles( "mp_instantKill" ); } @@ -44,6 +45,9 @@ float ModifierInstantKill::playerDamaged( Player *damagedPlayer, Player *attacki { float realDamage = 0.0f; + Q_UNUSED(attackingPlayer); + Q_UNUSED(damagedPlayer); + if ( damage > 0.0f ) { switch( meansOfDeath ) @@ -67,6 +71,8 @@ float ModifierInstantKill::playerDamaged( Player *damagedPlayer, Player *attacki bool ModifierInstantKill::canGivePlayerItem( int entnum, const str &itemName ) { + Q_UNUSED(entnum); + if ( strstr( itemName.c_str(), "phaser.tik" ) ) return false; else if ( strstr( itemName.c_str(), "batleth.tik" ) ) @@ -79,6 +85,8 @@ bool ModifierInstantKill::canGivePlayerItem( int entnum, const str &itemName ) bool ModifierInstantKill::checkRule( const char *rule, bool defaultValue, Player *player ) { + Q_UNUSED(player); + if ( stricmp( rule, "dropWeapons" ) == 0 ) return false; else @@ -118,6 +126,8 @@ void ModifierInstantKill::update( float frameTime ) int i; Player *player; + Q_UNUSED(frameTime); + if ( _lastRegenTime + _regenTime < multiplayerManager.getTime() ) { for ( i = 0 ; i < multiplayerManager.getMaxPlayers() ; i++ ) @@ -202,6 +212,9 @@ void ModifierDestruction::playerKilled( Player *killedPlayer, Player *attackingP str printString; bool objectGuarded; + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + if ( !attackingPlayer || ( killedPlayer == attackingPlayer ) ) return; @@ -279,6 +292,8 @@ int ModifierDestruction::getStat( Player *player, int statNum, int value ) { float floatRealValue; + Q_UNUSED(player); + if ( statNum == STAT_MP_GENERIC1 ) { // Return the health of the red team's object @@ -366,6 +381,8 @@ float ModifierDestruction::itemDamaged( MultiplayerItem *item, Player *attacking { Team *team; + Q_UNUSED(meansOfDeath); + team = multiplayerManager.getPlayersTeam( attackingPlayer ); if ( !team ) @@ -563,6 +580,7 @@ void ModifierDestruction::update( float frameTime ) int currentStage; int lastStage; + Q_UNUSED(frameTime); if ( _redDestructionObject ) { @@ -721,6 +739,8 @@ bool ModifierDestruction::checkRule( const char *rule, bool defaultValue, Player { // We want team spawnpoints + Q_UNUSED(player); + if ( stricmp( rule, "spawnpoints-team" ) == 0 ) return true; else if ( stricmp( rule, "keepflags" ) == 0 ) @@ -759,6 +779,8 @@ bool ModifierOneFlag::checkRule( const char *rule, bool defaultValue, Player *pl { // Check to see if we care about this rule + Q_UNUSED(player); + if ( strnicmp( rule, "flagscore-", sizeof( "flagscore-" ) - 1 ) == 0 ) { // See if this flag touch should generate a flag score @@ -892,6 +914,10 @@ void ModifierElimination::playerKilled( Player *killedPlayer, Player *attackingP { Team *team; + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + Q_UNUSED(attackingPlayer); + if ( !killedPlayer ) return; @@ -1077,6 +1103,7 @@ void ModifierElimination::update( float frameTime ) gentity_t *edict; int i; + Q_UNUSED(frameTime); if ( _matchOver ) return; @@ -1349,6 +1376,8 @@ bool ModifierDiffusion::checkRule( const char *rule, bool defaultValue, Player * { // We want team spawnpoints + Q_UNUSED(player); + if ( stricmp( rule, "spawnpoints-team" ) == 0 ) { return true; @@ -1743,6 +1772,8 @@ void ModifierDiffusion::attachBomb( Player *player ) int ModifierDiffusion::getStat( Player *player, int statNum, int value ) { + Q_UNUSED(player); + if ( statNum == STAT_MP_GENERIC1 ) { if ( _redBombPlace._armed ) @@ -1832,6 +1863,10 @@ void ModifierDiffusion::playerKilled( Player *killedPlayer, Player *attackingPla { bool victimWasBomber; + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + + if ( killedPlayer->entnum == _bomber ) { dropBomb( killedPlayer ); @@ -1998,6 +2033,8 @@ bool ModifierDiffusion::withinGuardDistance( const Vector &origin1, const Vector void ModifierDiffusion::playerCommand( Player *player, const char *command, const char *parm ) { + Q_UNUSED(parm); + if ( stricmp( command, "dropItem" ) == 0 ) { if ( player == getBomber() ) @@ -3090,6 +3127,9 @@ void ModifierSpecialties::removePlayer( Player *player ) void ModifierSpecialties::playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + Q_UNUSED(attackingPlayer); putItemBack( killedPlayer ); } @@ -3133,6 +3173,8 @@ bool ModifierSpecialties::canPickup( Player *player, MultiplayerItemType itemTyp { // The infiltrator can't pickup the speed powerup + Q_UNUSED(item_name); + if ( itemType == MP_ITEM_TYPE_ARMOR ) { if ( _playerSpecialtyData[ player->entnum ]._specialty == SPECIALTY_INFILTRATOR ) @@ -3377,6 +3419,7 @@ ModifierControlPoints::~ModifierControlPoints() void ModifierControlPoints::init( int maxPlayers ) { + Q_UNUSED(maxPlayers); multiplayerManager.cacheMultiplayerFiles( "mp_controlPoints" ); } @@ -3387,11 +3430,14 @@ void ModifierControlPoints::addPlayer( Player *player ) str ModifierControlPoints::getSpawnPointType( Player *player ) { + Q_UNUSED(player); return "control"; } bool ModifierControlPoints::checkRule( const char *rule, bool defaultValue, Player *player ) { + Q_UNUSED(player); + if ( stricmp( rule, "spawnpoints-special" ) == 0 ) return true; else @@ -3532,6 +3578,8 @@ void ModifierControlPoints::update( float frameTime ) int i; ControlPointData *controlPoint; + Q_UNUSED(frameTime); + // Loop through all control points for ( i = 1 ; i <= _controlPoints.NumObjects() ; i++ ) @@ -3607,6 +3655,9 @@ void ModifierControlPoints::playerKilled( Player *killedPlayer, Player *attackin str printString; bool controlPointGuarded; + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + if ( !attackingPlayer || ( killedPlayer == attackingPlayer ) ) return; @@ -3700,6 +3751,8 @@ int ModifierControlPoints::getStat( Player *player, int statNum, int value ) int i; ControlPointType controlPointType; + Q_UNUSED(player); + // Figure out which control point we are referring to (if any) and the set of icons to use @@ -3798,6 +3851,8 @@ void ModifierAutoHandicap::addPlayer( Player *player ) float ModifierAutoHandicap::playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + if ( damagedPlayer == attackingPlayer ) return damage; @@ -3809,6 +3864,9 @@ float ModifierAutoHandicap::playerDamaged( Player *damagedPlayer, Player *attack void ModifierAutoHandicap::playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + if ( killedPlayer == attackingPlayer || !attackingPlayer ) return; @@ -3837,6 +3895,7 @@ ModifierActionHero::ModifierActionHero() void ModifierActionHero::init( int maxPlayers ) { + Q_UNUSED(maxPlayers); multiplayerManager.cacheMultiplayerFiles( "mp_actionhero" ); } @@ -3882,6 +3941,9 @@ void ModifierActionHero::update( float frameTime ) void ModifierActionHero::playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) { + Q_UNUSED(meansOfDeath); + Q_UNUSED(inflictor); + // Make sure everything is ok if ( !killedPlayer ) @@ -4010,6 +4072,8 @@ ModifierPointsPerWeapon::~ModifierPointsPerWeapon() void ModifierPointsPerWeapon::init( int maxPlayers ) { + Q_UNUSED(maxPlayers); + // Read in all of the projectile/weapon points data readMultiplayerConfig( "global/mp_PointsPerWeapon.cfg" ); @@ -4099,6 +4163,8 @@ int ModifierPointsPerWeapon::getPointsForKill( Player *killedPlayer, Player *att PointsPerWeaponData *pointsPerWeaponData; int i; + Q_UNUSED(meansOfDeath); + // Make sure everything is ok if ( killedPlayer == attackingPlayer ) diff --git a/dlls/game/mp_modifiers.hpp b/dlls/game/mp_modifiers.hpp index b43bdc2..72ef969 100644 --- a/dlls/game/mp_modifiers.hpp +++ b/dlls/game/mp_modifiers.hpp @@ -34,57 +34,57 @@ public: MultiplayerModifier() {}; virtual ~MultiplayerModifier() {}; - virtual void init( int maxPlayers ) { Q_UNUSED(maxPlayers) }; + virtual void init( int maxPlayers ) { Q_UNUSED(maxPlayers); }; virtual void initItems( void ) {}; virtual void start( void ) {}; - virtual bool shouldKeepItem( MultiplayerItem *item ) { Q_UNUSED(item) return false; } - virtual bool shouldKeepNormalItem( Item *item ) { Q_UNUSED(item) return true; } - virtual void itemKept( MultiplayerItem *item ) { Q_UNUSED(item) }; - virtual bool checkRule( const char *rule, bool defaultValue, Player *player = NULL ) { Q_UNUSED(rule) Q_UNUSED(player) return defaultValue; } - virtual bool checkGameType( const char *rule ) { Q_UNUSED(rule) return false; } - virtual bool doesPlayerHaveItem( Player *player, const char *itemName ) { Q_UNUSED(player) Q_UNUSED(itemName) return false; } + virtual bool shouldKeepItem( MultiplayerItem *item ) { Q_UNUSED(item); return false; } + virtual bool shouldKeepNormalItem( Item *item ) { Q_UNUSED(item); return true; } + virtual void itemKept( MultiplayerItem *item ) { Q_UNUSED(item); }; + virtual bool checkRule( const char *rule, bool defaultValue, Player *player = NULL ) { Q_UNUSED(rule); Q_UNUSED(player); return defaultValue; } + virtual bool checkGameType( const char *rule ) { Q_UNUSED(rule); return false; } + virtual bool doesPlayerHaveItem( Player *player, const char *itemName ) { Q_UNUSED(player); Q_UNUSED(itemName); return false; } - virtual int getStat( Player *player, int statNum, int value ) { Q_UNUSED(player) Q_UNUSED(statNum) return value; } - virtual int getIcon( Player *player, int statNum, int value ) { Q_UNUSED(player) Q_UNUSED(statNum) return value; } - virtual int getScoreIcon( Player *player, int index, int value ) { Q_UNUSED(player) Q_UNUSED(index) return value; } - virtual int getInfoIcon( Player *player ) { Q_UNUSED(player) return 0; } + virtual int getStat( Player *player, int statNum, int value ) { Q_UNUSED(player); Q_UNUSED(statNum); return value; } + virtual int getIcon( Player *player, int statNum, int value ) { Q_UNUSED(player); Q_UNUSED(statNum); return value; } + virtual int getScoreIcon( Player *player, int index, int value ) { Q_UNUSED(player); Q_UNUSED(index); return value; } + virtual int getInfoIcon( Player *player ) { Q_UNUSED(player); return 0; } - virtual float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(damagedPlayer) Q_UNUSED(attackingPlayer) Q_UNUSED(meansOfDeath) return damage; }; - virtual void playerFired( Player *attackingPlayer ) { Q_UNUSED(attackingPlayer) }; - virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) { Q_UNUSED(killedPlayer) Q_UNUSED(attackingPlayer) Q_UNUSED(inflictor) Q_UNUSED(meansOfDeath) }; + virtual float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(damagedPlayer); Q_UNUSED(attackingPlayer); Q_UNUSED(meansOfDeath); return damage; }; + virtual void playerFired( Player *attackingPlayer ) { Q_UNUSED(attackingPlayer); }; + virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) { Q_UNUSED(killedPlayer); Q_UNUSED(attackingPlayer); Q_UNUSED(inflictor); Q_UNUSED(meansOfDeath); }; virtual void playerSpawned( Player * ) {}; virtual void matchOver( void ) {}; - virtual void itemTouched( Player *player, MultiplayerItem *item ) { Q_UNUSED(player) Q_UNUSED(item) }; - virtual void itemDestroyed( Player *player, MultiplayerItem *item ) { Q_UNUSED(player) Q_UNUSED(item) }; - virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(item) Q_UNUSED(attackingPlayer) Q_UNUSED(meansOfDeath) return damage; } - virtual void itemUsed( Entity *entity, MultiplayerItem *item ) { Q_UNUSED(entity) Q_UNUSED(item) }; + virtual void itemTouched( Player *player, MultiplayerItem *item ) { Q_UNUSED(player); Q_UNUSED(item); }; + virtual void itemDestroyed( Player *player, MultiplayerItem *item ) { Q_UNUSED(player); Q_UNUSED(item); }; + virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(item); Q_UNUSED(attackingPlayer); Q_UNUSED(meansOfDeath); return damage; } + virtual void itemUsed( Entity *entity, MultiplayerItem *item ) { Q_UNUSED(entity); Q_UNUSED(item); }; - virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) { Q_UNUSED(usedPlayer) Q_UNUSED(usingPlayer) Q_UNUSED(equipment) }; + virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) { Q_UNUSED(usedPlayer); Q_UNUSED(usingPlayer); Q_UNUSED(equipment); }; - virtual bool canGivePlayerItem( int entnum, const str &itemName ) { Q_UNUSED(entnum) Q_UNUSED(itemName) return true; } + virtual bool canGivePlayerItem( int entnum, const str &itemName ) { Q_UNUSED(entnum); Q_UNUSED(itemName); return true; } virtual void addPlayer( Player * ) {}; virtual void removePlayer( Player * ) {}; - virtual void joinedTeam( Player *player, const str &teamName ) { Q_UNUSED(player) Q_UNUSED(teamName) }; + virtual void joinedTeam( Player *player, const str &teamName ) { Q_UNUSED(player); Q_UNUSED(teamName); } - virtual void applySpeedModifiers( Player *player, int *moveSpeed ) { Q_UNUSED(player) Q_UNUSED(moveSpeed) }; - virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) { Q_UNUSED(player) Q_UNUSED(jumpSpeed) }; - virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) { Q_UNUSED(player) Q_UNUSED(airAcceleration) }; + virtual void applySpeedModifiers( Player *player, int *moveSpeed ) { Q_UNUSED(player); Q_UNUSED(moveSpeed); } + virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) { Q_UNUSED(player); Q_UNUSED(jumpSpeed); } + virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) { Q_UNUSED(player); Q_UNUSED(airAcceleration); } - virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { Q_UNUSED(player) Q_UNUSED(itemType) Q_UNUSED(item_name) return true; } - virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) { Q_UNUSED(player) Q_UNUSED(itemType) Q_UNUSED(itemName) }; + virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { Q_UNUSED(player); Q_UNUSED(itemType); Q_UNUSED(item_name); return true; } + virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) { Q_UNUSED(player); Q_UNUSED(itemType); Q_UNUSED(itemName); } - virtual void update( float frameTime ) { Q_UNUSED(frameTime) }; + virtual void update( float frameTime ) { Q_UNUSED(frameTime); } - virtual int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points ) { Q_UNUSED(killedPlayer) Q_UNUSED(attackingPlayer) Q_UNUSED(inflictor) Q_UNUSED(meansOfDeath) return points; } + virtual int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points ) { Q_UNUSED(killedPlayer); Q_UNUSED(attackingPlayer); Q_UNUSED(inflictor); Q_UNUSED(meansOfDeath); return points; } - virtual void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer ) { Q_UNUSED(eventName) Q_UNUSED(eventItemName) Q_UNUSED(eventPlayer) }; + virtual void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer ) { Q_UNUSED(eventName); Q_UNUSED(eventItemName); Q_UNUSED(eventPlayer); } - virtual void playerCommand( Player *player, const char *command, const char *parm ) { Q_UNUSED(player) Q_UNUSED(command) Q_UNUSED(parm) }; + virtual void playerCommand( Player *player, const char *command, const char *parm ) { Q_UNUSED(player); Q_UNUSED(command); Q_UNUSED(parm); } virtual void matchStarted( void ) {}; virtual void matchStarting( void ) {}; @@ -94,8 +94,8 @@ public: virtual str getSpawnPointType( Player * ) { return ""; } virtual float getSpawnPointPriority( Player * ) { return 0.0f; } - virtual bool isValidPlayerModel( Player *player, str modelToUse, bool defaultValue ) { Q_UNUSED(player) Q_UNUSED(modelToUse) return defaultValue; } - virtual str getDefaultPlayerModel( Player *player, str modelName ) { Q_UNUSED(player) return modelName; } + virtual bool isValidPlayerModel( Player *player, str modelToUse, bool defaultValue ) { Q_UNUSED(player); Q_UNUSED(modelToUse); return defaultValue; } + virtual str getDefaultPlayerModel( Player *player, str modelName ) { Q_UNUSED(player); return modelName; } virtual void playerChangedModel( Player * ) {}; virtual bool skipWeaponReloads( void ) { return false; } diff --git a/dlls/game/mp_team.cpp b/dlls/game/mp_team.cpp index 05ba690..ee9dc11 100644 --- a/dlls/game/mp_team.cpp +++ b/dlls/game/mp_team.cpp @@ -135,6 +135,8 @@ void Team::addPoints( Player *killer, int points ) { int oldPoints; + Q_UNUSED(killer); + /* if ( killer && !