Windows: more fixes for C4100

This commit is contained in:
Walter Julius Hennecke 2012-12-31 16:32:52 +01:00
parent 09b04cfb89
commit d3587be6ad
19 changed files with 170 additions and 136 deletions

View file

@ -85,7 +85,7 @@ void ChangePosture::SetArgs( Event *ev )
_posture = ev->GetString( 1 );
}
void ChangePosture::PostureDone( Event *ev )
void ChangePosture::PostureDone( Event * )
{
_postureDone = true;
}
@ -102,7 +102,7 @@ void ChangePosture::PostureDone( Event *ev )
// Returns: None
//
//--------------------------------------------------------------
void ChangePosture::Begin( Actor &self )
void ChangePosture::Begin( Actor & )
{
init();
}
@ -121,7 +121,7 @@ void ChangePosture::Begin( Actor &self )
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t ChangePosture::Evaluate( Actor &self )
BehaviorReturnCode_t ChangePosture::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -184,7 +184,7 @@ BehaviorReturnCode_t ChangePosture::Evaluate( Actor &self )
// Returns: None
//
//--------------------------------------------------------------
void ChangePosture::End(Actor &self)
void ChangePosture::End(Actor &)
{
}
@ -318,6 +318,7 @@ BehaviorReturnCode_t ChangePosture::evaluateStateSetup()
//--------------------------------------------------------------
void ChangePosture::failureStateSetup( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -364,4 +365,5 @@ BehaviorReturnCode_t ChangePosture::evaluateStateChange()
//--------------------------------------------------------------
void ChangePosture::failureStateChange( const str& failureReason )
{
Q_UNUSED(failureReason);
}

View file

@ -125,7 +125,7 @@ void CloseInOnEnemy::Begin( Actor &self )
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t CloseInOnEnemy::Evaluate( Actor &self )
BehaviorReturnCode_t CloseInOnEnemy::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -362,4 +362,5 @@ BehaviorReturnCode_t CloseInOnEnemy::evaluateStateApproach()
//--------------------------------------------------------------
void CloseInOnEnemy::failureStateApproach( const str& failureReason )
{
Q_UNUSED(failureReason);
}

View file

@ -133,7 +133,7 @@ void CloseInOnEnemyWhileFiringWeapon::Begin( Actor &self )
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::Evaluate( Actor &self )
BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -205,7 +205,7 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::Evaluate( Actor &self )
// Returns: None
//
//--------------------------------------------------------------
void CloseInOnEnemyWhileFiringWeapon::End(Actor &self)
void CloseInOnEnemyWhileFiringWeapon::End(Actor &)
{
_chaseEnemy.End( *_self );
_fireWeapon.End( *_self );
@ -391,6 +391,7 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::evaluateStateSetupApproach
//--------------------------------------------------------------
void CloseInOnEnemyWhileFiringWeapon::failureStateSetupApproach( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -455,6 +456,7 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::evaluateStateApproachFire(
//--------------------------------------------------------------
void CloseInOnEnemyWhileFiringWeapon::failureStateApproachFire( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -517,4 +519,5 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::evaluateStateApproachFireP
//--------------------------------------------------------------
void CloseInOnEnemyWhileFiringWeapon::failureStateApproachFirePause( const str& failureReason )
{
Q_UNUSED(failureReason);
}

View file

@ -125,7 +125,7 @@ void CloseInOnPlayer::Begin( Actor &self )
// Returns: BehaviorReturnCode_t
//
//--------------------------------------------------------------
BehaviorReturnCode_t CloseInOnPlayer::Evaluate( Actor &self )
BehaviorReturnCode_t CloseInOnPlayer::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -353,4 +353,5 @@ BehaviorReturnCode_t CloseInOnPlayer::evaluateStateApproach()
//--------------------------------------------------------------
void CloseInOnPlayer::failureStateApproach( const str& failureReason )
{
Q_UNUSED(failureReason);
}

View file

@ -133,7 +133,7 @@ void CorridorCombatWithRangedWeapon::SetArgs( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void CorridorCombatWithRangedWeapon::AnimDone( Event *ev )
void CorridorCombatWithRangedWeapon::AnimDone( Event * )
{
}
@ -148,7 +148,7 @@ void CorridorCombatWithRangedWeapon::AnimDone( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void CorridorCombatWithRangedWeapon::PostureDone( Event *ev )
void CorridorCombatWithRangedWeapon::PostureDone( Event * )
{
_finishedPostureTransition = true;
}
@ -180,7 +180,7 @@ void CorridorCombatWithRangedWeapon::Begin( Actor &self )
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t CorridorCombatWithRangedWeapon::Evaluate( Actor &self )
BehaviorReturnCode_t CorridorCombatWithRangedWeapon::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -447,7 +447,7 @@ BehaviorReturnCode_t CorridorCombatWithRangedWeapon::Evaluate( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void CorridorCombatWithRangedWeapon::End(Actor &self)
void CorridorCombatWithRangedWeapon::End(Actor &)
{
if ( !_self )
return;

