mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2025-02-17 00:51:20 +00:00
Windows: ...
* reenabled Warning C4100 (expect many warnings during compile) * added Q_UNUSED Macro * fixed C4100 in all listed files
This commit is contained in:
parent
1cb7700134
commit
2024236a3f
17 changed files with 204 additions and 197 deletions
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@ -233,6 +233,7 @@ void DocFileOutput::OutputArguments(Event *ev)
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//================================================================
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void DocFileOutput::OutputArgument(EventArgDef *evarg)
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{
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Q_UNUSED(evarg)
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// Function does nothing. This is the last level of nesting, and there
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// is nothing else to go print from here.
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}
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@ -127,7 +127,7 @@ public:
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void Archive(Archiver &arc);
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};
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inline void GameplayObject::Archive(Archiver &arc)
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inline void GameplayObject::Archive(Archiver &)
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{
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// TODO: Archive the container of GameplayProperties
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// TODO: Archive the container of GameplayObjects
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@ -182,7 +182,7 @@ public:
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void Archive(Archiver &arc);
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};
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inline void GameplayDatabase::Archive(Archiver &arc)
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inline void GameplayDatabase::Archive(Archiver &)
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{
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// TODO: Archive the container of GameplayObjects
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}
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@ -48,46 +48,46 @@ void ClearBehaviorPackageList( void );
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// sophisticated
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//
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class Strategos
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{
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public:
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Strategos() { }
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Strategos( Actor *act ) { }
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virtual ~Strategos() { }
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virtual void Evaluate() { }
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virtual void NotifySightStatusChanged ( Entity *enemy , qboolean canSee ) { }
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virtual void NotifyDamageChanged( Entity *enemy , float damage ) { }
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virtual void Attack ( Entity *enemy ) { }
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virtual void DoArchive( Archiver &arc , Actor *act );
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/* virtual */ void Archive( Archiver &arc );
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virtual void SetBehaviorPackage( const str &packageName ) { }
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{
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public:
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Strategos() { }
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Strategos( Actor *act ) { Q_UNUSED(act) }
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virtual ~Strategos() { }
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virtual float GetCheckYawMin() { assert( 0 ); return 0; }
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virtual float GetCheckYawMax() { assert( 0 ); return 0; }
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virtual float GetCheckInConeDistMax() { assert( 0 ); return 0; }
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virtual void SetCheckInConeDistMax( float distance ) { assert( 0 ); }
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//Accessors and Mutators
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void SetEvaluateInterval( float interval ) { _evaluateInterval = interval; }
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float GetEvaluateInterval() { return _evaluateInterval; }
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void SetNextEvaluateTime( float time ) { _nextEvaluateTime = time; }
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float GetNextEvaluateTime() { return _nextEvaluateTime; }
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virtual void Evaluate() { }
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virtual void NotifySightStatusChanged ( Entity *enemy , qboolean canSee ) { Q_UNUSED(enemy) Q_UNUSED(canSee) }
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virtual void NotifyDamageChanged( Entity *enemy , float damage ) { Q_UNUSED(enemy) Q_UNUSED(damage) }
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void SetSightBasedHate( float hate ) { _sightBasedHate = hate; }
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float GetSightBasedHate() { return _sightBasedHate; }
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virtual void Attack ( Entity *enemy ) { Q_UNUSED(enemy) }
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virtual void DoArchive( Archiver & , Actor * );
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void Archive( Archiver &arc );
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virtual void SetBehaviorPackage( const str &packageName ) { Q_UNUSED(packageName) }
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virtual float GetCheckYawMin() { assert( 0 ); return 0; }
