diff --git a/code/cgame/cg_consolecmds.c b/code/cgame/cg_consolecmds.c index 0896086..916235a 100644 --- a/code/cgame/cg_consolecmds.c +++ b/code/cgame/cg_consolecmds.c @@ -385,7 +385,6 @@ void CG_LocEdit_f(void) { char path[MAX_QPATH]; char buffer[MAX_STRING_CHARS]; const char *argptr; - int i; argptr = CG_Argv(1); @@ -407,7 +406,7 @@ void CG_LocEdit_f(void) { if(f) { if((argptr = CG_Argv(2)) != NULL) { - i = atoi(argptr); + int i = atoi(argptr); if(i) { trap_FS_Write("LocationsList2\n", 15, f); } else { diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c index cec29c6..17e48b7 100644 --- a/code/cgame/cg_draw.c +++ b/code/cgame/cg_draw.c @@ -445,7 +445,6 @@ void CG_DrawLensFlare( lensFlare_t *flare ) int h = flare->h1; float x, y, streakX, streakY; int xCart, yCart; - int i; vec4_t color, reflecColor, strkColor; int xMax, yMax; vec3_t distDif, black = {0.0, 0.0, 0.0}; @@ -545,6 +544,7 @@ void CG_DrawLensFlare( lensFlare_t *flare ) //Lens Reflections - those cool circly bits that go in the opposite direction of the flare if ( reflecAlpha != 0.0 ) {//Sheez, only do this if we really WANT it O_o + int i; for( i = 0; i < 10; i++ ) { //if they wanted the cool photoshoppy style reflections @@ -664,7 +664,6 @@ void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t head clientInfo_t *ci; playerState_t *ps; float value; - float len; vec3_t origin; vec3_t mins, maxs; @@ -688,7 +687,7 @@ void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t head // calculate distance so the head nearly fills the box // assume heads are taller than wide - len = 0.7 * ( maxs[2] - mins[2] ); + float len = 0.7 * ( maxs[2] - mins[2] ); origin[0] = len / 0.268; // len / tan( fov/2 ) // allow per-model tweaking @@ -721,7 +720,6 @@ Used for both the status bar and the scoreboard */ void CG_DrawFlagModel( float x, float y, float w, float h, int team ) { qhandle_t cm; - float len; vec3_t origin, angles; vec3_t mins, maxs; @@ -739,7 +737,7 @@ void CG_DrawFlagModel( float x, float y, float w, float h, int team ) { // calculate distance so the flag nearly fills the box // assume heads are taller than wide - len = 0.5 * ( maxs[2] - mins[2] ); + float len = 0.5 * ( maxs[2] - mins[2] ); origin[0] = len / 0.268; // len / tan( fov/2 ) angles[YAW] = 60 * sin( cg.time / 2000.0 );; @@ -759,7 +757,7 @@ I dont know who commented this out but it's going back in ;) */ static int CG_DrawStatusBarHead( float x ) { vec3_t angles; - float size, stretch; + float size; float frac; VectorClear( angles ); @@ -768,7 +766,7 @@ static int CG_DrawStatusBarHead( float x ) { frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME; size = ICON_SIZE * 1.25 * ( 1.5 - frac * 0.5 ); - stretch = size - ICON_SIZE * 1.25; + float stretch = size - ICON_SIZE * 1.25; // kick in the direction of damage x -= stretch * 0.5 + cg.damageX * stretch * 0.5; @@ -865,7 +863,6 @@ static int CG_DrawHealth(centity_t *cent) int health_barwidth; vec_t *health_txtcolor = NULL; int health_txteffect = 0; - int x, y; ps = &cg.snap->ps; @@ -910,8 +907,8 @@ static int CG_DrawHealth(centity_t *cent) return health_barwidth; } else { - x = 3; - y = 435; + int x = 3; + int y = 435; //Draw the text UI_DrawProportionalString(x + 46, y + 11, health_str, health_txteffect, health_txtcolor); @@ -968,7 +965,6 @@ static void CG_DrawStatusBar( void ) vec3_t angles; int y=0; vec4_t whiteA; - int x, z, i, h, yZ; vec3_t tmpVec, eAngle, forward, dAngle; int healthBarWidth; @@ -1021,7 +1017,7 @@ static void CG_DrawStatusBar( void ) // if(cg.predictedPlayerState.powerups[PW_EVOSUIT] || cg.predictedPlayerState.powerups[PW_FLIGHT] || cg.predictedPlayerState.powerups[PW_INVIS]){ //RPG-X | Phenix | 08/06/2005 - yZ = 