View file

@ -113,7 +113,7 @@ void CoverCombatWithRangedWeapon::SetArgs( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::AnimDone( Event *ev )
void CoverCombatWithRangedWeapon::AnimDone( Event * )
{
}
@ -128,7 +128,7 @@ void CoverCombatWithRangedWeapon::AnimDone( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::PostureDone( Event *ev )
void CoverCombatWithRangedWeapon::PostureDone( Event * )
{
_finishedPostureTransition = true;
}
@ -160,7 +160,7 @@ void CoverCombatWithRangedWeapon::Begin( Actor &self )
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t CoverCombatWithRangedWeapon::Evaluate( Actor &self )
BehaviorReturnCode_t CoverCombatWithRangedWeapon::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -416,7 +416,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::Evaluate( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::End(Actor &self)
void CoverCombatWithRangedWeapon::End(Actor &)
{
if ( !_self )
return;
@ -712,6 +712,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateMoveToCover()
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateMoveToCover( const str &failureReason )
{
Q_UNUSED(failureReason);
}
@ -770,6 +771,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateChangePostureDuck
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateChangePostureDuck( const str &failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -827,6 +829,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateChangePostureStan
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateChangePostureStand( const str &failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -883,6 +886,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateSpotted()
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateSpotted( const str &failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -930,6 +934,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateDucked()
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateDucked( const str &failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -979,6 +984,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateStanding()
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateStanding( const str &failureReason )
{
Q_UNUSED(failureReason);
}
@ -1122,7 +1128,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateFireStanding()
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateFireStanding( const str &failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1171,6 +1177,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateFirePauseStanding
//--------------------------------------------------------------
void CoverCombatWithRangedWeapon::failureStateFirePauseStanding( const str &failureReason )
{
Q_UNUSED(failureReason);
}
@ -1205,6 +1212,8 @@ bool CoverCombatWithRangedWeapon::CanExecute( Actor &self , float maxDistance )
//HelperNode* node;
Entity* currentEnemy;
Q_UNUSED(maxDistance);
currentEnemy = self.enemyManager->GetCurrentEnemy();
if ( !currentEnemy )

View file

@ -87,7 +87,7 @@ void DoAttack::SetArgs( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void DoAttack::AnimDone( Event *ev )
void DoAttack::AnimDone( Event * )
{
_state = ATTACK_STATE_COMPLETE;
}

View file

@ -367,7 +367,7 @@ BehaviorReturnCode_t GeneralCombatWithMeleeWeapon::Evaluate ( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::End ( Actor &self )
void GeneralCombatWithMeleeWeapon::End ( Actor & )
{
}
@ -532,7 +532,7 @@ void GeneralCombatWithMeleeWeapon::strafe( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::strafeFailed( Actor &self )
void GeneralCombatWithMeleeWeapon::strafeFailed( Actor & )
{
_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f;
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
@ -580,7 +580,7 @@ bool GeneralCombatWithMeleeWeapon::setupRushEnemy( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setupRushEnemyFailed ( Actor &self )
void GeneralCombatWithMeleeWeapon::setupRushEnemyFailed ( Actor & )
{
if ( !_allowRushFailure )
{
@ -746,7 +746,7 @@ bool GeneralCombatWithMeleeWeapon::setupAttack( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor &self )
void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor & )
{
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
}
@ -764,7 +764,7 @@ void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::attack( Actor &self )
void GeneralCombatWithMeleeWeapon::attack( Actor & )
{
// The transition back to SELECT_STATE is
// handled by AnimDone
@ -802,7 +802,7 @@ bool GeneralCombatWithMeleeWeapon::setupHold( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::hold( Actor &self )
void GeneralCombatWithMeleeWeapon::hold( Actor & )
{
if ( level.time > _exitHoldTime )
_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
@ -877,7 +877,7 @@ void GeneralCombatWithMeleeWeapon::setupBlockFailed( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::block( Actor &self )
void GeneralCombatWithMeleeWeapon::block( Actor & )
{
//if ( !self.checkincomingmeleeattack() ) // Old condition, do we need this anymore?
if ( level.time > _exitBlockTime )
@ -896,7 +896,7 @@ void GeneralCombatWithMeleeWeapon::block( Actor &self )
//
// Returns: true or false
//--------------------------------------------------------------
bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor &self )
bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor & )
{
float chance;
chance = G_Random();
@ -931,7 +931,7 @@ bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithMeleeWeapon::changePosture( Actor &self )
void GeneralCombatWithMeleeWeapon::changePosture( Actor & )
{
// Transitions handled in AnimDone
}