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virtual float GetCheckYawMax() { assert( 0 ); return 0; }
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virtual float GetCheckInConeDistMax() { assert( 0 ); return 0; }
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virtual void SetCheckInConeDistMax( float ) { assert( 0 ); }
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//Accessors and Mutators
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void SetEvaluateInterval( float interval ) { _evaluateInterval = interval; }
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float GetEvaluateInterval() { return _evaluateInterval; }
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void SetNextEvaluateTime( float time ) { _nextEvaluateTime = time; }
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float GetNextEvaluateTime() { return _nextEvaluateTime; }
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void SetSightBasedHate( float hate ) { _sightBasedHate = hate; }
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float GetSightBasedHate() { return _sightBasedHate; }
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private:
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float _sightBasedHate;
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float _nextEvaluateTime;
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float _evaluateInterval;
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private:
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float _sightBasedHate;
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float _nextEvaluateTime;
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float _evaluateInterval;
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};
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};
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//============================
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@ -115,30 +115,30 @@ public:
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float GetCheckYawMin();
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float GetCheckYawMax();
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float GetCheckInConeDistMax();
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void SetCheckInConeDistMax( float distance );
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void Attack ( Entity *enemy );
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void DoArchive ( Archiver &arc, Actor *actor );
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/* virtual */ void Archive( Archiver &arc );
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private: // Functions
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void _EvaluateEnemies();
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void _EvaluatePackages();
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void _EvaluateWorld();
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void _CheckForInTheWay();
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void _CheckForInConeOfFire();
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private: // Member Variables
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Actor *act;
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float _checkYawMin;
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float _checkYawMax;
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float _checkInConeDistMax;
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};
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@ -154,34 +154,34 @@ private: // Member Variables
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//
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class PackageManager
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{
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public:
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PackageManager();
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PackageManager( Actor *actor );
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~PackageManager();
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void RegisterPackage( const str &packageName );
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void UnregisterPackage( const str &packageName );
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{
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public:
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PackageManager();
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PackageManager( Actor *actor );
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~PackageManager();
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void EvaluatePackages( FuzzyEngine *fEngine );
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int GetHighestScoringPackage();
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int GetCurrentFVarIndex();
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float GetCurrentFVarLastExecuteTime();
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void SetLastExecutionTime(int packageIndex);
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void UpdateCurrentPackageIndex( int packageIndex );
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int GetPackageIndex( const str &packageName );
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str GetCurrentPackageName();
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void RegisterPackage( const str &packageName );
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void UnregisterPackage( const str &packageName );
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void DoArchive( Archiver &arc , Actor *actor );
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void EvaluatePackages( FuzzyEngine *fEngine );
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int GetHighestScoringPackage();
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int GetCurrentFVarIndex();
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float GetCurrentFVarLastExecuteTime();
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void SetLastExecutionTime(int packageIndex);
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void UpdateCurrentPackageIndex( int packageIndex );