_playerList.ObjectInList(killer)) { assert( !"Player not in list" ); diff --git a/dlls/game/patrol.cpp b/dlls/game/patrol.cpp index 7628859..e633bb7 100644 --- a/dlls/game/patrol.cpp +++ b/dlls/game/patrol.cpp @@ -94,7 +94,7 @@ void Patrol::SetArgs ( Event *ev) // // Returns: None //-------------------------------------------------------------- -void Patrol::AnimDone( Event *ev ) +void Patrol::AnimDone( Event * ) { if ( _state == PATROL_WAITING_AT_NODE_FOR_ANIM ) { @@ -219,7 +219,7 @@ BehaviorReturnCode_t Patrol::Evaluate ( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::End ( Actor &self ) +void Patrol::End ( Actor & ) { } @@ -235,7 +235,7 @@ void Patrol::End ( Actor &self ) // // Returns: true or false //-------------------------------------------------------------- -bool Patrol::_setupFindClosestPatrolNode( Actor &self ) +bool Patrol::_setupFindClosestPatrolNode( Actor & ) { _node = NULL; return true; @@ -253,7 +253,7 @@ bool Patrol::_setupFindClosestPatrolNode( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupFindClosestPatrolNodeFailed( Actor &self ) +void Patrol::_setupFindClosestPatrolNodeFailed( Actor & ) { _state = PATROL_FAILED; } @@ -333,7 +333,7 @@ void Patrol::_findClosestPatrolNode( Actor &self ) // // Returns: //-------------------------------------------------------------- -void Patrol::_findClosestPatrolNodeFailed( Actor &self ) +void Patrol::_findClosestPatrolNodeFailed( Actor & ) { SetFailureReason( "Unable to find a patrol node within 512.0 units" ); _state = PATROL_FAILED; @@ -384,7 +384,7 @@ bool Patrol::_setupMovingToPatrolNode( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupMovingToPatrolNodeFailed( Actor &self ) +void Patrol::_setupMovingToPatrolNodeFailed( Actor & ) { _state = PATROL_FAILED; } @@ -444,7 +444,7 @@ void Patrol::_moveToPatrolNode( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_moveToPatrolNodeFailed( Actor &self ) +void Patrol::_moveToPatrolNodeFailed( Actor & ) { _moveFailures++; @@ -473,7 +473,7 @@ void Patrol::_moveToPatrolNodeFailed( Actor &self ) // // Returns: true or false //-------------------------------------------------------------- -bool Patrol::_setupAtPatrolNode( Actor &self ) +bool Patrol::_setupAtPatrolNode( Actor & ) { //self.SetAnim( "walk" ); return true; @@ -490,7 +490,7 @@ bool Patrol::_setupAtPatrolNode( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupAtPatrolNodeFailed( Actor &self ) +void Patrol::_setupAtPatrolNodeFailed( Actor & ) { _state = PATROL_FAILED; } @@ -570,7 +570,7 @@ void Patrol::_atPatrolNode( Actor &self ) // // Returns: true or false //-------------------------------------------------------------- -bool Patrol::_setupWaitingAtPatrolNode( Actor &self ) +bool Patrol::_setupWaitingAtPatrolNode( Actor & ) { return true; } @@ -587,7 +587,7 @@ bool Patrol::_setupWaitingAtPatrolNode( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupWaitingAtPatrolNodeFailed(Actor &self ) +void Patrol::_setupWaitingAtPatrolNodeFailed(Actor & ) { _state = PATROL_FAILED; } @@ -644,7 +644,7 @@ bool Patrol::_setupWaitingAtPatrolNodeForAnim( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupWaitingAtPatrolNodeForAnimFailed( Actor &self ) +void Patrol::_setupWaitingAtPatrolNodeForAnimFailed( Actor & ) { _state = PATROL_FAILED; } @@ -661,7 +661,7 @@ void Patrol::_setupWaitingAtPatrolNodeForAnimFailed( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_waitAtPatrolNodeForAnim( Actor &self ) +void Patrol::_waitAtPatrolNodeForAnim( Actor & ) { // Transition is handled by the AnimDone Event } @@ -678,7 +678,7 @@ void Patrol::_waitAtPatrolNodeForAnim( Actor &self ) // // Returns: true or false //-------------------------------------------------------------- -bool Patrol::_setupFindNextPatrolNode( Actor &self ) +bool Patrol::_setupFindNextPatrolNode( Actor & ) { return true; } @@ -695,7 +695,7 @@ bool Patrol::_setupFindNextPatrolNode( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupFindNextPatrolNodeFailed( Actor &self ) +void Patrol::_setupFindNextPatrolNodeFailed( Actor & ) { SetFailureReason( "Unable to find the next Node in the patrol path" ); _state = PATROL_FAILED; @@ -751,7 +751,7 @@ void Patrol::_findNextPatrolNode( Actor &self ) // // Returns: true or false //-------------------------------------------------------------- -bool Patrol::_setupHold( Actor &self ) +bool Patrol::_setupHold( Actor & ) { _nextMoveAttempt = level.time + 0.5f + G_Random(); return true; @@ -769,7 +769,7 @@ bool Patrol::_setupHold( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Patrol::_setupHoldFailed( Actor &self ) +void Patrol::_setupHoldFailed( Actor & ) { _state = PATROL_FAILED; } diff --git a/dlls/game/powerups.h b/dlls/game/powerups.h index 44b7631..4184816 100644 --- a/dlls/game/powerups.h +++ b/dlls/game/powerups.h @@ -28,58 +28,58 @@ class HoldableItem; class PowerupBase : public Item { - protected: +protected: - Sentient *_owner; - str _modelName; + Sentient *_owner; + str _modelName; - str _modelToAttachOnUse; - str _modelToAttachOnUseTag; - float _modelToAttachOnUseRemoveTime; - str _modelToSpawn; - str _shaderToDisplayOnUse; + str _modelToAttachOnUse; + str _modelToAttachOnUseTag; + float _modelToAttachOnUseRemoveTime; + str _modelToSpawn; + str _shaderToDisplayOnUse; - void init( const str &modelname, Sentient *owner ); - + void init( const str &modelname, Sentient *owner ); - public: - CLASS_PROTOTYPE( PowerupBase ); - PowerupBase(); - virtual ~PowerupBase() {} +public: + CLASS_PROTOTYPE( PowerupBase ); - void realNameEvent( Event *ev ); - virtual void amountEvent( Event *ev ); + PowerupBase(); + virtual ~PowerupBase() {} - virtual void update( float frameTime ) { specificUpdate( frameTime ); } - virtual void specificUpdate( float frameTime ) {}; + void realNameEvent( Event *ev ); + virtual void amountEvent( Event *ev ); - virtual float getMoveMultiplier( void ) { return 1.0f; }; - virtual float getDamageDone( float damage, int meansOfDeath ) { return damage; }; - virtual float getDamageTaken( Entity *attacker, float damage, int meansOfDeath ) { return damage; }; + virtual void update( float frameTime ) { specificUpdate( frameTime ); } + virtual void specificUpdate( float frameTime ) { Q_UNUSED(frameTime); } - virtual meansOfDeath_t changetMeansOfDeath( meansOfDeath_t meansOfDeath ) { return meansOfDeath; }; + virtual float getMoveMultiplier( void ) { return 1.0f; }; + virtual float getDamageDone( float damage, int meansOfDeath ) { Q_UNUSED(meansOfDeath); return damage; } + virtual float getDamageTaken( Entity *attacker, float damage, int meansOfDeath ) { Q_UNUSED(attacker); Q_UNUSED(meansOfDeath); return damage; } - virtual void spawn( const Vector &origin ) {}; + virtual meansOfDeath_t changetMeansOfDeath( meansOfDeath_t meansOfDeath ) { return meansOfDeath; } - /* virtual */ Item * ItemPickup( Entity *other, qboolean add_to_inventory, qboolean ); + virtual void spawn( const Vector &origin ) { Q_UNUSED(origin); } - virtual void givePlayerItem( Player *player ) {}; + /* virtual */ Item * ItemPickup( Entity *other, qboolean add_to_inventory, qboolean ); - /* virtual */ float RespawnTime( void ); + virtual void givePlayerItem( Player * ) {}; - void setModelToAttachOnUse( Event *ev ); - void setModelToSpawnOnUse( Event *ev ); - void setShaderToDisplayOnUse( Event *ev ); + /* virtual */ float RespawnTime( void ); - void getModelToAttachOnUse( str &modelName, str &tagName, float &modelRemoveTime ); - void getShaderToDisplayOnUse( str &modelName ); + void setModelToAttachOnUse( Event *ev ); + void setModelToSpawnOnUse( Event *ev ); + void setShaderToDisplayOnUse( Event *ev ); - virtual bool canDrop( void ) { return true; } + void getModelToAttachOnUse( str &modelName, str &tagName, float &modelRemoveTime ); + void getShaderToDisplayOnUse( str &modelName ); - virtual bool canOwnerRegenerate( void ) { return true; } + virtual bool canDrop( void ) { return true; } - /* virtual */ void Archive( Archiver &arc ); + virtual bool canOwnerRegenerate( void ) { return true; } + + /* virtual */ void Archive( Archiver &arc ); }; inline void PowerupBase::Archive( Archiver &arc ) @@ -96,36 +96,36 @@ inline void PowerupBase::Archive( Archiver &arc ) class Powerup : public PowerupBase { - protected: +protected: - float _timeLeft; + float _timeLeft; - public: - CLASS_PROTOTYPE( Powerup ); +public: + CLASS_PROTOTYPE( Powerup ); - Powerup(); - virtual ~Powerup() {} + Powerup(); + virtual ~Powerup() {} - /* virtual */ void amountEvent( Event *ev ); + /* virtual */ void amountEvent( Event *ev ); - float getTimeLeft( void ) const { return _timeLeft; }; + float getTimeLeft( void ) const { return _timeLeft; }; - /* virtual */ void update( float frameTime ); + /* virtual */ void update( float frameTime ); - /* virtual */ void spawn( const Vector &origin ); + /* virtual */ void spawn( const Vector &origin ); - /* virtual */ void givePlayerItem( Player *player ); + /* virtual */ void givePlayerItem( Player *player ); - static Powerup * CreatePowerup( const str &className, const str &modelName, Sentient *sentient ); + static Powerup * CreatePowerup( const str &className, const str &modelName, Sentient *sentient ); - /* virtual */ void cacheStrings( void ); + /* virtual */ void cacheStrings( void ); - float getTimeLeft( void ) { return _timeLeft; } - void