View file

@ -139,7 +139,7 @@ void GeneralCombatWithRangedWeapon::AnimDone( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::PostureDone( Event *ev )
void GeneralCombatWithRangedWeapon::PostureDone( Event * )
{
_finishedPostureTransition = true;
}
@ -524,7 +524,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::Evaluate( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::End(Actor &self)
void GeneralCombatWithRangedWeapon::End(Actor &)
{
if ( !_self )
return;
@ -804,6 +804,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureTo
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureToAdvance( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -863,6 +864,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureTo
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureToRetreat( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1024,6 +1026,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateAdvanceFiring()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateAdvanceFiring( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1184,6 +1187,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateRetreatFiring()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateRetreatFiring( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1245,6 +1249,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStrafe()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateStrafe( const str& failureReason )
{
Q_UNUSED(failureReason);
_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f;
}
@ -1307,6 +1312,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureDu
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureDuck( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1357,6 +1363,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateDucked()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateDucked( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1417,6 +1424,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateDuckedFiring()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateDuckedFiring( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1478,6 +1486,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureSt
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateChangePostureStand( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1528,6 +1537,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStand()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateStand( const str& failureReason )
{
Q_UNUSED(failureReason);
}
//--------------------------------------------------------------
@ -1587,6 +1597,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStandFiring()
//--------------------------------------------------------------
void GeneralCombatWithRangedWeapon::failureStateStandFiring( const str& failureReason )
{
Q_UNUSED(failureReason);
}

View file

@ -103,7 +103,7 @@ void GotoCurrentHelperNode::SetArgs( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void GotoCurrentHelperNode::AnimDone( Event *ev )
void GotoCurrentHelperNode::AnimDone( Event * )
{
}
@ -136,7 +136,7 @@ void GotoCurrentHelperNode::Begin( Actor &self )
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t GotoCurrentHelperNode::Evaluate( Actor &self )
BehaviorReturnCode_t GotoCurrentHelperNode::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;

View file

@ -106,7 +106,7 @@ void GotoHelperNode::SetArgs( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::AnimDone( Event *ev )
void GotoHelperNode::AnimDone( Event * )
{
}
@ -139,7 +139,7 @@ void GotoHelperNode::Begin( Actor &self )
//
// Returns: BehaviorReturnCode_t
//--------------------------------------------------------------
BehaviorReturnCode_t GotoHelperNode::Evaluate( Actor &self )
BehaviorReturnCode_t GotoHelperNode::Evaluate( Actor & )
{
BehaviorReturnCode_t stateResult;
@ -206,7 +206,7 @@ BehaviorReturnCode_t GotoHelperNode::Evaluate( Actor &self )
//
// Returns: None
//--------------------------------------------------------------
void GotoHelperNode::End(Actor &self)
void GotoHelperNode::End(Actor &)
{
}

View file

@ -430,6 +430,7 @@ void AwardSystem::awardTeamAward( AfterMatchTeamAwardType teamAward, const char
void AwardSystem::playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer )
{
Q_UNUSED(eventName);
Q_UNUSED(eventItemName);
// See if we care about this player notification

View file

@ -40,7 +40,7 @@ _maxSpeed(320)
}
//-----------------------------------------------------------------------------
void Steering::ShowInfo(Actor &self)
void Steering::ShowInfo(Actor &)
{
gi.Printf( "steeringforce: ( %f, %f, %f )\n", _steeringForce.x, _steeringForce.y, _steeringForce.z );
gi.Printf( "origin: ( %f, %f, %f )\n", _origin.x, _origin.y, _origin.z );
@ -49,18 +49,18 @@ void Steering::ShowInfo(Actor &self)
}
//-----------------------------------------------------------------------------
void Steering::Begin(Actor &self)
void Steering::Begin(Actor &)
{
}
//-----------------------------------------------------------------------------
const Steering::ReturnValue Steering::Evaluate(Actor &self)
const Steering::ReturnValue Steering::Evaluate(Actor &)
{
return Steering::FAILED;
}
//-----------------------------------------------------------------------------
void Steering::End(Actor &self)
void Steering::End(Actor &)
{
}