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int GetPackageIndex( const str &packageName );
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str GetCurrentPackageName();
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private: // Member Variables
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Actor *act;
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Container<BehaviorPackageEntry_t> _BehaviorPackages;
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void DoArchive( Archiver &arc , Actor *actor );
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int _currentFVarIndex;
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float _currentFVarLastExecuteTime;
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int _currentPackageIndex;
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};
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private: // Member Variables
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Actor *act;
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Container<BehaviorPackageEntry_t> _BehaviorPackages;
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int _currentFVarIndex;
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float _currentFVarLastExecuteTime;
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int _currentPackageIndex;
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};
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//============================
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//
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class Personality
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{
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public:
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Personality();
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Personality( Actor *actor );
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~Personality();
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{
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public:
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Personality();
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Personality( Actor *actor );
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~Personality();
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void SetBehaviorTendency( const str& packageName , float tendency );
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void SetTendency ( const str& tendencyName , float tendencyValue );
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void SetBehaviorTendency( const str& packageName , float tendency );
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void SetTendency ( const str& tendencyName , float tendencyValue );
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qboolean WantsToExecuteCurrentPackage(float interval);
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qboolean ExecutedPackageInLastTimeFrame(float interval);
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qboolean WantsToExecuteCurrentPackage(float interval);
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qboolean ExecutedPackageInLastTimeFrame(float interval);
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void SetAggressiveness( float aggressiveness );
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float GetAggressiveness();
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void SetAggressiveness( float aggressiveness );
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float GetAggressiveness();
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void SetTalkiness( float talkiness );
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float GetTalkiness();
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void SetTalkiness( float talkiness );
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float GetTalkiness();
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float GetTendency( const str& tendencyName );
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float GetTendency( const str& tendencyName );
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virtual void Archive( Archiver &arc );
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void DoArchive ( Archiver &arc, Actor *actor );
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virtual void Archive( Archiver &arc );
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void DoArchive ( Archiver &arc, Actor *actor );
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protected: // Member Functions
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float _clampValue( float value );
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qboolean _wantsToExecutePackage(PackageTendency_t *tendency);
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protected: // Member Functions
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float _clampValue( float value );
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qboolean _wantsToExecutePackage(PackageTendency_t *tendency);
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private: // Emotions and Tendencies
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float _aggressiveness;
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float _talkiness;
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float _anger;
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float _fear;
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// Package Tendencies
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Container<PackageTendency_t> _PackageTendencies;
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Container<Tendency_t> _Tendencies;
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private: // Member Variables
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Actor *act;
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private: // Emotions and Tendencies
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};
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float _aggressiveness;
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float _talkiness;
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float _anger;
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float _fear;
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// Package Tendencies