setTimeLeft( float timeLeft ) { _timeLeft = timeLeft; } + float getTimeLeft( void ) { return _timeLeft; } + void setTimeLeft( float timeLeft ) { _timeLeft = timeLeft; } - virtual bool canStack( void ) { return true; } + virtual bool canStack( void ) { return true; } - /* virtual */ void Archive( Archiver &arc ); + /* virtual */ void Archive( Archiver &arc ); }; inline void Powerup::Archive( Archiver &arc ) @@ -137,99 +137,99 @@ inline void Powerup::Archive( Archiver &arc ) class PowerupSpeed : public Powerup { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( PowerupSpeed ); +public: + CLASS_PROTOTYPE( PowerupSpeed ); - PowerupSpeed() {}; - ~PowerupSpeed() {}; + PowerupSpeed() {}; + ~PowerupSpeed() {}; - virtual float getMoveMultiplier( void ) { return 1.5f; }; + virtual float getMoveMultiplier( void ) { return 1.5f; }; }; class PowerupStrength : public Powerup { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( PowerupStrength ); +public: + CLASS_PROTOTYPE( PowerupStrength ); - PowerupStrength() {}; - ~PowerupStrength() {}; + PowerupStrength() {}; + ~PowerupStrength() {}; - /* virtual */ float getDamageDone( float damage, int meansOfDeath ) { return damage * 2.0f; }; + float getDamageDone( float damage, int meansOfDeath ) { Q_UNUSED(meansOfDeath); return damage * 2.0f; } }; class PowerupProtection : public Powerup { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( PowerupProtection ); +public: + CLASS_PROTOTYPE( PowerupProtection ); - PowerupProtection() {}; - ~PowerupProtection() {}; + PowerupProtection() {}; + ~PowerupProtection() {}; - /* virtual */ float getDamageTaken( Entity *attacker, float damage, int meansOfDeath ); + /* virtual */ float getDamageTaken( Entity *attacker, float damage, int meansOfDeath ); }; class PowerupProtectionTemp : public PowerupProtection { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( PowerupProtectionTemp ); +public: + CLASS_PROTOTYPE( PowerupProtectionTemp ); - PowerupProtectionTemp() {}; - ~PowerupProtectionTemp() {}; + PowerupProtectionTemp() {}; + ~PowerupProtectionTemp() {}; - /* virtual */ float getDamageDone( float damage, int meansOfDeath ); - /* virtual */ bool canDrop( void ) { return false; } - /* virtual */ bool canStack( void ) { return false; } + /* virtual */ float getDamageDone( float damage, int meansOfDeath ); + /* virtual */ bool canDrop( void ) { return false; } + /* virtual */ bool canStack( void ) { return false; } }; class PowerupRegen : public Powerup { - private: +private: - static const float REGEN_SPEED; + static const float REGEN_SPEED; - protected: +protected: - public: - CLASS_PROTOTYPE( PowerupRegen ); +public: + CLASS_PROTOTYPE( PowerupRegen ); - PowerupRegen() {}; - ~PowerupRegen() {}; + PowerupRegen() {}; + ~PowerupRegen() {}; - /* virtual */ void specificUpdate( float frameTime ); + /* virtual */ void specificUpdate( float frameTime ); }; class PowerupInvisibility : public Powerup { - private: - bool _started; +private: + bool _started; - protected: +protected: - public: - CLASS_PROTOTYPE( PowerupInvisibility ); +public: + CLASS_PROTOTYPE( PowerupInvisibility ); - PowerupInvisibility(); - ~PowerupInvisibility(); + PowerupInvisibility(); + ~PowerupInvisibility(); - /* virtual */ void specificUpdate( float frameTime ); + /* virtual */ void specificUpdate( float frameTime ); - /* virtual */ void Archive( Archiver &arc ); + /* virtual */ void Archive( Archiver &arc ); }; inline void PowerupInvisibility::Archive( Archiver &arc ) @@ -241,33 +241,33 @@ inline void PowerupInvisibility::Archive( Archiver &arc ) class Rune : public PowerupBase { - protected: - Vector _originalOrigin; - bool _originalOriginSet; - - public: - CLASS_PROTOTYPE( Rune ); +protected: + Vector _originalOrigin; + bool _originalOriginSet; - Rune(); - virtual ~Rune() {} +public: + CLASS_PROTOTYPE( Rune ); - /* virtual */ void setOrigin( const Vector &point ); - void setOriginalOrigin( const Vector &point, bool force ); - Vector getOriginalOrigin( void) { return _originalOrigin;} + Rune(); + virtual ~Rune() {} - /* virtual */ void spawn( const Vector &origin ); + /* virtual */ void setOrigin( const Vector &point ); + void setOriginalOrigin( const Vector &point, bool force ); + Vector getOriginalOrigin( void) { return _originalOrigin;} - /* virtual */ Item * ItemPickup( Entity *other, qboolean add_to_inventory, qboolean ); + /* virtual */ void spawn( const Vector &origin ); - /* virtual */ void givePlayerItem( Player *player ); + /* virtual */ Item * ItemPickup( Entity *other, qboolean add_to_inventory, qboolean ); - static Rune * CreateRune( const str &className, const str &modelName, Sentient *sentient ); + /* virtual */ void givePlayerItem( Player *player ); - /* virtual */ void cacheStrings( void ); + static Rune * CreateRune( const str &className, const str &modelName, Sentient *sentient ); - void respawnAtOriginalOrigin( Event *ev ); + /* virtual */ void cacheStrings( void ); - /* virtual */ void Archive( Archiver &arc ); + void respawnAtOriginalOrigin( Event *ev ); + + /* virtual */ void Archive( Archiver &arc ); }; inline void Rune::Archive( Archiver &arc ) @@ -280,38 +280,38 @@ inline void Rune::Archive( Archiver &arc ) class RuneDeathQuad : public Rune { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( RuneDeathQuad ); +public: + CLASS_PROTOTYPE( RuneDeathQuad ); - RuneDeathQuad() {}; - ~RuneDeathQuad() {}; + RuneDeathQuad() {}; + ~RuneDeathQuad() {}; - /* virtual */ void specificUpdate( float frameTime ); - /* virtual */ float getDamageDone( float damage, int meansOfDeath ) { return damage * 4.0f; }; - /* virtual */ bool canOwnerRegenerate( void ) { return false; } + /* virtual */ void specificUpdate( float frameTime ); + /* virtual */ float getDamageDone( float damage, int meansOfDeath ) { Q_UNUSED(meansOfDeath); return damage * 4.0f; } + /* virtual */ bool canOwnerRegenerate( void ) { return false; } }; class RuneAmmoRegen : public Rune { - private: - float _nextGiveTime; +private: + float _nextGiveTime; - protected: +protected: - public: - CLASS_PROTOTYPE( RuneAmmoRegen ); +public: + CLASS_PROTOTYPE( RuneAmmoRegen ); - RuneAmmoRegen(); - ~RuneAmmoRegen() {}; + RuneAmmoRegen(); + ~RuneAmmoRegen() {}; - /* virtual */ void specificUpdate( float frameTime ); + /* virtual */ void specificUpdate( float frameTime ); - /* virtual */ void Archive( Archiver &arc ); + /* virtual */ void Archive( Archiver &arc ); }; inline void RuneAmmoRegen::Archive( Archiver &arc ) @@ -323,51 +323,51 @@ inline void RuneAmmoRegen::Archive( Archiver &arc ) class RuneEmpathyShield : public Rune { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( RuneEmpathyShield ); +public: + CLASS_PROTOTYPE( RuneEmpathyShield ); - RuneEmpathyShield() {}; - ~RuneEmpathyShield() {}; + RuneEmpathyShield() {}; + ~RuneEmpathyShield() {}; - /* virtual */ float getDamageTaken( Entity *attacker, float damage, int meansOfDeath ); + /* virtual */ float getDamageTaken( Entity *attacker, float damage, int meansOfDeath ); }; class RuneArmorPiercing : public Rune { - private: +private: - protected: +protected: - public: - CLASS_PROTOTYPE( RuneArmorPiercing ); +public: + CLASS_PROTOTYPE( RuneArmorPiercing ); - RuneArmorPiercing() {}; - ~RuneArmorPiercing() {}; + RuneArmorPiercing() {}; + ~RuneArmorPiercing() {}; - /* virtual */ meansOfDeath_t changetMeansOfDeath( meansOfDeath_t meansOfDeath ) { return MOD_ARMOR_PIERCING; }; + /* virtual */ meansOfDeath_t changetMeansOfDeath( meansOfDeath_t meansOfDeath ) { Q_UNUSED(meansOfDeath); return MOD_ARMOR_PIERCING; } }; class HoldableItem : public PowerupBase { - protected: +protected: - public: - CLASS_PROTOTYPE( HoldableItem ); +public: + CLASS_PROTOTYPE( HoldableItem ); - HoldableItem(); - virtual ~HoldableItem() {} + HoldableItem(); + virtual ~HoldableItem() {} - virtual bool use( void ) { return true; } + virtual bool use( void ) { return true; } - /* virtual */ void givePlayerItem( Player *player ); + /* virtual */ void givePlayerItem( Player *player ); - static HoldableItem *createHoldableItem( const str &className, const str &modelName, Sentient *sentient ); + static HoldableItem *createHoldableItem( const str &className, const str &modelName, Sentient *sentient ); - /* virtual */ void cacheStrings( void ); + /* virtual */ void cacheStrings( void ); }; class HoldableItemHealth : public