diff --git a/src/client/obituary.c b/src/client/obituary.c index d2b9f072..0dcba486 100644 --- a/src/client/obituary.c +++ b/src/client/obituary.c @@ -45,6 +45,7 @@ static float g_obituary_time; void Obituary_Init(void) { + int c; int i; filestream fh; string line; @@ -61,7 +62,7 @@ Obituary_Init(void) /* count valid entries */ while ((line = fgets(fh))) { if (substring(line, 0, 2) == "d_") { - int c = tokenize(line); + c = tokenize(line); if (c == 7 && argv(1) == "640") { g_obtype_count++; } @@ -75,7 +76,7 @@ Obituary_Init(void) /* read them in */ while ((line = fgets(fh))) { if (substring(line, 0, 2) == "d_") { - int c = tokenize(line); + c = tokenize(line); /* we only care about the high-res (640) variants. the 320 * HUD is useless to us. Just use the builtin scaler */ diff --git a/src/server/valve/items.cpp b/src/server/valve/items.cpp index 050366d9..22a2576e 100644 --- a/src/server/valve/items.cpp +++ b/src/server/valve/items.cpp @@ -39,7 +39,7 @@ void item_pickup::touch(void) } } -void item_pickup::setitem(int i) +void item_pickup::SetItem(int i) { id = i; m_oldModel = Weapons_GetWorldmodel(id); @@ -66,7 +66,7 @@ void item_pickup::Respawn(void) think = __NULL__; nextthink = -1; - if (!m_iWasDropped || cvar("sv_playerslots") > 1) { + if (!m_iWasDropped && cvar("sv_playerslots") > 1) { Sound_Play(this, CHAN_ITEM, "item.respawn"); m_iClip = -1; } diff --git a/src/server/valve/items.h b/src/server/valve/items.h index 77e5dddc..dee59bd3 100644 --- a/src/server/valve/items.h +++ b/src/server/valve/items.h @@ -24,7 +24,7 @@ class item_pickup:CBaseTrigger void(void) item_pickup; virtual void(void) touch; - virtual void(int i) setitem; + virtual void(int i) SetItem; virtual void(void) Respawn; virtual void(int) SetFloating; }; diff --git a/src/shared/valve/weapon_common.c b/src/shared/valve/weapon_common.c index 0da42429..57239097 100644 --- a/src/shared/valve/weapon_common.c +++ b/src/shared/valve/weapon_common.c @@ -382,7 +382,7 @@ void Weapons_InitItem(int w) { item_pickup it = (item_pickup)self; spawnfunc_item_pickup(); - it.setitem(w); + it.SetItem(w); } void Weapons_UpdateAmmo(player pl, int a1, int a2, int a3) @@ -433,7 +433,7 @@ void Weapon_DropCurrentWeapon(player pl) return; item_pickup drop = spawn(item_pickup, m_iWasDropped: TRUE, m_iClip: pl.a_ammo1); - drop.setitem(pl.activeweapon); + drop.SetItem(pl.activeweapon); setorigin(drop, pl.origin); drop.solid = SOLID_NOT; drop.think = DropWeapon_Enable;