mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2025-04-18 21:10:42 +00:00
Windows: more fixes for C4100
This commit is contained in:
parent
09b04cfb89
commit
d3587be6ad
19 changed files with 170 additions and 136 deletions
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@ -85,7 +85,7 @@ void ChangePosture::SetArgs( Event *ev )
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_posture = ev->GetString( 1 );
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}
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void ChangePosture::PostureDone( Event *ev )
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void ChangePosture::PostureDone( Event * )
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{
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_postureDone = true;
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}
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@ -102,7 +102,7 @@ void ChangePosture::PostureDone( Event *ev )
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// Returns: None
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//
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//--------------------------------------------------------------
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void ChangePosture::Begin( Actor &self )
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void ChangePosture::Begin( Actor & )
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{
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init();
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}
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@ -121,7 +121,7 @@ void ChangePosture::Begin( Actor &self )
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// Returns: BehaviorReturnCode_t
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//
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//--------------------------------------------------------------
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BehaviorReturnCode_t ChangePosture::Evaluate( Actor &self )
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BehaviorReturnCode_t ChangePosture::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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@ -184,7 +184,7 @@ BehaviorReturnCode_t ChangePosture::Evaluate( Actor &self )
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// Returns: None
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//
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//--------------------------------------------------------------
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void ChangePosture::End(Actor &self)
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void ChangePosture::End(Actor &)
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{
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}
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@ -318,6 +318,7 @@ BehaviorReturnCode_t ChangePosture::evaluateStateSetup()
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//--------------------------------------------------------------
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void ChangePosture::failureStateSetup( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -364,4 +365,5 @@ BehaviorReturnCode_t ChangePosture::evaluateStateChange()
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//--------------------------------------------------------------
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void ChangePosture::failureStateChange( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -125,7 +125,7 @@ void CloseInOnEnemy::Begin( Actor &self )
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// Returns: BehaviorReturnCode_t
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//
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//--------------------------------------------------------------
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BehaviorReturnCode_t CloseInOnEnemy::Evaluate( Actor &self )
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BehaviorReturnCode_t CloseInOnEnemy::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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@ -362,4 +362,5 @@ BehaviorReturnCode_t CloseInOnEnemy::evaluateStateApproach()
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//--------------------------------------------------------------
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void CloseInOnEnemy::failureStateApproach( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -133,7 +133,7 @@ void CloseInOnEnemyWhileFiringWeapon::Begin( Actor &self )
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// Returns: BehaviorReturnCode_t
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//
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//--------------------------------------------------------------
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BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::Evaluate( Actor &self )
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BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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@ -205,7 +205,7 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::Evaluate( Actor &self )
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// Returns: None
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//
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//--------------------------------------------------------------
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void CloseInOnEnemyWhileFiringWeapon::End(Actor &self)
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void CloseInOnEnemyWhileFiringWeapon::End(Actor &)
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{
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_chaseEnemy.End( *_self );
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_fireWeapon.End( *_self );
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@ -391,6 +391,7 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::evaluateStateSetupApproach
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//--------------------------------------------------------------
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void CloseInOnEnemyWhileFiringWeapon::failureStateSetupApproach( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -455,6 +456,7 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::evaluateStateApproachFire(
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//--------------------------------------------------------------
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void CloseInOnEnemyWhileFiringWeapon::failureStateApproachFire( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -517,4 +519,5 @@ BehaviorReturnCode_t CloseInOnEnemyWhileFiringWeapon::evaluateStateApproachFireP
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//--------------------------------------------------------------
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void CloseInOnEnemyWhileFiringWeapon::failureStateApproachFirePause( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -125,7 +125,7 @@ void CloseInOnPlayer::Begin( Actor &self )
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// Returns: BehaviorReturnCode_t
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//
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//--------------------------------------------------------------
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BehaviorReturnCode_t CloseInOnPlayer::Evaluate( Actor &self )
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BehaviorReturnCode_t CloseInOnPlayer::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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@ -353,4 +353,5 @@ BehaviorReturnCode_t CloseInOnPlayer::evaluateStateApproach()
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//--------------------------------------------------------------
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void CloseInOnPlayer::failureStateApproach( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -133,7 +133,7 @@ void CorridorCombatWithRangedWeapon::SetArgs( Event *ev )
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//
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// Returns: None
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//--------------------------------------------------------------