HoldableItem @@ -375,8 +375,8 @@ class HoldableItemHealth : public HoldableItem public: CLASS_PROTOTYPE( HoldableItemHealth ); - HoldableItemHealth() {}; - ~HoldableItemHealth() {}; + HoldableItemHealth() {}; + ~HoldableItemHealth() {}; /* virtual */ bool use( void ); }; @@ -386,8 +386,8 @@ class HoldableItemProtection : public HoldableItem public: CLASS_PROTOTYPE( HoldableItemProtection ); - HoldableItemProtection() {}; - ~HoldableItemProtection() {}; + HoldableItemProtection() {}; + ~HoldableItemProtection() {}; /* virtual */ bool use( void ); }; @@ -397,8 +397,8 @@ class HoldableItemTransporter : public HoldableItem public: CLASS_PROTOTYPE( HoldableItemTransporter ); - HoldableItemTransporter() {}; - ~HoldableItemTransporter() {}; + HoldableItemTransporter() {}; + ~HoldableItemTransporter() {}; /* virtual */ bool use( void ); }; @@ -419,8 +419,8 @@ private: public: CLASS_PROTOTYPE( HoldableItemExplosive ); - HoldableItemExplosive(); - ~HoldableItemExplosive(); + HoldableItemExplosive(); + ~HoldableItemExplosive(); /* virtual */ bool use( void ); /* virtual */ void specificUpdate( float frameTime ); diff --git a/dlls/game/q_shared.h b/dlls/game/q_shared.h index b7d698f..6e0567b 100644 --- a/dlls/game/q_shared.h +++ b/dlls/game/q_shared.h @@ -175,7 +175,7 @@ void Sys_PumpEvents( void ); #endif -#define Q_UNUSED(x) (void)x; +#define Q_UNUSED(x) (void)x //============================================================= diff --git a/dlls/game/rangedCombatWithWeapon.cpp b/dlls/game/rangedCombatWithWeapon.cpp index 92c4dac..df70a42 100644 --- a/dlls/game/rangedCombatWithWeapon.cpp +++ b/dlls/game/rangedCombatWithWeapon.cpp @@ -175,7 +175,7 @@ void RangedCombatWithWeapon::Begin( Actor &self ) // // Returns: True or False //-------------------------------------------------------------- -BehaviorReturnCode_t RangedCombatWithWeapon::Evaluate ( Actor &self ) +BehaviorReturnCode_t RangedCombatWithWeapon::Evaluate ( Actor & ) { BehaviorReturnCode_t stateResult; think(); diff --git a/dlls/game/selectBestWeapon.cpp b/dlls/game/selectBestWeapon.cpp index f7b4ac8..714b770 100644 --- a/dlls/game/selectBestWeapon.cpp +++ b/dlls/game/selectBestWeapon.cpp @@ -76,7 +76,7 @@ SelectBestWeapon::~SelectBestWeapon() // // Returns: None //-------------------------------------------------------------- -void SelectBestWeapon::SetArgs( Event *ev ) +void SelectBestWeapon::SetArgs( Event * ) { } @@ -92,7 +92,7 @@ void SelectBestWeapon::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void SelectBestWeapon::AnimDone( Event *ev ) +void SelectBestWeapon::AnimDone( Event * ) { _animDone = true; } @@ -124,7 +124,7 @@ void SelectBestWeapon::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t SelectBestWeapon::Evaluate( Actor &self ) +BehaviorReturnCode_t SelectBestWeapon::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -223,7 +223,7 @@ BehaviorReturnCode_t SelectBestWeapon::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void SelectBestWeapon::End(Actor &self) +void SelectBestWeapon::End(Actor &) { } @@ -402,6 +402,7 @@ BehaviorReturnCode_t SelectBestWeapon::evaluateStateSelectWeapon() //-------------------------------------------------------------- void SelectBestWeapon::failureStateSelectWeapon(const str& failureReason) { + Q_UNUSED(failureReason); } @@ -453,6 +454,7 @@ BehaviorReturnCode_t SelectBestWeapon::evaluateStatePutAwayCurrentWeapon() //-------------------------------------------------------------- void SelectBestWeapon::failureStatePutAwayCurrentWeapon(const str& failureReason) { + Q_UNUSED(failureReason); } //-------------------------------------------------------------- @@ -503,6 +505,7 @@ BehaviorReturnCode_t SelectBestWeapon::evaluateStatePullOutNewWeapon() //-------------------------------------------------------------- void SelectBestWeapon::failureStatePullOutNewWeapon(const str& failureReason) { + Q_UNUSED(failureReason); } void SelectBestWeapon::setupStateReadyNewWeapon() @@ -523,6 +526,7 @@ BehaviorReturnCode_t SelectBestWeapon::evaluateStateReadyNewWeapon() void SelectBestWeapon::failureStateReadyNewWeapon( const str &failureReason ) { + Q_UNUSED(failureReason); } bool SelectBestWeapon::CanExecute( Actor &self ) diff --git a/dlls/game/snipeEnemy.cpp b/dlls/game/snipeEnemy.cpp index e7a122a..d9a846e 100644 --- a/dlls/game/snipeEnemy.cpp +++ b/dlls/game/snipeEnemy.cpp @@ -107,7 +107,7 @@ void SnipeEnemy::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void SnipeEnemy::AnimDone( Event *ev ) +void SnipeEnemy::AnimDone( Event * ) { _animDone = true; } @@ -145,7 +145,7 @@ void SnipeEnemy::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t SnipeEnemy::Evaluate( Actor &self ) +BehaviorReturnCode_t SnipeEnemy::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -259,7 +259,7 @@ BehaviorReturnCode_t SnipeEnemy::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void SnipeEnemy::End(Actor &self) +void SnipeEnemy::End(Actor &) { if ( !_self ) return; @@ -734,7 +734,7 @@ BehaviorReturnCode_t SnipeEnemy::evaluateStatePreFire() //-------------------------------------------------------------- void SnipeEnemy::failureStatePreFire( const str& failureReason ) { - + Q_UNUSED(failureReason); } @@ -851,6 +851,6 @@ BehaviorReturnCode_t SnipeEnemy::evaluateStatePostFire() //-------------------------------------------------------------- void SnipeEnemy::failureStatePostFire( const str& failureReason ) { - + Q_UNUSED(failureReason); } diff --git a/dlls/game/stationaryFireCombat.cpp b/dlls/game/stationaryFireCombat.cpp index 67791f5..1c3e3fd 100644 --- a/dlls/game/stationaryFireCombat.cpp +++ b/dlls/game/stationaryFireCombat.cpp @@ -101,7 +101,7 @@ void StationaryFireCombat::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void StationaryFireCombat::AnimDone( Event *ev ) +void StationaryFireCombat::AnimDone( Event * ) { _animDone = true; } @@ -135,7 +135,7 @@ void StationaryFireCombat::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t StationaryFireCombat::Evaluate( Actor &self ) +BehaviorReturnCode_t StationaryFireCombat::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -250,7 +250,7 @@ BehaviorReturnCode_t StationaryFireCombat::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void StationaryFireCombat::End(Actor &self) +void StationaryFireCombat::End(Actor &) { if ( !_self ) return; @@ -508,6 +508,7 @@ BehaviorReturnCode_t StationaryFireCombat::evaluateStatePreFire() void StationaryFireCombat::failureStatePreFire( const str &failureReason ) { + Q_UNUSED(failureReason); } void StationaryFireCombat::setupStatePostFire() @@ -528,6 +529,7 @@ BehaviorReturnCode_t StationaryFireCombat::evaluateStatePostFire() void StationaryFireCombat::failureStatePostFire( const str &failureReason ) { + Q_UNUSED(failureReason); } //-------------------------------------------------------------- diff --git a/dlls/game/stationaryFireCombatEX.cpp b/dlls/game/stationaryFireCombatEX.cpp index 48f31a1..92330d7 100644 --- a/dlls/game/stationaryFireCombatEX.cpp +++ b/dlls/game/stationaryFireCombatEX.cpp @@ -100,7 +100,7 @@ void StationaryFireCombatEX::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void StationaryFireCombatEX::AnimDone( Event *ev ) +void StationaryFireCombatEX::AnimDone( Event * ) { _animDone = true; } @@ -134,7 +134,7 @@ void StationaryFireCombatEX::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t StationaryFireCombatEX::Evaluate( Actor &self ) +BehaviorReturnCode_t StationaryFireCombatEX::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -249,7 +249,7 @@ BehaviorReturnCode_t StationaryFireCombatEX::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void StationaryFireCombatEX::End(Actor &self) +void StationaryFireCombatEX::End(Actor &) { if ( !