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Container<PackageTendency_t> _PackageTendencies;
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Container<Tendency_t> _Tendencies;
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private: // Member Variables
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Actor *act;
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};
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#endif /* __RAGE_AI_H__ */
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@ -47,7 +47,7 @@ WeaponDualWield::~WeaponDualWield()
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// Returns: None
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//
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//--------------------------------------------------------------
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void WeaponDualWield::AttachToOwner( weaponhand_t hand )
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void WeaponDualWield::AttachToOwner( weaponhand_t )
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{
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_leftweapon->SetOwner(owner);
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_rightweapon->SetOwner(owner);
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// Returns: None
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//
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//--------------------------------------------------------------
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void WeaponDualWield::processGameplayData( Event *ev )
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void WeaponDualWield::processGameplayData( Event * )
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{
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ClassDef *cls;
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@ -40,13 +40,13 @@ class ActorGameComponent : public Listener
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CLASS_PROTOTYPE( ActorGameComponent );
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ActorGameComponent() {}
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virtual void HandleEvent( Event *ev ) {}
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virtual void HandleArmorDamage( Event *ev ) {}
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virtual void HandleDeath( const Entity *ent ) {}
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virtual void HandleThink() {}
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virtual void HandleEvent( Event * ) {}
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virtual void HandleArmorDamage( Event * ) {}
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virtual void HandleDeath( const Entity * ) {}
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virtual void HandleThink() {}
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virtual qboolean DoCheck( const Conditional &condition ) { return false; }
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virtual void DoArchive( Archiver &arc, const Actor *act ) {}
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virtual qboolean DoCheck( const Conditional & ) { return false; }
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virtual void DoArchive( Archiver &, const Actor * ) {}
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};
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@ -860,7 +860,7 @@ class Entity : public Listener
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// GameplayManager interfaces to health and damage
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void setGameplayHealth( Event *ev );
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void setGameplayDamage( Event *ev );
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virtual void processGameplayData( Event *ev ) {}
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virtual void processGameplayData( Event* ) {}
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// Think interface
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@ -276,6 +276,9 @@
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<ObjectFileName>$(ProjectDir)Debug\</ObjectFileName>
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<ProgramDataBaseFileName>$(ProjectDir)Debug\</ProgramDataBaseFileName>
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<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
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<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
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<XMLDocumentationFileName>
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</XMLDocumentationFileName>
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</ClCompile>
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<Midl>
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<SuppressStartupBanner>true</SuppressStartupBanner>
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@ -136,7 +136,7 @@ class Item : public Trigger
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void postSpawn( Event *ev );
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virtual void Archive( Archiver &arc );
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virtual void ArchivePersistantData( Archiver &arc ) {};
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virtual void ArchivePersistantData( Archiver& ) {};
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};
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inline void Item::SetSkillLevel( float skillLevel )
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@ -151,7 +151,7 @@ public:
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virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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virtual void addPlayer( Player *player );
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virtual void removePlayer( Player *player );
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virtual void update( float frameTime ) {};
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virtual void update( float frameTime ) { Q_UNUSED(frameTime) };
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virtual int getStat( Player *player, int statNum, int value );
