From 5f7038c4075661c98015c984090723ee624088c2 Mon Sep 17 00:00:00 2001 From: Denis Pauk Date: Tue, 26 Jan 2021 21:23:52 +0200 Subject: [PATCH] Fix function prototypes --- src/player/client.c | 40 ++++++++++++++++++++-------------------- 1 file changed, 20 insertions(+), 20 deletions(-) diff --git a/src/player/client.c b/src/player/client.c index c80f280..4baa349 100644 --- a/src/player/client.c +++ b/src/player/client.c @@ -22,7 +22,7 @@ * Interface between client <-> game and client calculations. * * ======================================================================= - */ + */ #include "../header/local.h" #include "../monster/player.h" @@ -76,11 +76,11 @@ SP_info_player_coop(edict_t *self) /* * QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) * The deathmatch intermission point will be at one of these - * Use 'angles' instead of 'angle', so you can set pitch or + * Use 'angles' instead of 'angle', so you can set pitch or * roll as well as yaw. 'pitch yaw roll' */ void -SP_info_player_intermission(void) +SP_info_player_intermission(edict_t *ent) { } @@ -89,7 +89,7 @@ SP_info_player_intermission(void) void player_pain(edict_t *self, edict_t *other, float kick, int damage) { - /* player pain is handled at the + /* player pain is handled at the end of the frame in P_DamageFeedback */ } @@ -521,7 +521,7 @@ player_die(edict_t *self, edict_t *inflictor, edict_t *attacker, memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory)); if (self->health < -40) - { + { /* gib */ gi.sound(self, CHAN_BODY, gi.soundindex( "misc/udeath.wav"), 1, ATTN_NORM, 0); @@ -586,7 +586,7 @@ player_die(edict_t *self, edict_t *inflictor, edict_t *attacker, /* ======================================================================= */ /* - * This is only called when the game + * This is only called when the game * first initializes in single player, * but is called after each death and * level change in deathmatch @@ -731,7 +731,7 @@ PlayersRangeFromSpot(edict_t *spot) } /* - * go to a random point, but NOT the two + * go to a random point, but NOT the two * points closest to other players */ edict_t * @@ -824,7 +824,7 @@ SelectFarthestDeathmatchSpawnPoint(void) return bestspot; } - /* if there is a player just spawned on + /* if there is a player just spawned on each and every start spot we have no choice to turn one into a telefrag meltdown */ spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch"); @@ -880,7 +880,7 @@ SelectCoopSpawnPoint(edict_t *ent) } if (Q_stricmp(game.spawnpoint, target) == 0) - { + { /* this is a coop spawn point for one of the clients here */ index--; @@ -942,7 +942,7 @@ SelectSpawnPoint(edict_t *ent, vec3_t origin, vec3_t angles) if (!spot) { if (!game.spawnpoint[0]) - { + { /* there wasn't a spawnpoint without a target, so use any */ spot = G_Find(spot, FOFS(classname), "info_player_start"); } @@ -1062,7 +1062,7 @@ respawn(edict_t *self) /* ============================================================== */ /* - * Called when a player connects + * Called when a player connects * to a server or respawns in * a deathmatch. */ @@ -1225,7 +1225,7 @@ PutClientInServer(edict_t *ent) } if (!KillBox(ent)) - { + { /* could't spawn in? */ } @@ -1237,7 +1237,7 @@ PutClientInServer(edict_t *ent) } /* - * A client has just connected to + * A client has just connected to * the server in deathmatch mode, * so clear everything out before * starting them. @@ -1288,13 +1288,13 @@ ClientBegin(edict_t *ent) return; } - /* if there is already a body waiting for + /* if there is already a body waiting for us (a loadgame), just take it, otherwise spawn one from scratch */ if (ent->inuse == true) { - /* the client has cleared the client side viewangles upon - connecting to the server, which is different than the + /* the client has cleared the client side viewangles upon + connecting to the server, which is different than the state when the game is saved, so we need to compensate with deltaangles */ for (i = 0; i < 3; i++) @@ -1305,7 +1305,7 @@ ClientBegin(edict_t *ent) } else { - /* a spawn point will completely reinitialize the entity + /* a spawn point will completely reinitialize the entity except for the persistant data that was initialized at ClientConnect() time */ G_InitEdict(ent); @@ -1513,9 +1513,9 @@ ClientDisconnect(edict_t *ent) edict_t *pm_passent; -/* +/* * pmove doesn't need to know about - * passent and contentmask + * passent and contentmask */ trace_t PM_trace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) @@ -1727,7 +1727,7 @@ ClientThink(edict_t *ent, usercmd_t *ucmd) client->buttons = ucmd->buttons; client->latched_buttons |= client->buttons & ~client->oldbuttons; - /* save light level the player is + /* save light level the player is standing on for monster sighting AI */ ent->light_level = ucmd->lightlevel;