_self ) return; @@ -535,6 +535,7 @@ BehaviorReturnCode_t StationaryFireCombatEX::evaluateStatePreFire() void StationaryFireCombatEX::failureStatePreFire( const str &failureReason ) { + Q_UNUSED(failureReason); } void StationaryFireCombatEX::setupStatePostFire() @@ -555,6 +556,7 @@ BehaviorReturnCode_t StationaryFireCombatEX::evaluateStatePostFire() void StationaryFireCombatEX::failureStatePostFire( const str &failureReason ) { + Q_UNUSED(failureReason); } //-------------------------------------------------------------- diff --git a/dlls/game/suppressionFireCombat.cpp b/dlls/game/suppressionFireCombat.cpp index b745c8b..fcb80ac 100644 --- a/dlls/game/suppressionFireCombat.cpp +++ b/dlls/game/suppressionFireCombat.cpp @@ -115,7 +115,7 @@ void SuppressionFireCombat::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void SuppressionFireCombat::AnimDone( Event *ev ) +void SuppressionFireCombat::AnimDone( Event * ) { } @@ -148,7 +148,7 @@ void SuppressionFireCombat::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t SuppressionFireCombat::Evaluate( Actor &self ) +BehaviorReturnCode_t SuppressionFireCombat::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -255,7 +255,7 @@ BehaviorReturnCode_t SuppressionFireCombat::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void SuppressionFireCombat::End(Actor &self) +void SuppressionFireCombat::End(Actor &) { } diff --git a/dlls/game/talk.cpp b/dlls/game/talk.cpp index 5a6e4e1..cf4884f 100644 --- a/dlls/game/talk.cpp +++ b/dlls/game/talk.cpp @@ -35,36 +35,36 @@ Event EV_TalkBehavior_GreetingDone /**************************************************************************** - Talk Class Definition +Talk Class Definition ****************************************************************************/ CLASS_DECLARATION( Behavior, Talk, NULL ) - { - { &EV_TalkBehavior_GreetingDone, &Talk::GreetingDone }, - { &EV_Behavior_AnimDone, &Talk::AnimDone }, - { NULL, NULL } - }; +{ + { &EV_TalkBehavior_GreetingDone, &Talk::GreetingDone }, + { &EV_Behavior_AnimDone, &Talk::AnimDone }, + { NULL, NULL } +}; void Talk::SetUser ( Sentient *user ) - { +{ ent_listening = user; - } +} void Talk::AnimDone ( - Event *ev + Event * ) - { +{ turnto.ProcessEvent( EV_Behavior_AnimDone ); animDone = true; - } +} -void Talk::GreetingDone( Event *ev ) +void Talk::GreetingDone( Event * ) { mode = TALK_MODE_TURN_TO; } @@ -74,12 +74,12 @@ void Talk::Begin Actor &self ) - { +{ Vector dir; Vector angles; const char *anim_name; oldAnimName = ""; - + anim_name = self.animname; last_headwatch_target = self.headWatcher->GetWatchTarget(); @@ -88,57 +88,57 @@ void Talk::Begin turnto.SetUseTurnAnim( false ); /* if ( strncmp( anim_name, "sit_leanover", 12 ) == 0 ) - { - move_allowed = false; - } + { + move_allowed = false; + } else if ( strncmp( anim_name, "sit", 3 ) == 0 ) - { - move_allowed = false; - self.SetAnim( "sit_talk" ); - } + { + move_allowed = false; + self.SetAnim( "sit_talk" ); + } else if ( strncmp( anim_name, "talk_sit_stunned", 15 ) == 0 ) - { - move_allowed = false; - } + { + move_allowed = false; + } else if ( strncmp( anim_name, "talk_headset", 12 ) == 0 ) - { - move_allowed = true; - } + { + move_allowed = true; + } else if ( strncmp( anim_name, "stand_hypnotized", 16 ) == 0 ) - { - move_allowed = false; - } + { + move_allowed = false; + } else if ( strncmp( anim_name, "talk_hipnotic", 13 ) == 0 ) - { - move_allowed = false; - } + { + move_allowed = false; + } else if ( strncmp( anim_name, "rope", 4 ) == 0 ) - { - move_allowed = false; - } + { + move_allowed = false; + } else - { - move_allowed = true; - self.SetAnim( "talk" ); - }*/ + { + move_allowed = true; + self.SetAnim( "talk" ); + }*/ if ( self.talkMode == TALK_IGNORE ) - { + { move_allowed = false; - } + } if ( self.talkMode == TALK_HEADWATCH ) - { + { move_allowed = false; oldAnimName = self.animname; - } + } if ( self.talkMode != TALK_IGNORE ) - { + { if ( ent_listening ) self.headWatcher->SetWatchTarget( ent_listening ); - } + } mode = TALK_MODE_PLAY_GREETING; @@ -151,27 +151,27 @@ void Talk::Begin original_yaw = self.angles[YAW]; if ( ent_listening ) - { + { dir = ent_listening->centroid - self.centroid; angles = dir.toAngles(); yaw = angles[YAW]; - } + } /*if ( !self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) ) - { - self.SetAnim( "conv" , EV_Actor_NotifyBehavior ); - self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , true ); - } + { + self.SetAnim( "conv" , EV_Actor_NotifyBehavior ); + self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , true ); + } */ - } +} BehaviorReturnCode_t Talk::Evaluate ( Actor &self ) - { +{ Vector dir; Vector angles; str greetingDialog; @@ -186,229 +186,229 @@ BehaviorReturnCode_t Talk::Evaluate mode = TALK_MODE_TURN_BACK; if ( !self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) && animDone && self.GetActorFlag(ACTOR_FLAG_DIALOG_PLAYING) ) - { + { if ( self.useConvAnims ) - { + { //self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true); self.SetAnim( "talk" , EV_Actor_NotifyBehavior ); self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , true ); self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false ); animDone = false; - } } + } if ( self.useConvAnims && animDone && mode != TALK_MODE_WAIT && mode != TALK_MODE_TURN_TO ) - { - self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true); - self.SetAnim( "conv-idle" , EV_Actor_NotifyBehavior ); - //self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false ); - //self.SetAnim( "idle" ); - animDone = false; - } + { + self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true); + self.SetAnim( "conv-idle" , EV_Actor_NotifyBehavior ); + //self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false ); + //self.SetAnim( "idle" ); + animDone = false; + } if ( self.useConvAnims && /*animDone &&*/ mode == TALK_MODE_WAIT ) - { - self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true); - if ( oldAnimName.length() ) - self.SetAnim( oldAnimName ); - else - self.SetAnim( "idle" ); - animDone = false; - } + { + self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true); + if ( oldAnimName.length() ) + self.SetAnim( oldAnimName ); + else + self.SetAnim( "idle" ); + animDone = false; + } if ( !self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) && !self.GetActorFlag(ACTOR_FLAG_DIALOG_PLAYING) && !self.talkMode == TALK_HEADWATCH ) - { + { self.SetAnim( "idle" ); animDone = true; - } + } if ( self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) && animDone ) - { + { if ( oldAnimName.length() ) - { + { self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true ); self.SetAnim( oldAnimName ); self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false ); if ( mode != TALK_MODE_TURN_BACK ) mode = TALK_MODE_WAIT; - - } + } + } switch( mode ) - { - case TALK_MODE_COMBAT: - combatDialog = self.FindDialog( ent_listening, DIALOG_TYPE_COMBAT ); - if ( !combatDialog.length() ) - return BEHAVIOR_SUCCESS; - - self.PlayDialog( ent_listening , -1.0f, -1.0f, combatDialog.c_str() ); + { + case TALK_MODE_COMBAT: + combatDialog = self.FindDialog( ent_listening, DIALOG_TYPE_COMBAT ); + if ( !combatDialog.length() ) return BEHAVIOR_SUCCESS; + self.PlayDialog( ent_listening , -1.0f, -1.0f, combatDialog.c_str() ); + return BEHAVIOR_SUCCESS; + break; - case TALK_MODE_PLAY_GREETING: - greetingDialog = self.FindDialog( ent_listening, DIALOG_TYPE_GREETING ); - if ( !greetingDialog.length() ) - { - mode = TALK_MODE_TURN_TO; - return BEHAVIOR_EVALUATING; - } + case TALK_MODE_PLAY_GREETING: + greetingDialog = self.FindDialog( ent_listening, DIALOG_TYPE_GREETING ); + if ( !greetingDialog.length() ) + { + mode = TALK_MODE_TURN_TO; + return BEHAVIOR_EVALUATING; + } - gi.LocalizeFilePath( greetingDialog.c_str(), localizedDialogName ); - greetingDialogLength = gi.SoundLength( localizedDialogName ); + gi.LocalizeFilePath( greetingDialog.c_str(), localizedDialogName ); + greetingDialogLength = gi.SoundLength( localizedDialogName ); - if ( greetingDialogLength > 0 ) - { - greetingEvent = new Event(EV_TalkBehavior_GreetingDone); - PostEvent(greetingEvent , greetingDialogLength ); + if ( greetingDialogLength > 0 ) + { + greetingEvent = new Event(EV_TalkBehavior_GreetingDone); + PostEvent(greetingEvent , greetingDialogLength ); - Event *dialogEvent = new Event( EV_SimplePlayDialog ); - dialogEvent->AddString( greetingDialog.c_str() ); - ent_listening->ProcessEvent( dialogEvent ); - //ent_listening->Sound( greetingDialog ); + Event *dialogEvent = new Event( EV_SimplePlayDialog ); + dialogEvent->AddString( greetingDialog.c_str() ); + ent_listening->ProcessEvent( dialogEvent ); + //ent_listening->Sound( greetingDialog ); + + mode = TALK_MODE_WAIT_FOR_GREETING; + } + else + { + mode = TALK_MODE_TURN_TO; + } - mode = TALK_MODE_WAIT_FOR_GREETING; - } - else - { - mode = TALK_MODE_TURN_TO; - } - break; - case TALK_MODE_WAIT_FOR_GREETING: - //Waiting on the