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virtual int getIcon( Player *player, int statNum, int value );
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@ -134,9 +134,9 @@ class MultiplayerModeBase : public Class
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virtual void init( int maxPlayers );
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virtual void initItems( void );
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virtual void start( void ) {};
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virtual bool shouldKeepItem( MultiplayerItem *item ) { return false; }
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virtual bool shouldKeepItem( MultiplayerItem *item ) { Q_UNUSED(item) return false; }
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virtual bool shouldKeepNormalItem( Item *item );
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virtual void itemKept( MultiplayerItem *item ) {};
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virtual void itemKept( MultiplayerItem *item ) { Q_UNUSED(item) };
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virtual void update( float frameTime );
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virtual void matchOver( void ) {};
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@ -147,7 +147,7 @@ class MultiplayerModeBase : public Class
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int findPlayer( const Player *player );
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virtual bool canGivePlayerItem( int entnum, const str &itemName ) { return true; }
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virtual bool canGivePlayerItem( int entnum, const str &itemName ) { Q_UNUSED(entnum) Q_UNUSED(itemName) return true; }
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// Queries
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virtual bool isEndOfMatch( void );
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@ -166,14 +166,14 @@ class MultiplayerModeBase : public Class
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int getKills( Player *player );
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int getDeaths( Player *player );
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Team* getPlayersTeam( const Player *player );
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virtual int getTeamPoints( Player *player ) { return 0; }
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virtual int getTeamPoints( const str & teamName ) { return 0; }
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virtual void addTeamPoints( const str & teamName, int points ) { return; }
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virtual int getTeamPoints( Player *player ) { Q_UNUSED(player) return 0; }
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virtual int getTeamPoints( const str & teamName ) { Q_UNUSED(teamName) return 0; }
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virtual void addTeamPoints( const str & teamName, int points ) { Q_UNUSED(teamName) Q_UNUSED(points) return; }
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virtual int getStat( Player *player, int statNum, int value );
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virtual int getIcon( Player *player, int statNum, int value );
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virtual int getScoreIcon( Player *player, int index, int value ) { return value; }
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virtual int getInfoIcon( Player *player ) { return 0; }
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virtual int getScoreIcon( Player *player, int index, int value ) { Q_UNUSED(player) Q_UNUSED(index) return value; }
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virtual int getInfoIcon( Player *player ) { Q_UNUSED(player) return 0; }
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virtual Player * getLastKilledByPlayer( Player *player, int *meansOfDeath );
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virtual Player * getLastKillerOfPlayer( Player *player, int *meansOfDeath );
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@ -202,34 +202,34 @@ class MultiplayerModeBase : public Class
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virtual bool canJoinTeam( Player *player, const str &teamName );
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virtual void joinTeam( Player *player, const str &teamName );
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virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { return true; }
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virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) {};
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virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { Q_UNUSED(player) Q_UNUSED(itemType) Q_UNUSED(item_name) return true; }
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virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) { Q_UNUSED(player) Q_UNUSED(itemType) Q_UNUSED(itemName) };
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virtual void applySpeedModifiers( Player *player, int *moveSpeed );
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virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) {};
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virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) {};
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virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) { Q_UNUSED(player) Q_UNUSED(jumpSpeed) };
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virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) { Q_UNUSED(player) Q_UNUSED(airAcceleration) };
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virtual void setupMultiplayerUI( Player *player );
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virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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virtual float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath );
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virtual void playerTookDamage( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath );
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virtual void playerFired( Player *attackingPlayer ) {};