View file

@ -548,7 +548,7 @@ void Trigger::SetModelEvent( Event *ev )
link();
}
void Trigger::StartThread( Event *ev )
void Trigger::StartThread( Event * )
{
if ( thread.length() )
{
@ -1123,12 +1123,12 @@ void Trigger::SetEdgeTriggered( Event *ev )
SetEdgeTriggered( ev->GetBoolean( 1 ) );
}
void Trigger::SetTriggerable( Event *ev )
void Trigger::SetTriggerable( Event * )
{
triggerable = true;
}
void Trigger::SetNotTriggerable( Event *ev )
void Trigger::SetNotTriggerable( Event * )
{
triggerable = false;
}
@ -1396,7 +1396,7 @@ TriggerSecret::TriggerSecret()
thread = "global/universal_script.scr::secret";
}
void TriggerSecret::FoundSecret( Event *ev )
void TriggerSecret::FoundSecret( Event * )
{
//
// anything that causes the trigger to fire increments the number
@ -1538,7 +1538,7 @@ void TriggerSetVariable::SetVariableValue( Event *ev )
}
}
void TriggerSetVariable::SetVariable( Event *ev )
void TriggerSetVariable::SetVariable( Event * )
{
ScriptVariable * var;
int value;
@ -1817,7 +1817,7 @@ CLASS_DECLARATION( Trigger, TriggerPlaySound, "play_sound_triggered" )
{ NULL, NULL }
};
void TriggerPlaySound::ToggleSound( Event *ev )
void TriggerPlaySound::ToggleSound( Event * )
{
if ( !state )
{
@ -2727,12 +2727,12 @@ TriggerExit::TriggerExit()
respondto = TRIGGER_PLAYERS;
}
void TriggerExit::TurnExitSignOff( Event *ev )
void TriggerExit::TurnExitSignOff( Event * )
{
level.near_exit = false;
}
void TriggerExit::DisplayExitSign( Event *ev )
void TriggerExit::DisplayExitSign( Event * )
{
level.near_exit = true;
@ -2980,12 +2980,12 @@ void TriggerMusic::SetAltFallbackMood( Event *ev )
altfallback = ev->GetString( 1 );
}
void TriggerMusic::ChangeMood( Event *ev )
void TriggerMusic::ChangeMood( Event * )
{
ChangeMusic( current.c_str(), fallback.c_str(), false );
}
void TriggerMusic::AltChangeMood( Event *ev )
void TriggerMusic::AltChangeMood( Event * )
{
ChangeMusic( altcurrent.c_str(), altfallback.c_str(), false );
}
@ -3000,7 +3000,7 @@ void TriggerMusic::SetOneShot( qboolean once )
count = -1;
}
void TriggerMusic::SetOneShot( Event *ev )
void TriggerMusic::SetOneShot( Event * )
{
SetOneShot( true );
}
@ -3205,7 +3205,7 @@ void TriggerReverb::SetOneShot( qboolean once )
count = -1;
}
void TriggerReverb::SetOneShot( Event *ev )
void TriggerReverb::SetOneShot( Event * )
{
SetOneShot( true );
}
@ -3343,7 +3343,7 @@ TriggerGivePowerup::TriggerGivePowerup()
respondto = spawnflags ^ (TRIGGER_PLAYERS | TRIGGER_MONSTERS );
}
void TriggerGivePowerup::SetOneShot( Event *ev )
void TriggerGivePowerup::SetOneShot( Event * )
{
trigger_time = 0.0f;
oneshot = true;
@ -3655,7 +3655,7 @@ void TriggerGroupEvent::SetGroupNumber( Event *ev )
groupNumber = ev->GetInteger( 1 );
}
void TriggerGroupEvent::PassEvent( Event *ev )
void TriggerGroupEvent::PassEvent( Event * )
{
//groupeventmanager->SendEvent( groupNumber, passEvent );
@ -3966,7 +3966,7 @@ void TriggerCallVolume::EntityLeftVolume( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void TriggerCallVolume::CheckReady( Event *ev )
void TriggerCallVolume::CheckReady( Event * )
{
str name;
Entity *ent;
@ -4250,7 +4250,7 @@ void TriggerEntryAndExit::TriggerStuff( Event *ev )
//
// Returns: None
//--------------------------------------------------------------
void TriggerEntryAndExit::EntityLeftVolume( Event *ev )
void TriggerEntryAndExit::EntityLeftVolume( Event * )
{
Event *exitEvent;
exitEvent = new Event( EV_Trigger_EntityExit );

View file

@ -311,7 +311,7 @@ Vehicle::Vehicle()
PostEvent( EV_Vehicle_Start, FRAMETIME );
}
void Vehicle::VehicleStart( Event *ev )
void Vehicle::VehicleStart( Event * )
{
Entity *ent;
VehicleBase *last;
@ -403,34 +403,34 @@ void Vehicle::VehicleStart( Event *ev )
setSize( drivemins, drivemaxs );
}
void Vehicle::Drivable( Event *ev )
void Vehicle::Drivable( Event * )
{
setMoveType( MOVETYPE_NONE );
drivable = true;
}
void Vehicle::UnDrivable( Event *ev )
void Vehicle::UnDrivable( Event * )
{
setMoveType( MOVETYPE_PUSH );
drivable = false;
}
void Vehicle::Jumpable( Event *ev )
void Vehicle::Jumpable( Event * )
{
jumpable = true;
}
void Vehicle::Lock( Event *ev )
void Vehicle::Lock( Event * )
{
locked = true;
}
void Vehicle::UnLock( Event *ev )
void Vehicle::UnLock( Event * )
{
locked = false;
}
void Vehicle::SteerInPlace( Event *ev )
void Vehicle::SteerInPlace( Event * )
{
steerinplace = true;
}
@ -452,7 +452,7 @@ void Vehicle::SetWeapon( Event *ev )
weaponName = ev->GetString( 1 );
}
void Vehicle::ShowWeaponEvent( Event *ev )
void Vehicle::ShowWeaponEvent( Event * )
{
showweapon = true;
}
@ -526,7 +526,7 @@ void Vehicle::SetNoPrediction(Event* event)
}
void Vehicle::DisableInventory(Event* event)
void Vehicle::DisableInventory(Event* )
{
_disableInventory = true;
}
@ -560,7 +560,7 @@ void Vehicle::SetDriverAngles( const Vector &angles )
}
}
void Vehicle::HandleEvent( Event *ev )
void Vehicle::HandleEvent( Event * )
{
}
@ -1151,7 +1151,7 @@ void Vehicle::VehicleTouched( Event *ev )
}
void Vehicle::VehicleBlocked( Event *ev )
void Vehicle::VehicleBlocked( Event * )
{
return;
/*
@ -2246,12 +2246,12 @@ void HorseVehicle::_SetCrossHairMode()
}
void HorseVehicle::AnimDone( Event *ev )
void HorseVehicle::AnimDone( Event * )
{
_animDone = true;
}
void HorseVehicle::DriverAnimDone( Event *ev )
void HorseVehicle::DriverAnimDone( Event * )
{
_driverAnimDone = true;
}
@ -2296,10 +2296,10 @@ VehicleMoveMode::VehicleMoveMode()
void VehicleMoveMode::Move( Vehicle *vehicle )
{
Q_UNUSED(vehicle);
}
void VehicleMoveMode::HandleEvent( Event *ev )
void VehicleMoveMode::HandleEvent( Event * )
{
}
@ -2419,7 +2419,7 @@ HVMoveMode_Locked::HVMoveMode_Locked()
void HVMoveMode_Locked::Move( Vehicle *base_vehicle )
{
Q_UNUSED(base_vehicle);
}
//==============================================================================