Greeting Done Event Here + case TALK_MODE_WAIT_FOR_GREETING: + //Waiting on the Greeting Done Event Here break; - case TALK_MODE_TURN_TO : - if ( move_allowed ) - { - turnto.SetDirection( yaw ); + case TALK_MODE_TURN_TO : + if ( move_allowed ) + { + turnto.SetDirection( yaw ); - if ( !turnto.Evaluate( self ) ) - { - mode = TALK_MODE_TALK; - self.PlayDialog( ent_listening ); - - /* event = new Event( EV_Player_WatchActor ); - event->AddEntity( &self ); - ent_listening->PostEvent( event, 0.05 ); */ - } - } - else - { + if ( !turnto.Evaluate( self ) ) + { mode = TALK_MODE_TALK; self.PlayDialog( ent_listening ); /* event = new Event( EV_Player_WatchActor ); event->AddEntity( &self ); ent_listening->PostEvent( event, 0.05 ); */ - } - break; - case TALK_MODE_TALK : + } + } + else + { + mode = TALK_MODE_TALK; + self.PlayDialog( ent_listening ); - if ( move_allowed ) - { - dir = ent_listening->centroid - self.centroid; - angles = dir.toAngles(); - turnto.SetDirection( angles[YAW] ); - turnto.Evaluate( self ); - } + /* event = new Event( EV_Player_WatchActor ); + event->AddEntity( &self ); + ent_listening->PostEvent( event, 0.05 ); */ + } + break; + case TALK_MODE_TALK : - if ( !self.GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) ) - { - mode = TALK_MODE_WAIT; - self.state_flags &= ~STATE_FLAG_USED; - - // Tell player to stop watching us - - /* event = new Event( EV_Player_StopWatchingActor ); - event->AddEntity( &self ); - ent_listening->PostEvent( event, 0 ); */ - - //ent_listening->CancelEventsOfType( EV_Player_WatchActor ); - } - else if ( !self.GetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING ) ) - { - if ( !self.WithinDistance( ent_listening, self.radiusDialogRange ) ) - { - self.PlayRadiusDialog( ent_listening ); - /* - int postive_response = true; - str check_alias; - if (postive_response) - { - check_alias = self.GetRandomAlias("radiusdialog_positive"); - if(check_alias.length()) - { - self.PlayRadiusDialog(ent_listening, "radiusdialog_positive"); - } - } - else - { - check_alias = self.GetRandomAlias("radiusdialog_negative"); - if(check_alias.length()) - { - self.PlayRadiusDialog(ent_listening, "radiusdialog_negative"); - } - } - */ - } - } - break; - case TALK_MODE_WAIT : - - if ( move_allowed ) - { - dir = ent_listening->centroid - self.centroid; - angles = dir.toAngles(); - turnto.SetDirection( angles[YAW] ); - turnto.Evaluate( self ); - } - - - - if ( !self.WithinDistance( ent_listening, 100.0f ) ) - mode = TALK_MODE_TURN_BACK; - - if ( self.state_flags & STATE_FLAG_USED ) - { - mode = TALK_MODE_TURN_TO; - self.SetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM, false ); - - dir = ent_listening->centroid - self.centroid; - angles = dir.toAngles(); - yaw = angles[YAW]; - - self.state_flags &= ~STATE_FLAG_USED; - - /* event = new Event( EV_Player_WatchActor ); - event->AddEntity( &self ); - ent_listening->PostEvent( event, 0.05 ); */ - } - break; - case TALK_MODE_TURN_BACK : - if ( move_allowed ) - { - turnto.SetDirection( original_yaw ); - - if ( !turnto.Evaluate( self ) ) - return BEHAVIOR_SUCCESS; - } - else - { - return BEHAVIOR_SUCCESS; - } - - break; + if ( move_allowed ) + { + dir = ent_listening->centroid - self.centroid; + angles = dir.toAngles(); + turnto.SetDirection( angles[YAW] ); + turnto.Evaluate( self ); } - return BEHAVIOR_EVALUATING; + if ( !self.GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) ) + { + mode = TALK_MODE_WAIT; + self.state_flags &= ~STATE_FLAG_USED; + + // Tell player to stop watching us + + /* event = new Event( EV_Player_StopWatchingActor ); + event->AddEntity( &self ); + ent_listening->PostEvent( event, 0 ); */ + + //ent_listening->CancelEventsOfType( EV_Player_WatchActor ); + } + else if ( !self.GetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING ) ) + { + if ( !self.WithinDistance( ent_listening, self.radiusDialogRange ) ) + { + self.PlayRadiusDialog( ent_listening ); + /* + int postive_response = true; + str check_alias; + if (postive_response) + { + check_alias = self.GetRandomAlias("radiusdialog_positive"); + if(check_alias.length()) + { + self.PlayRadiusDialog(ent_listening, "radiusdialog_positive"); + } + } + else + { + check_alias = self.GetRandomAlias("radiusdialog_negative"); + if(check_alias.length()) + { + self.PlayRadiusDialog(ent_listening, "radiusdialog_negative"); + } + } + */ + } + } + break; + case TALK_MODE_WAIT : + + if ( move_allowed ) + { + dir = ent_listening->centroid - self.centroid; + angles = dir.toAngles(); + turnto.SetDirection( angles[YAW] ); + turnto.Evaluate( self ); + } + + + + if ( !self.WithinDistance( ent_listening, 100.0f ) ) + mode = TALK_MODE_TURN_BACK; + + if ( self.state_flags & STATE_FLAG_USED ) + { + mode = TALK_MODE_TURN_TO; + self.SetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM, false ); + + dir = ent_listening->centroid - self.centroid; + angles = dir.toAngles(); + yaw = angles[YAW]; + + self.state_flags &= ~STATE_FLAG_USED; + + /* event = new Event( EV_Player_WatchActor ); + event->AddEntity( &self ); + ent_listening->PostEvent( event, 0.05 ); */ + } + break; + case TALK_MODE_TURN_BACK : + if ( move_allowed ) + { + turnto.SetDirection( original_yaw ); + + if ( !turnto.Evaluate( self ) ) + return BEHAVIOR_SUCCESS; + } + else + { + return BEHAVIOR_SUCCESS; + } + + break; } + return BEHAVIOR_EVALUATING; +} + void Talk::End( Actor &self ) - { +{ self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , false ); self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true ); @@ -416,18 +416,18 @@ void Talk::End( Actor &self ) self.ClearTorsoAnim(); if ( oldAnimName.length() ) - { + { self.SetAnim( oldAnimName ); - } + } else - { + { self.SetAnim( "idle" ); - } + } if ( last_headwatch_target ) self.headWatcher->SetWatchTarget( last_headwatch_target ); else self.headWatcher->SetWatchTarget( NULL ); - } +} diff --git a/dlls/game/teleportToEntity.cpp b/dlls/game/teleportToEntity.cpp index 2e67363..037cb33 100644 --- a/dlls/game/teleportToEntity.cpp +++ b/dlls/game/teleportToEntity.cpp @@ -72,7 +72,7 @@ void AnimatedTeleportToPlayer::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void AnimatedTeleportToPlayer::Begin( Actor &self ) +void AnimatedTeleportToPlayer::Begin( Actor & ) { _state = ANIM_TELEPORT_BEGIN; } @@ -222,7 +222,7 @@ BehaviorReturnCode_t AnimatedTeleportToPlayer::Evaluate ( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void AnimatedTeleportToPlayer::End( Actor &self ) +void AnimatedTeleportToPlayer::End( Actor & ) { } @@ -249,6 +249,8 @@ bool AnimatedTeleportToPlayer::testPosition( Actor &self, int test_pos, Vector & Vector player_left; trace_t trace; + Q_UNUSED(test_pos); + // Get the position to test test_position = player->origin; diff --git a/dlls/game/teleportToPosition.cpp b/dlls/game/teleportToPosition.cpp index 62a5422..d22dd05 100644 --- a/dlls/game/teleportToPosition.cpp +++ b/dlls/game/teleportToPosition.cpp @@ -88,7 +88,7 @@ void AnimatedTeleportToPosition::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void AnimatedTeleportToPosition::Begin( Actor &self ) +void AnimatedTeleportToPosition::Begin( Actor & ) { _state = ANIM_TELEPORT_BEGIN; } @@ -211,7 +211,7 @@ BehaviorReturnCode_t AnimatedTeleportToPosition::Evaluate ( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void AnimatedTeleportToPosition::End( Actor &self ) +void AnimatedTeleportToPosition::End( Actor & ) { } diff --git a/dlls/game/torsoAimAndFireWeapon.cpp b/dlls/game/torsoAimAndFireWeapon.cpp index 515d9c8..a617c1f 100644 --- a/dlls/game/torsoAimAndFireWeapon.cpp +++ b/dlls/game/torsoAimAndFireWeapon.cpp @@ -110,7 +110,7 @@ void TorsoAimAndFireWeapon::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void TorsoAimAndFireWeapon::AnimDone( Event *ev ) +void TorsoAimAndFireWeapon::AnimDone( Event * ) { /*if ( _state == TORSO_AIM_AND_FIRE_POST_FIRE ) @@ -285,7 +285,7 @@ BehaviorReturnCode_t TorsoAimAndFireWeapon::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void TorsoAimAndFireWeapon::End(Actor &self) +void TorsoAimAndFireWeapon::End(Actor &) { if ( !