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virtual void playerFired( Player *attackingPlayer ) { Q_UNUSED(attackingPlayer) };
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virtual void obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath );
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virtual void playerDead( Player *player );
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virtual void itemTouched( Player *player, MultiplayerItem *item ) {};
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virtual void itemDestroyed( Player *player, MultiplayerItem *item ) {};
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virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { return damage; }
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virtual void itemUsed( Entity *entity, MultiplayerItem *item ) {};
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virtual void itemTouched( Player *player, MultiplayerItem *item ) { Q_UNUSED(player) Q_UNUSED(item) };
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virtual void itemDestroyed( Player *player, MultiplayerItem *item ) { Q_UNUSED(player) Q_UNUSED(item) };
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virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { Q_UNUSED(item) Q_UNUSED(attackingPlayer) Q_UNUSED(meansOfDeath) return damage; }
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virtual void itemUsed( Entity *entity, MultiplayerItem *item ) { Q_UNUSED(entity) Q_UNUSED(item) };
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virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) {};
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virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) { Q_UNUSED(usedPlayer) Q_UNUSED(usingPlayer) Q_UNUSED(equipment) };
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virtual void score( const Player *player );
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virtual void respawnPlayer( Player *player ) {};
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virtual void respawnPlayer( Player *player ) { Q_UNUSED(player) };
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virtual void playerEventNotification( const char *eventName, const char *eventItemName, Player *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);
|
||||
|
@ -245,19 +245,19 @@ class MultiplayerModeBase : public Class
|
|||
void endMatch( void );
|
||||
void restartMatch( void );
|
||||
|
||||
virtual bool checkGameType( const char *rule ) { return false; }
|
||||
virtual bool doesPlayerHaveItem( Player *player, const char *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 ) {};
|
||||
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 ) {};
|
||||
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 ) { 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 ) { return defaultValue; }
|
||||
virtual str getDefaultPlayerModel( Player *player, str modelName ) { 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 ) {};
|
||||
|
||||
|
|
|
@ -34,70 +34,70 @@ public:
|
|||
MultiplayerModifier() {};
|
||||
virtual ~MultiplayerModifier() {};
|
||||
|
||||
virtual void init( int maxPlayers ) {};
|
||||
virtual void init( int maxPlayers ) { Q_UNUSED(maxPlayers) };
|
||||
virtual void initItems( void ) {};
|
||||
virtual void start( void ) {};
|
||||
|
||||
virtual bool shouldKeepItem( MultiplayerItem *item ) { return false; }
|
||||
virtual bool shouldKeepNormalItem( Item *item ) { return true; }
|
||||
virtual void itemKept( MultiplayerItem *item ) {};
|
||||
virtual bool checkRule( const char *rule, bool defaultValue, Player *player = NULL ) { return defaultValue; }
|
||||
virtual bool checkGameType( const char *rule ) { return false; }
|
||||
virtual bool doesPlayerHaveItem( Player *player, const char *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 ) { return value; }
|
||||
virtual int getIcon( Player *player, int statNum, int value ) { return value; }
|
||||
virtual int getScoreIcon( Player *player, int index, int value ) { return value; }
|
||||
virtual int getInfoIcon( Player *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 ) { return damage; };
|
||||
virtual void playerFired( Player *attackingPlayer ) {};
|
||||
virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) {};
|
||||
virtual void playerSpawned( Player *player ) {};
|
||||
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 ) {};
|
||||
virtual void itemDestroyed( Player *player, MultiplayerItem *item ) {};
|
||||
virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { return damage; }
|
||||
virtual void itemUsed( Entity *entity, MultiplayerItem *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 ) {};
|
||||
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 ) { return true; }
|
||||
virtual bool canGivePlayerItem( int entnum, const str &itemName ) { Q_UNUSED(entnum) Q_UNUSED(itemName) return true; }
|
||||
|
||||
virtual void addPlayer( Player *player ) {};
|
||||
virtual void removePlayer( Player *player ) {};
|
||||
virtual void addPlayer( Player * ) {};
|
||||
virtual void removePlayer( Player * ) {};
|
||||
|
||||
virtual void joinedTeam( Player *player, const str &teamName ) {};
|
||||
virtual void joinedTeam( Player *player, const str &teamName ) { Q_UNUSED(player) Q_UNUSED(teamName) };
|
||||
|
||||
virtual void applySpeedModifiers( Player *player, int *moveSpeed ) {};
|
||||
virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) {};
|
||||
virtual void applyAirAccelerationModifiers( Player *player, int *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 ) { return true; }
|
||||
virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *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 ) {};
|
||||
virtual void update( float frameTime ) { Q_UNUSED(frameTime) };
|
||||
|
||||
virtual int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points ) { 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 ) {};
|
||||
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 ) {};
|
||||
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 ) {};
|
||||
virtual void matchRestarted( void ) {};
|
||||
virtual void matchEnded( void ) {};
|
||||
|
||||
virtual str getSpawnPointType( Player *player ) { return ""; }
|
||||
virtual float getSpawnPointPriority( Player *player ) { return 0.0f; }
