Fix function prototypes

This commit is contained in:
Denis Pauk 2021-01-26 21:23:52 +02:00
parent 928066d37d
commit 5f7038c407

View file

@ -22,7 +22,7 @@
* Interface between client <-> game and client calculations. * Interface between client <-> game and client calculations.
* *
* ======================================================================= * =======================================================================
*/ */
#include "../header/local.h" #include "../header/local.h"
#include "../monster/player.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) * QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
* The deathmatch intermission point will be at one of these * 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' * roll as well as yaw. 'pitch yaw roll'
*/ */
void void
SP_info_player_intermission(void) SP_info_player_intermission(edict_t *ent)
{ {
} }
@ -89,7 +89,7 @@ SP_info_player_intermission(void)
void void
player_pain(edict_t *self, edict_t *other, float kick, int damage) 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 */ 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)); memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory));
if (self->health < -40) if (self->health < -40)
{ {
/* gib */ /* gib */
gi.sound(self, CHAN_BODY, gi.soundindex( gi.sound(self, CHAN_BODY, gi.soundindex(
"misc/udeath.wav"), 1, ATTN_NORM, 0); "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, * first initializes in single player,
* but is called after each death and * but is called after each death and
* level change in deathmatch * 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 * points closest to other players
*/ */
edict_t * edict_t *
@ -824,7 +824,7 @@ SelectFarthestDeathmatchSpawnPoint(void)
return bestspot; 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 each and every start spot we have no
choice to turn one into a telefrag meltdown */ choice to turn one into a telefrag meltdown */
spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch"); spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch");
@ -880,7 +880,7 @@ SelectCoopSpawnPoint(edict_t *ent)
} }
if (Q_stricmp(game.spawnpoint, target) == 0) if (Q_stricmp(game.spawnpoint, target) == 0)
{ {
/* this is a coop spawn point for one of the clients here */ /* this is a coop spawn point for one of the clients here */
index--; index--;
@ -942,7 +942,7 @@ SelectSpawnPoint(edict_t *ent, vec3_t origin, vec3_t angles)
if (!spot) if (!spot)
{ {
if (!game.spawnpoint[0]) if (!game.spawnpoint[0])
{ {
/* there wasn't a spawnpoint without a target, so use any */ /* there wasn't a spawnpoint without a target, so use any */
spot = G_Find(spot, FOFS(classname), "info_player_start"); 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 * to a server or respawns in
* a deathmatch. * a deathmatch.
*/ */
@ -1225,7 +1225,7 @@ PutClientInServer(edict_t *ent)
} }
if (!KillBox(ent)) if (!KillBox(ent))
{ {
/* could't spawn in? */ /* 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, * the server in deathmatch mode,
* so clear everything out before * so clear everything out before
* starting them. * starting them.
@ -1288,13 +1288,13 @@ ClientBegin(edict_t *ent)
return; return;
} }
/* if there is already a body waiting for /* if there is already a body waiting for
us (a loadgame), just take it, otherwise us (a loadgame), just take it, otherwise
spawn one from scratch */ spawn one from scratch */
if (ent->inuse == true) if (ent->inuse == true)
{ {
/* the client has cleared the client side viewangles upon /* the client has cleared the client side viewangles upon
connecting to the server, which is different than the connecting to the server, which is different than the
state when the game is saved, so we need to compensate state when the game is saved, so we need to compensate
with deltaangles */ with deltaangles */
for (i = 0; i < 3; i++) for (i = 0; i < 3; i++)
@ -1305,7 +1305,7 @@ ClientBegin(edict_t *ent)
} }
else 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 except for the persistant data that was initialized at
ClientConnect() time */ ClientConnect() time */
G_InitEdict(ent); G_InitEdict(ent);
@ -1513,9 +1513,9 @@ ClientDisconnect(edict_t *ent)
edict_t *pm_passent; edict_t *pm_passent;
/* /*
* pmove doesn't need to know about * pmove doesn't need to know about
* passent and contentmask * passent and contentmask
*/ */
trace_t trace_t
PM_trace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) 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->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons; 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 */ standing on for monster sighting AI */
ent->light_level = ucmd->lightlevel; ent->light_level = ucmd->lightlevel;