_self ) return; @@ -805,7 +805,7 @@ BehaviorReturnCode_t TorsoAimAndFireWeapon::evaluateStatePreFire() //-------------------------------------------------------------- void TorsoAimAndFireWeapon::failureStatePreFire( const str& failureReason ) { - + Q_UNUSED(failureReason); } @@ -958,5 +958,5 @@ BehaviorReturnCode_t TorsoAimAndFireWeapon::evaluateStatePostFire() //-------------------------------------------------------------- void TorsoAimAndFireWeapon::failureStatePostFire( const str& failureReason ) { - + Q_UNUSED(failureReason); } diff --git a/dlls/game/useAlarm.cpp b/dlls/game/useAlarm.cpp index 3f29939..c0f45bb 100644 --- a/dlls/game/useAlarm.cpp +++ b/dlls/game/useAlarm.cpp @@ -98,7 +98,7 @@ void UseAlarm::SetArgs ( Event *ev) // // Returns: None //-------------------------------------------------------------- -void UseAlarm::AnimDone( Event *ev ) +void UseAlarm::AnimDone( Event * ) { switch( _state ) { @@ -119,7 +119,7 @@ void UseAlarm::AnimDone( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void UseAlarm::HandleNodeCommand( Event *ev ) +void UseAlarm::HandleNodeCommand( Event * ) { } @@ -149,7 +149,7 @@ void UseAlarm::Begin( Actor &self ) // // Returns: True or False //-------------------------------------------------------------- -BehaviorReturnCode_t UseAlarm::Evaluate ( Actor &self ) +BehaviorReturnCode_t UseAlarm::Evaluate ( Actor & ) { BehaviorReturnCode_t stateResult; @@ -246,7 +246,7 @@ BehaviorReturnCode_t UseAlarm::Evaluate ( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void UseAlarm::End ( Actor &self ) +void UseAlarm::End ( Actor & ) { if ( _node ) { @@ -406,6 +406,7 @@ BehaviorReturnCode_t UseAlarm::evaluateStateFindNode() //-------------------------------------------------------------- void UseAlarm::failureStateFindNode( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -454,8 +455,10 @@ BehaviorReturnCode_t UseAlarm::evaluateStateMoveToNode() //-------------------------------------------------------------- void UseAlarm::failureStateMoveToNode( const str& failureReason ) { + Q_UNUSED(failureReason); } + //-------------------------------------------------------------- // Name: setupStateAtNode() // Class: UseAlarm @@ -505,6 +508,7 @@ BehaviorReturnCode_t UseAlarm::evaluateStateAtNode() //-------------------------------------------------------------- void UseAlarm::failureStateAtNode( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -565,6 +569,7 @@ BehaviorReturnCode_t UseAlarm::evaluateStateWaitOnAnim() //-------------------------------------------------------------- void UseAlarm::failureStateWaitOnAnim( const str& failureReason ) { + Q_UNUSED(failureReason); } //-------------------------------------------------------------- @@ -618,6 +623,6 @@ BehaviorReturnCode_t UseAlarm::evaluateStateRotateToEnemy() //-------------------------------------------------------------- void UseAlarm::failureStateRotateToEnemy( const str &failureReason ) { - + Q_UNUSED(failureReason); } diff --git a/dlls/game/watchEntity.cpp b/dlls/game/watchEntity.cpp index 38e5ece..ac339c1 100644 --- a/dlls/game/watchEntity.cpp +++ b/dlls/game/watchEntity.cpp @@ -120,7 +120,7 @@ void WatchEntity::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void WatchEntity::AnimDone( Event *ev ) +void WatchEntity::AnimDone( Event * ) { _animDone = true; } @@ -216,7 +216,7 @@ BehaviorReturnCode_t WatchEntity::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void WatchEntity::End(Actor &self) +void WatchEntity::End(Actor &) { // self.movementSubsystem->setTurnSpeed(_oldTurnSpeed); } @@ -343,6 +343,7 @@ BehaviorReturnCode_t WatchEntity::evaluateStateRotate( Actor &self ) void WatchEntity::rotateFailed( Actor &self ) { + Q_UNUSED(self); } void WatchEntity::setupStateHold() @@ -378,5 +379,6 @@ BehaviorReturnCode_t WatchEntity::evaluateStateHold( Actor &self ) void WatchEntity::holdFailed( Actor &self ) { + Q_UNUSED(self); } diff --git a/dlls/game/watchEntityEX.cpp b/dlls/game/watchEntityEX.cpp index fe2b3f8..46789a1 100644 --- a/dlls/game/watchEntityEX.cpp +++ b/dlls/game/watchEntityEX.cpp @@ -111,7 +111,7 @@ void WatchEntityEX::SetArgs( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void WatchEntityEX::AnimDone( Event *ev ) +void WatchEntityEX::AnimDone( Event * ) { } @@ -143,7 +143,7 @@ void WatchEntityEX::Begin( Actor &self ) // // Returns: BehaviorReturnCode_t //-------------------------------------------------------------- -BehaviorReturnCode_t WatchEntityEX::Evaluate( Actor &self ) +BehaviorReturnCode_t WatchEntityEX::Evaluate( Actor & ) { BehaviorReturnCode_t stateResult; @@ -224,7 +224,7 @@ BehaviorReturnCode_t WatchEntityEX::Evaluate( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void WatchEntityEX::End(Actor &self) +void WatchEntityEX::End(Actor &) { } @@ -324,6 +324,7 @@ BehaviorReturnCode_t WatchEntityEX::evaluateStateSetup() void WatchEntityEX::failureStateSetup( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -359,10 +360,12 @@ BehaviorReturnCode_t WatchEntityEX::evaluateStateRotate() void WatchEntityEX::failureStateRotate( const str& failureReason ) { + Q_UNUSED(failureReason); } + void WatchEntityEX::setupStateHold() { GetSelf()->SetAnim( _stance , NULL , legs ); @@ -384,6 +387,7 @@ BehaviorReturnCode_t WatchEntityEX::evaluateStateHold() void WatchEntityEX::failureStateHold( const str& failureReason ) { + Q_UNUSED(failureReason); } diff --git a/dlls/game/work.cpp b/dlls/game/work.cpp index b3a63d7..778365b 100644 --- a/dlls/game/work.cpp +++ b/dlls/game/work.cpp @@ -99,7 +99,7 @@ void Work::SetArgs ( Event *ev) // // Returns: None //-------------------------------------------------------------- -void Work::AnimDone( Event *ev ) +void Work::AnimDone( Event * ) { switch( _state ) { @@ -124,7 +124,7 @@ void Work::AnimDone( Event *ev ) // // Returns: None //-------------------------------------------------------------- -void Work::HandleNodeCommand( Event *ev ) +void Work::HandleNodeCommand( Event * ) { switch( _state ) { @@ -377,7 +377,7 @@ BehaviorReturnCode_t Work::Evaluate ( Actor &self ) // // Returns: None //-------------------------------------------------------------- -void Work::End ( Actor &self ) +void Work::End ( Actor&) { if ( _node ) { @@ -570,6 +570,7 @@ BehaviorReturnCode_t Work::evaluateStateFindNode() //-------------------------------------------------------------- void Work::failureStateFindNode( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -618,6 +619,7 @@ BehaviorReturnCode_t Work::evaluateStateMoveToNode() //-------------------------------------------------------------- void Work::failureStateMoveToNode( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -670,6 +672,7 @@ BehaviorReturnCode_t Work::evaluateStateAtNode() //-------------------------------------------------------------- void Work::failureStateAtNode( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -725,6 +728,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateWaitOnTime() //-------------------------------------------------------------- void Work::failureStateAnimateWaitOnTime( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -775,6 +779,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateWaitOnAnim() //-------------------------------------------------------------- void Work::failureStateAnimateWaitOnAnim( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -825,6 +830,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateWaitOnSignal() //-------------------------------------------------------------- void Work::failureStateAnimateWaitOnSignal( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -871,6 +877,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateConstant() //-------------------------------------------------------------- void Work::failureStateAnimateConstant( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -933,6 +940,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateListWaitOnTime() //-------------------------------------------------------------- void Work::failureStateAnimateListWaitOnTime( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -995,6 +1003,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateListWaitOnAnim() //-------------------------------------------------------------- void Work::failureStateAnimateListWaitOnAnim( const str& failureReason ) { + Q_UNUSED(failureReason); } @@ -1057,6 +1066,7 @@ BehaviorReturnCode_t Work::evaluateStateAnimateListWaitOnSignal() //-------------------------------------------------------------- void Work::failureStateAnimateListWaitOnSignal( const str& failureReason ) { + Q_UNUSED(failureReason); }