|
||||
virtual str getSpawnPointType( Player * ) { return ""; }
|
||||
virtual float getSpawnPointPriority( Player * ) { return 0.0f; }
|
||||
|
||||
virtual bool isValidPlayerModel( Player *player, str modelToUse, bool defaultValue ) { return defaultValue; }
|
||||
virtual str getDefaultPlayerModel( Player *player, str modelName ) { 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; }
|
||||
};
|
||||
|
||||
|
@ -516,7 +516,7 @@ public:
|
|||
/* virtual */ void playerCommand( Player *player, const char *command, const char *parm );
|
||||
|
||||
/* virtual */ str getSpawnPointType( Player *player );
|
||||
/* virtual */ float getSpawnPointPriority( Player *player ) { return 100.0f; }
|
||||
/* virtual */ float getSpawnPointPriority( Player * ) { return 100.0f; }
|
||||
|
||||
/* virtual */ void playerChangedModel( Player *player );
|
||||
};
|
||||
|
@ -641,7 +641,7 @@ public:
|
|||
/* virtual */ void update( float frameTime );
|
||||
|
||||
/* virtual */ str getSpawnPointType( Player *player );
|
||||
/* virtual */ float getSpawnPointPriority( Player *player ) { return 10.0f; }
|
||||
/* virtual */ float getSpawnPointPriority( Player * ) { return 10.0f; }
|
||||
|
||||
/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
|
||||
};
|
||||
|
|
|
@ -418,7 +418,7 @@ void PuzzleObject::setCanceledThread(Event* event)
|
|||
//
|
||||
// Returns:
|
||||
//-----------------------------------------------------
|
||||
void PuzzleObject::failed(Event* event)
|
||||
void PuzzleObject::failed(Event*)
|
||||
{
|
||||
// close and lapse into locked mode
|
||||
_puzzleState = PUZZLE_STATE_CLOSING_LOCKED;
|
||||
|
@ -447,7 +447,7 @@ void PuzzleObject::failed(Event* event)
|
|||
//
|
||||
// Returns:
|
||||
//-----------------------------------------------------
|
||||
void PuzzleObject::canceled(Event* event)
|
||||
void PuzzleObject::canceled(Event*)
|
||||
{
|
||||
// close and lapse into normal mode
|
||||
_puzzleState = PUZZLE_STATE_CLOSING;
|
||||
|
@ -476,7 +476,7 @@ void PuzzleObject::canceled(Event* event)
|
|||
//
|
||||
// Returns:
|
||||
//-----------------------------------------------------
|
||||
void PuzzleObject::solved(Event* event)
|
||||
void PuzzleObject::solved(Event*)
|
||||
{
|
||||
// close and lapse into solved mode
|
||||
_puzzleState = PUZZLE_STATE_CLOSING_SOLVED;
|
||||
|
@ -501,7 +501,7 @@ void PuzzleObject::solved(Event* event)
|
|||
//
|
||||
// Returns:
|
||||
//-----------------------------------------------------
|
||||
void PuzzleObject::animationDone(Event* event)
|
||||
void PuzzleObject::animationDone(Event*)
|
||||
{
|
||||
if( _puzzleState == PUZZLE_STATE_OPENING )
|
||||
{
|
||||
|
@ -715,7 +715,7 @@ void PuzzleObject::hideTimerHud( void )
|
|||
//
|
||||
// Returns:
|
||||
//-----------------------------------------------------
|
||||
void PuzzleObject::reset( Event* event )
|
||||
void PuzzleObject::reset( Event* )
|
||||
{
|
||||
_puzzleState = PUZZLE_STATE_IDLE;
|
||||
animate->RandomAnimate( "puzzle_idle" );
|
||||
|
@ -724,12 +724,12 @@ void PuzzleObject::reset( Event* event )
|
|||
_usedTime = 0.0f;
|
||||
}
|
||||
|
||||
void PuzzleObject::activate( Event* event )
|
||||
void PuzzleObject::activate( Event* )
|
||||
{
|
||||
_puzzleState = _saveState;
|
||||
}
|
||||
|
||||
void PuzzleObject::deActivate( Event* event )
|
||||
void PuzzleObject::deActivate( Event* )
|
||||
{
|
||||
_saveState = _puzzleState;
|
||||
_puzzleState = PUZZLE_STATE_DEACTIVATED;
|
||||
|
|
|
@ -34,9 +34,9 @@
|
|||
|
||||
//#pragma warning(disable : 4018) // signed/unsigned mismatch
|
||||
//#pragma warning(disable : 4032) // formal parameter 'number' has different type when promoted
|
||||
#pragma warning(disable : 4051) // type conversion, possible loss of data
|
||||
#pragma warning(disable : 4057) // slightly different base types
|
||||
#pragma warning(disable : 4100) // unreferenced formal parameter
|
||||
//#pragma warning(disable : 4051) // type conversion, possible loss of data
|
||||
//#pragma warning(disable : 4057) // slightly different base types
|
||||
//#pragma warning(disable : 4100) // unreferenced formal parameter
|
||||
#pragma warning(disable : 4115) // 'type' : named type definition in parentheses
|
||||
//#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
|
||||
#pragma warning(disable : 4127) // conditional expression is constant
|
||||
|
@ -175,6 +175,8 @@ void Sys_PumpEvents( void );
|
|||
|
||||
#endif
|
||||
|
||||
#define Q_UNUSED(x) (void)x;
|
||||
|
||||
//=============================================================
|
||||
|
||||
#define DATATYPE_SCHAR_MIN -128
|
||||
|
|
|
@ -145,13 +145,13 @@ void StationaryVehicle::PositionVehicleAndDriver(void)
|
|||
}
|
||||
}
|
||||
|
||||
/// Adjust the yaw and normalize the degrees based upon the location of our yaw seam.
|
||||
// Adjust the yaw and normalize the degrees based upon the location of our yaw seam.
|
||||
angles[YAW] += _yawDeltaDegrees;
|
||||
angles[YAW] = AngleNormalizeArbitrary( angles[YAW], _yawSeam);
|
||||
if( _restrictYaw )
|
||||
{
|
||||
|
||||
/// Clamp yaw to the range [ _minimumRotate, _maximumRotate ]
|
||||
// Clamp yaw to the range [ _minimumRotate, _maximumRotate ]
|
||||
if( angles[ YAW ] > _maximumYaw )
|
||||
{
|
||||
angles[ YAW ] = _maximumYaw;
|
||||
|
|
|
@ -591,7 +591,7 @@ inline bool operator==
|
|||
)
|
||||
|
||||
{
|
||||
/// Check if lengths are equal
|
||||
// Check if lengths are equal
|
||||
if( a.length() != b.length() )
|
||||
return( false );
|
||||
|
||||
|
|
|
@ -918,12 +918,12 @@ inline void TriggerEntryAndExit::ExitTrigger()
|
|||
_entered = false;
|
||||
}
|
||||
|
||||
inline void TriggerEntryAndExit::EnterTrigger( Event *ev )
|
||||
inline void TriggerEntryAndExit::EnterTrigger( Event* )
|
||||
{
|
||||
EnterTrigger();
|
||||
}
|
||||
|
||||
inline void TriggerEntryAndExit::ExitTrigger( Event *ev )
|
||||
inline void TriggerEntryAndExit::ExitTrigger( Event* )
|
||||
{
|
||||
ExitTrigger();
|
||||
}
|
||||
|
|
|
@ -605,7 +605,8 @@ class Weapon : public Item
|
|||
|
||||
bool shouldAutoSwitch( firemode_t mode );
|
||||
|
||||
virtual int getStat( int statNum ) { return 0; }
|
||||
/* Arguments: statNum */
|
||||
virtual int getStat( int ) { return 0; }
|
||||
|
||||
void autoSwitch();
|
||||
|
||||
|
|
Loading…
Reference in a new issue