View file

@ -662,7 +662,7 @@ void ViewMaster::Init( void )
g_vt_viewbellrandomize = gi.cvar( "g_vt_viewminrandomize", "1", 0 );
}
void ViewMaster::Save( Event *ev )
void ViewMaster::Save( Event * )
{
// saves currently spawned things to disk
str buf;
@ -905,7 +905,7 @@ void ViewMaster::Copy( Event * )
// Returns: None
//
//================================================================
void ViewMaster::Shoot( Event *ev )
void ViewMaster::Shoot( Event * )
{
int idx = g_vt_modelIndex->integer ;
if ( (idx <= 0) || (idx > _modelNamesArray.NumObjects()) ) return ;
@ -1019,7 +1019,7 @@ void ViewMaster::NextModelInSet( Event * )
// Returns: None
//
//================================================================
void ViewMaster::PrevModelInSet( Event *ev )
void ViewMaster::PrevModelInSet( Event * )
{
if (!_numberOfModelsInSet)
{
@ -2048,7 +2048,7 @@ void Viewthing::SetSelected( qboolean state )
}
}
void Viewthing::Flash( Event *ev )
void Viewthing::Flash( Event * )
{
SetSelected(true);
}
@ -2090,7 +2090,7 @@ void Viewthing::UpdateCvars( qboolean quiet )
}
void Viewthing::ThinkEvent( Event *ev )
void Viewthing::ThinkEvent( Event * )
{
static float startTime = 0 ;
@ -2147,7 +2147,7 @@ void Viewthing::ThinkEvent( Event *ev )
}
}
void Viewthing::LastFrameEvent( Event *ev )
void Viewthing::LastFrameEvent( Event * )
{
if ( animstate != 3 )
{
@ -2155,7 +2155,7 @@ void Viewthing::LastFrameEvent( Event *ev )
}
}
void Viewthing::ToggleAnimateEvent( Event *ev )
void Viewthing::ToggleAnimateEvent( Event * )
{
animstate = ( animstate + 1 ) % 4;
total_delta = Vector(0, 0, 0);
@ -2224,7 +2224,7 @@ void Viewthing::SetModelEvent( Event *ev )
UpdateCvars();
}
void Viewthing::NextFrameEvent( Event *ev )
void Viewthing::NextFrameEvent( Event * )
{
int numframes;
@ -2238,7 +2238,7 @@ void Viewthing::NextFrameEvent( Event *ev )
}
}
void Viewthing::PrevFrameEvent( Event *ev )
void Viewthing::PrevFrameEvent( Event * )
{
int numframes;
@ -2292,7 +2292,7 @@ void Viewthing::SetAnim( int num )
}
}
void Viewthing::NextAnimEvent( Event *ev )
void Viewthing::NextAnimEvent( Event * )
{
int numanims;
@ -2312,7 +2312,7 @@ void Viewthing::NextAnimEvent( Event *ev )
}
}
void Viewthing::PrevAnimEvent( Event *ev )
void Viewthing::PrevAnimEvent( Event * )
{
int anim;
int numanims;
@ -2338,13 +2338,13 @@ void Viewthing::PrevAnimEvent( Event *ev )
}
}
void Viewthing::ScaleUpEvent( Event *ev )
void Viewthing::ScaleUpEvent( Event * )
{
edict->s.scale += 0.05f;
UpdateCvars();
}
void Viewthing::ScaleDownEvent( Event *ev )
void Viewthing::ScaleDownEvent( Event * )
{
edict->s.scale -= 0.05f;
UpdateCvars();
@ -2473,7 +2473,7 @@ void Viewthing::AttachModel(Event *ev)
child->ProcessEvent( event );
}
void Viewthing::Delete( Event *ev )
void Viewthing::Delete( Event * )
{
Viewmodel.current_viewthing = NULL;
PostEvent( EV_Remove, 0.0f );
@ -2485,7 +2485,7 @@ void Viewthing::Delete()
PostEvent( EV_Remove, 0.0f );
}
void Viewthing::DetachAll( Event *ev )
void Viewthing::DetachAll( Event * )
{
int i;
int num;
@ -2525,13 +2525,13 @@ void Viewthing::ChangeOrigin( Event *ev )
gi.Printf( "vieworigin = x%0.4f y%0.4f z%0.4f\n", origin.x, origin.y, origin.z );
}
void Viewthing::SaveSurfaces( Event *ev )
void Viewthing::SaveSurfaces( Event * )
{
memcpy( origSurfaces, edict->s.surfaces, sizeof( origSurfaces ) );
}
void Viewthing::NextMorph( Event *ev )
void Viewthing::NextMorph( Event * )
{
current_morph++;
@ -2544,7 +2544,7 @@ void Viewthing::NextMorph( Event *ev )
UpdateCvars( true );
}
void Viewthing::PrevMorph( Event *ev )
void Viewthing::PrevMorph( Event * )
{
current_morph--;
@ -2557,7 +2557,7 @@ void Viewthing::PrevMorph( Event *ev )
UpdateCvars( true );
}
void Viewthing::Morph( Event *ev )
void Viewthing::Morph( Event * )
{
const char *morph_name;
@ -2574,7 +2574,7 @@ void Viewthing::Morph( Event *ev )
}
}
void Viewthing::Unmorph( Event *ev )
void Viewthing::Unmorph( Event * )
{
const char *morph_name;