478 - SMALLCHAR_HEIGHT; + int yZ = 478 - SMALLCHAR_HEIGHT; // UI_BIGFONT //DEBUG if(cg.predictedPlayerState.powerups[PW_EVOSUIT]) { @@ -1052,21 +1048,22 @@ static void CG_DrawStatusBar( void ) vec4_t radColor; CG_DrawPic(40, 100, 100, 100, cgs.media.radarShader); + int i; for (i = 0; i < cg.snap->numEntities; i++) // Go through all entities in VIS range { if ( cg.snap->entities[i].eType == ET_PLAYER ) // If the Entity is a Player { // Calculate How Far Away They Are - x = (cg.snap->entities[i].pos.trBase[0] - cg.predictedPlayerState.origin[0]); + int x = (cg.snap->entities[i].pos.trBase[0] - cg.predictedPlayerState.origin[0]); y = (cg.snap->entities[i].pos.trBase[1] - cg.predictedPlayerState.origin[1]); - z = (cg.snap->entities[i].pos.trBase[2] - cg.predictedPlayerState.origin[2]); + int z = (cg.snap->entities[i].pos.trBase[2] - cg.predictedPlayerState.origin[2]); tmpVec[0] = x; tmpVec[1] = y; tmpVec[2] = 0.0; // Convert Vector to Angle vectoangles(tmpVec, eAngle); - h = sqrt((x*x) + (y*y)); // Get Range + int h = sqrt((x*x) + (y*y)); // Get Range // We only Want "YAW" value dAngle[0] = 0.0; @@ -1251,11 +1248,8 @@ CG_DrawFPS #define FPS_FRAMES 4 static float CG_DrawFPS( float y ) { char *s; - int w; static int previousTimes[FPS_FRAMES]; static int index; - int i, total; - int fps; static int previous; int t, frameTime; @@ -1269,17 +1263,17 @@ static float CG_DrawFPS( float y ) { index++; if ( index > FPS_FRAMES ) { // average multiple frames together to smooth changes out a bit - total = 0; + int total = 0, i; for ( i = 0 ; i < FPS_FRAMES ; i++ ) { total += previousTimes[i]; } if ( !total ) { total = 1; } - fps = 1000 * FPS_FRAMES / total; + int fps = 1000 * FPS_FRAMES / total; s = va( "%ifps", fps ); - w = UI_ProportionalStringWidth(s,UI_BIGFONT); + int w = UI_ProportionalStringWidth(s,UI_BIGFONT); //RPG-X | Phenix | 08/06/2005 // Changed "- w" to "- (w + 50)" to account for lagometer if ( !cg_lagometer.integer ) { @@ -1864,17 +1858,14 @@ CG_DrawSelfdestructTimer static float CG_DrawSelfdestructTimer( void ) { char *s; int w; - int mins, tens, seconds, remainder; - int msec; - - msec = cg.selfdestructTime - cg.time; + int msec = cg.selfdestructTime - cg.time; if (msec > 0){ - mins = msec / 60000; - tens = (msec - (mins * 60000)) / 10000; - seconds = (msec - (mins * 60000) - (tens * 10000)) / 1000; - remainder = msec - (mins * 60000) - (tens * 10000) - (seconds * 1000); + int mins = msec / 60000; + int tens = (msec - (mins * 60000)) / 10000; + int seconds = (msec - (mins * 60000) - (tens * 10000)) / 1000; + int remainder = msec - (mins * 60000) - (tens * 10000) - (seconds * 1000); s = va( "%i:%i%i.%i", mins, tens, seconds, remainder ); @@ -2597,7 +2588,6 @@ CG_ScanForCrosshairEntity static void CG_ScanForCrosshairEntity( void ) { trace_t trace; vec3_t start, end; - int content; vec3_t pitchConstraint, df_f; VectorCopy( cg.predictedPlayerState.origin, start ); //cg.refdef.vieworg @@ -2626,7 +2616,7 @@ static void CG_ScanForCrosshairEntity( void ) { } // if the player is in fog, don't show it - content = trap_CM_PointContents( trace.endpos, 0 ); + int content = trap_CM_PointContents( trace.endpos, 0 ); if ( content & CONTENTS_FOG ) { return; } @@ -3108,7 +3098,6 @@ static void CG_DrawZoomMask( void ) float amt = 1, size, /*val,*/ start_x, start_y; int width, height, i; vec4_t color1; - int x, y; //TiM: New system. :) Base zoom on current active weapon. :) if ( !(cg.snap->ps.weapon == WP_6 || cg.snap->ps.weapon == WP_7) ) @@ -3205,6 +3194,7 @@ static void CG_DrawZoomMask( void ) } // Convert zoom and view axis into some numbers to throw onto the screen + int x, y; if ( cg.snap->ps.weapon == WP_7 ) { x = 74; y = 340;