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void CorridorCombatWithRangedWeapon::AnimDone( Event *ev )
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void CorridorCombatWithRangedWeapon::AnimDone( Event * )
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{
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}
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@ -148,7 +148,7 @@ void CorridorCombatWithRangedWeapon::AnimDone( Event *ev )
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//
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// Returns: None
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//--------------------------------------------------------------
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void CorridorCombatWithRangedWeapon::PostureDone( Event *ev )
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void CorridorCombatWithRangedWeapon::PostureDone( Event * )
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{
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_finishedPostureTransition = true;
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}
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@ -180,7 +180,7 @@ void CorridorCombatWithRangedWeapon::Begin( Actor &self )
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t CorridorCombatWithRangedWeapon::Evaluate( Actor &self )
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BehaviorReturnCode_t CorridorCombatWithRangedWeapon::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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@ -447,7 +447,7 @@ BehaviorReturnCode_t CorridorCombatWithRangedWeapon::Evaluate( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void CorridorCombatWithRangedWeapon::End(Actor &self)
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void CorridorCombatWithRangedWeapon::End(Actor &)
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{
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if ( !_self )
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return;
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@ -113,7 +113,7 @@ void CoverCombatWithRangedWeapon::SetArgs( Event *ev )
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//
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// Returns: None
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::AnimDone( Event *ev )
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void CoverCombatWithRangedWeapon::AnimDone( Event * )
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{
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}
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@ -128,7 +128,7 @@ void CoverCombatWithRangedWeapon::AnimDone( Event *ev )
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//
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// Returns: None
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::PostureDone( Event *ev )
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void CoverCombatWithRangedWeapon::PostureDone( Event * )
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{
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_finishedPostureTransition = true;
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}
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@ -160,7 +160,7 @@ void CoverCombatWithRangedWeapon::Begin( Actor &self )
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t CoverCombatWithRangedWeapon::Evaluate( Actor &self )
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BehaviorReturnCode_t CoverCombatWithRangedWeapon::Evaluate( Actor & )
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{
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BehaviorReturnCode_t stateResult;
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@ -416,7 +416,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::Evaluate( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::End(Actor &self)
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void CoverCombatWithRangedWeapon::End(Actor &)
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{
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if ( !_self )
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return;
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@ -712,6 +712,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateMoveToCover()
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateMoveToCover( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -770,6 +771,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateChangePostureDuck
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateChangePostureDuck( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -827,6 +829,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateChangePostureStan
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateChangePostureStand( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -883,6 +886,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateSpotted()
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateSpotted( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -930,6 +934,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateDucked()
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateDucked( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -979,6 +984,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateStanding()
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateStanding( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -1122,7 +1128,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateFireStanding()
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateFireStanding( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1171,6 +1177,7 @@ BehaviorReturnCode_t CoverCombatWithRangedWeapon::evaluateStateFirePauseStanding
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//--------------------------------------------------------------
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void CoverCombatWithRangedWeapon::failureStateFirePauseStanding( const str &failureReason )
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{
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Q_UNUSED(failureReason);
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}
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@ -1205,6 +1212,8 @@ bool CoverCombatWithRangedWeapon::CanExecute( Actor &self , float maxDistance )
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//HelperNode* node;
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Entity* currentEnemy;
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Q_UNUSED(maxDistance);
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currentEnemy = self.enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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@ -87,7 +87,7 @@ void DoAttack::SetArgs( Event *ev )
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//
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// Returns: None
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//--------------------------------------------------------------
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void DoAttack::AnimDone( Event *ev )
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void DoAttack::AnimDone( Event * )
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{
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_state = ATTACK_STATE_COMPLETE;
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}
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@ -367,7 +367,7 @@ BehaviorReturnCode_t GeneralCombatWithMeleeWeapon::Evaluate ( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::End ( Actor &self )
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void GeneralCombatWithMeleeWeapon::End ( Actor & )
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{
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}
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@ -532,7 +532,7 @@ void GeneralCombatWithMeleeWeapon::strafe( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::strafeFailed( Actor &self )
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void GeneralCombatWithMeleeWeapon::strafeFailed( Actor & )
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{
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_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f;
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_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