View file

@ -1391,6 +1391,7 @@ Weapon::Weapon()
//======================
Weapon::Weapon( const char *file )
{
Q_UNUSED(file);
// The tik file holds all the information available for a weapon
Weapon();
}
@ -2750,6 +2751,7 @@ qboolean Weapon::Drop( void )
//======================
void Weapon::Charge( firemode_t mode )
{
Q_UNUSED(mode);
}
//======================
@ -3258,7 +3260,7 @@ void Weapon::ForceIdle( void )
//======================
//Weapon::DoneRaising
//======================
void Weapon::DoneRaising( Event *ev )
void Weapon::DoneRaising( Event * )
{
Event *event;
@ -3386,7 +3388,7 @@ void Weapon::AddEffectsAnims( void )
//======================
//Weapon::DoneAnimating
//======================
void Weapon::DoneAnimating( Event *ev )
void Weapon::DoneAnimating( Event * )
{
weaponstate = WEAPON_READY;
@ -3407,7 +3409,7 @@ void Weapon::ClientFireDone( void )
//======================
//Weapon::DoneFiring
//======================
void Weapon::DoneFiring( Event *ev )
void Weapon::DoneFiring( Event * )
{
/*
firemode_t mode = (firemode_t)ev->GetInteger( 1 );
@ -3790,7 +3792,7 @@ qboolean Weapon::ForceReload( void )
//======================
//Weapon::Idle
//======================
void Weapon::Idle( Event *ev )
void Weapon::Idle( Event * )
{
ForceIdle();
}
@ -3830,7 +3832,7 @@ void Weapon::SetMinRangeEvent( Event *ev )
//======================
//Weapon::NotDroppableEvent
//======================
void Weapon::NotDroppableEvent( Event *ev )
void Weapon::NotDroppableEvent( Event * )
{
notdroppable = true;
}
@ -4318,7 +4320,7 @@ void Weapon::setWeildedScale( Event *ev )
//====================
//Weapon::SetQuiet
//====================
void Weapon::SetQuiet( Event *ev )
void Weapon::SetQuiet( Event * )
{
quiet = true;
}
@ -4326,7 +4328,7 @@ void Weapon::SetQuiet( Event *ev )
//====================
//Weapon::SetLoopFire
//====================
void Weapon::SetLoopFire( Event *ev )
void Weapon::SetLoopFire( Event * )
{
assert( ( firemodeindex >= 0 ) && ( firemodeindex < MAX_FIREMODES ) );
loopfire[firemodeindex] = true;
@ -4421,7 +4423,7 @@ void Weapon::SetViewModel( Event *ev )
}
}
void Weapon::DonePutaway( Event *ev )
void Weapon::DonePutaway( Event * )
{
//int i;
@ -4501,12 +4503,12 @@ void Weapon::SetRegenAmmo( Event *ev )
// Returns: none
//----------------------------------------------------------------
void Weapon::SetRegenOnlyWhenIdle( Event *ev )
void Weapon::SetRegenOnlyWhenIdle( Event * )
{
_regenOnlyWhenIdle[ firemodeindex ] = true;
}
void Weapon::ChangeIdle( Event *ev )
void Weapon::ChangeIdle( Event * )
{
ForceIdle();
@ -4516,13 +4518,13 @@ void Weapon::ChangeIdle( Event *ev )
}
}
void Weapon::DrawBowStrain( Event *ev )
void Weapon::DrawBowStrain( Event * )
{
if ( animate->HasAnim( "draw_strain" ) )
animate->RandomAnimate( "draw_strain" );
}
void Weapon::AltDrawBowStrain( Event *ev )
void Weapon::AltDrawBowStrain( Event * )
{
if ( animate->HasAnim( "alternate_draw_strain" ) )
animate->RandomAnimate( "alternate_draw_strain" );
@ -4629,7 +4631,7 @@ void Weapon::SetFireTimer( Event *ev )
fire_timer[firemodeindex] = ev->GetFloat( 1 );
}
void Weapon::UseSameClip( Event *ev )
void Weapon::UseSameClip( Event * )
{
usesameclip = true;
}
@ -4661,18 +4663,18 @@ void Weapon::SetMaxModes( Event *ev )
maxmode = WeaponModeNameToNum( ev->GetToken( 1 ) );
}
void Weapon::SetSwitchMode( Event *ev )
void Weapon::SetSwitchMode( Event * )
{
switchmode = true;
}
// Target Idle Weapon functions
void Weapon::TargetIdle( Event *ev )
void Weapon::TargetIdle( Event * )
{
targetidle = true;
}
void Weapon::TargetIdleThink( Event *ev )
void Weapon::TargetIdleThink( Event * )
{
CancelEventsOfType( EV_Weapon_TargetIdleThink );
@ -4744,7 +4746,7 @@ void Weapon::SwitchMode( void )
}
}
void Weapon::DoneSwitchToMiddle( Event *ev )
void Weapon::DoneSwitchToMiddle( Event * )
{
int mode;
char anim[128];
@ -4771,7 +4773,7 @@ void Weapon::DoneSwitchToMiddle( Event *ev )
}
}
void Weapon::DoneSwitching( Event *ev )
void Weapon::DoneSwitching( Event * )
{
if ( curmode == maxmode )
curmode = FIRE_MODE1;
@ -4845,7 +4847,7 @@ qboolean Weapon::IsDoneFiring()
//
// Returns: none
//----------------------------------------------------------------
void Weapon::StartFiring( Event *ev )
void Weapon::StartFiring( Event * )
{
startfiretime = level.time;
}
@ -4867,7 +4869,7 @@ void Weapon::FinishedFiring( Event *ev )
}
}
void Weapon::Zoom( Event *ev )
void Weapon::Zoom( Event * )
{
Player *player = NULL;
@ -4893,7 +4895,7 @@ void Weapon::Zoom( Event *ev )
}
}
void Weapon::endZoom( Event *ev )
void Weapon::endZoom( Event * )
{
if ( zoomed )
_lastZoomFov = zoomfov;
@ -4903,7 +4905,7 @@ void Weapon::endZoom( Event *ev )
endZoom();
}
void Weapon::rezoom( Event *ev )
void Weapon::rezoom( Event * )
{
Player *player = NULL;
@ -4948,7 +4950,7 @@ void Weapon::endZoom( void )
zoomed = false;
}
void Weapon::IncrementZoom( Event* ev )
void Weapon::IncrementZoom( Event* )
{
if(!zoomed)
@ -5215,7 +5217,7 @@ void Weapon::updateViewShake( void )
}
}
void Weapon::startViewShake( Event *ev )
void Weapon::startViewShake( Event * )
{
startViewShake();
}
@ -5238,7 +5240,7 @@ void Weapon::startViewShake( void )
}
}
void Weapon::reduceViewShake( Event *ev )
void Weapon::reduceViewShake( Event * )
{
int i;
bool repost;
@ -5279,7 +5281,7 @@ void Weapon::reduceViewShake( Event *ev )
//
// Returns: none
//----------------------------------------------------------------
void Weapon::clearViewShake( Event *ev )
void Weapon::clearViewShake( Event * )
{
viewShake = vec_zero;
CancelEventsOfType( EV_Weapon_ReduceViewShake );
@ -5558,7 +5560,7 @@ Vector Weapon::getSpread( void )
// Returns: None
//
//--------------------------------------------------------------
void Weapon::processGameplayData( Event *ev )
void Weapon::processGameplayData( Event * )
{
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(getArchetype()) )
@ -5618,7 +5620,7 @@ bool Weapon::hasNoAmmoMode( firemode_t mode )
return _noAmmoMode[ mode ];
}
void Weapon::setNoDelay( Event *ev )
void Weapon::setNoDelay( Event * )
{
_noDelay[ firemodeindex ] = true;
}
@ -5628,7 +5630,7 @@ bool Weapon::isModeNoDelay( firemode_t mode )
return _noDelay[ mode ];
}
void Weapon::pauseRegen( Event *ev )
void Weapon::pauseRegen( Event * )
{
int i;
@ -5799,7 +5801,7 @@ void Weapon::setAllowAutoSwitch( Event *ev )
_allowAutoSwitch = ev->GetBoolean( 1 );
}
void Weapon::forceReload( Event *ev )
void Weapon::forceReload( Event * )
{
ForceReload();
}

View file

@ -895,7 +895,7 @@ void Projectile::setControlTurnSpeed( Event *ev )
_controlTurnSpeed = ev->GetFloat( 1 );
}
void Projectile::HeatSeek( Event *ev )
void Projectile::HeatSeek( Event * )
{
float mindist;
Entity *ent;
@ -953,7 +953,7 @@ void Projectile::HeatSeek( Event *ev )
//turnThinkOn();
}
void Projectile::AngleThink( Event *ev )
void Projectile::AngleThink( Event * )
{
turnThinkOn();
}
@ -1265,7 +1265,7 @@ void Projectile::Explode( Event *ev )
//
// Returns: void
//----------------------------------------------------------------
void Projectile::SetQuietExpire( Event *ev )
void Projectile::SetQuietExpire( Event * )
{
projFlags |= P_QUIET_EXPIRE; // set projectile to not spawn explosionmodel if it times out
}
@ -1315,7 +1315,7 @@ void Projectile::BeamCommand( Event *ev )
PostEvent( EV_Projectile_UpdateBeam, level.frametime );
}
void Projectile::UpdateBeam( Event *ev )
void Projectile::UpdateBeam( Event * )
{
if ( m_beam )
{
@ -1329,7 +1329,7 @@ void Projectile::SetBounceSound( Event *ev )
bouncesound = ev->GetString( 1 );
}
void Projectile::SetChargeLife( Event *ev )
void Projectile::SetChargeLife( Event * )
{
projFlags |= P_CHARGE_LIFE;
}
@ -1356,7 +1356,7 @@ void Projectile::SetMinSpeed( Event *ev )
projFlags |= P_CHARGE_SPEED;
}
void Projectile::SetChargeSpeed( Event *ev )
void Projectile::SetChargeSpeed( Event * )
{
projFlags |= P_CHARGE_SPEED;
}
@ -1681,18 +1681,18 @@ void Projectile::Touch( Event *ev )
BroadcastSound();
}
void Projectile::SetCanHitOwner( Event *ev )
void Projectile::SetCanHitOwner( Event * )
{
can_hit_owner = true;
}
void Projectile::ClearOwner( Event *ev )
void Projectile::ClearOwner( Event * )
{
//this->owner = ENTITYNUM_NONE;
edict->ownerNum = ENTITYNUM_NONE;
}
void Projectile::RemoveWhenStopped( Event *ev )
void Projectile::RemoveWhenStopped( Event * )
{
remove_when_stopped = true;
}
@ -1705,7 +1705,7 @@ void Projectile::StickOnTouch( Event *ev )
stick_on_touch = true;
}
void Projectile::Stopped( Event *ev )
void Projectile::Stopped( Event * )
{
if ( remove_when_stopped )
PostEvent( EV_Remove, 0.0f );
@ -1719,7 +1719,7 @@ void Projectile::setScaleByCharge( Event *ev )
_maxScaleFromCharge = ev->GetFloat( 2 );
}
void Projectile::setScaleExplosion( Event *ev )
void Projectile::setScaleExplosion( Event * )
{
_scaleExplosion = true;
}
@ -1734,7 +1734,7 @@ void Projectile::setNotifyActors( Event *ev )
}
}
void Projectile::setNotShootable( Event *ev )
void Projectile::setNotShootable( Event * )
{
_notShootable = true;
}
@ -1903,17 +1903,17 @@ void Explosion::SetRadiusDamage( Event *ev )
radius_damage = ev->GetFloat( 1 );
}
void Explosion::SetConstantDamage( Event *ev )
void Explosion::SetConstantDamage( Event * )
{
constant_damage = true;
}
void Explosion::SetDamageEveryFrame( Event *ev )
void Explosion::SetDamageEveryFrame( Event * )
{
damage_every_frame = true;
}
void Explosion::DamageAgain( Event *ev )
void Explosion::DamageAgain( Event * )
{
Entity *owner_ent;
@ -2550,6 +2550,8 @@ void StunAttack(
{
Entity *ent;
Q_UNUSED(pos);
ent = findradius( NULL, inflictor->origin, radius );
while( ent )
@ -2686,6 +2688,8 @@ void FlashPlayers(
Vector playerViewDir;
Vector playerViewAngles;
float dot;
Q_UNUSED(type);
for( i = 0; i < game.maxclients; i++ )
{

View file

@ -1443,7 +1443,7 @@ void World::removeAvailableViewMode( Event *ev )
// Returns: none
//----------------------------------------------------------------
void World::clearAvailableViewModes( Event *ev )
void World::clearAvailableViewModes( Event * )
{
_availableViewModes.ClearObjectList();
}