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@ -580,7 +580,7 @@ bool GeneralCombatWithMeleeWeapon::setupRushEnemy( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::setupRushEnemyFailed ( Actor &self )
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void GeneralCombatWithMeleeWeapon::setupRushEnemyFailed ( Actor & )
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{
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if ( !_allowRushFailure )
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{
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@ -746,7 +746,7 @@ bool GeneralCombatWithMeleeWeapon::setupAttack( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor &self )
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void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor & )
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{
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_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
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}
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@ -764,7 +764,7 @@ void GeneralCombatWithMeleeWeapon::setupAttackFailed( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::attack( Actor &self )
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void GeneralCombatWithMeleeWeapon::attack( Actor & )
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{
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// The transition back to SELECT_STATE is
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// handled by AnimDone
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@ -802,7 +802,7 @@ bool GeneralCombatWithMeleeWeapon::setupHold( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::hold( Actor &self )
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void GeneralCombatWithMeleeWeapon::hold( Actor & )
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{
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if ( level.time > _exitHoldTime )
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_state = GENERAL_COMBAT_MELEE_SELECT_STATE;
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@ -877,7 +877,7 @@ void GeneralCombatWithMeleeWeapon::setupBlockFailed( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::block( Actor &self )
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void GeneralCombatWithMeleeWeapon::block( Actor & )
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{
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//if ( !self.checkincomingmeleeattack() ) // Old condition, do we need this anymore?
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if ( level.time > _exitBlockTime )
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@ -896,7 +896,7 @@ void GeneralCombatWithMeleeWeapon::block( Actor &self )
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//
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// Returns: true or false
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//--------------------------------------------------------------
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bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor &self )
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bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor & )
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{
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float chance;
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chance = G_Random();
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@ -931,7 +931,7 @@ bool GeneralCombatWithMeleeWeapon::setupChangePosture( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithMeleeWeapon::changePosture( Actor &self )
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void GeneralCombatWithMeleeWeapon::changePosture( Actor & )
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{
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// Transitions handled in AnimDone
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}
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@ -139,7 +139,7 @@ void GeneralCombatWithRangedWeapon::AnimDone( Event *ev )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::PostureDone( Event *ev )
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void GeneralCombatWithRangedWeapon::PostureDone( Event * )
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{
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_finishedPostureTransition = true;
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}
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@ -524,7 +524,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::Evaluate( Actor &self )
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//
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// Returns: None
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::End(Actor &self)
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void GeneralCombatWithRangedWeapon::End(Actor &)
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{
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if ( !_self )
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return;
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@ -804,6 +804,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureTo
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateChangePostureToAdvance( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -863,6 +864,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureTo
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateChangePostureToRetreat( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1024,6 +1026,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateAdvanceFiring()
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateAdvanceFiring( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1184,6 +1187,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateRetreatFiring()
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateRetreatFiring( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1245,6 +1249,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateStrafe()
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateStrafe( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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_nextStrafeAttemptTime = level.time + G_Random( 1.0 ) + 3.0f;
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}
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@ -1307,6 +1312,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureDu
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateChangePostureDuck( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1357,6 +1363,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateDucked()
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateDucked( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1417,6 +1424,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateDuckedFiring()
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateDuckedFiring( const str& failureReason )
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{
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Q_UNUSED(failureReason);
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}
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//--------------------------------------------------------------
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@ -1478,6 +1486,7 @@ BehaviorReturnCode_t GeneralCombatWithRangedWeapon::evaluateStateChangePostureSt
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//--------------------------------------------------------------
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void GeneralCombatWithRangedWeapon::failureStateChangePostureStand( const str& failureReason )
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{
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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 &)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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 &)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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++ )
|
||||
{
|
||||
|
|
|
@ -1443,7 +1443,7 @@ void World::removeAvailableViewMode( Event *ev )
|
|||
// Returns: none
|
||||
//----------------------------------------------------------------
|
||||
|
||||
void World::clearAvailableViewModes( Event *ev )
|
||||
void World::clearAvailableViewModes( Event * )
|
||||
{
|
||||
_availableViewModes.ClearObjectList();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue