fix several printf format string errors in games' code

Submitted by: Ozkan Sezer
This commit is contained in:
Yamagi Burmeister 2015-08-31 18:46:49 +02:00
parent a65b93192c
commit ee24659ba4

View file

@ -144,7 +144,7 @@ SV_Impact(edict_t *e1, trace_t *trace)
/*
* Slide off of the impacting object
* returns the blocked flags (1 = floor,
* returns the blocked flags (1 = floor,
* 2 = step / wall)
*/
#define STOP_EPSILON 0.1
@ -229,14 +229,14 @@ SV_FlyMove(edict_t *ent, float time, int mask)
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
if (trace.allsolid)
{
{
/* entity is trapped in another solid */
VectorCopy(vec3_origin, ent->velocity);
return 3;
}
if (trace.fraction > 0)
{
{
/* actually covered some distance */
VectorCopy(trace.endpos, ent->s.origin);
VectorCopy(ent->velocity, original_velocity);
@ -278,7 +278,7 @@ SV_FlyMove(edict_t *ent, float time, int mask)
/* cliped to another plane */
if (numplanes >= MAX_CLIP_PLANES)
{
{
/* this shouldn't really happen */
VectorCopy(vec3_origin, ent->velocity);
return 3;
@ -310,13 +310,13 @@ SV_FlyMove(edict_t *ent, float time, int mask)
}
if (i != numplanes)
{
{
/* go along this plane */
VectorCopy(new_velocity, ent->velocity);
}
else
{
/* go along the crease */
if (numplanes != 2)
{
@ -329,7 +329,7 @@ SV_FlyMove(edict_t *ent, float time, int mask)
VectorScale(dir, d, ent->velocity);
}
/* if original velocity is against the original velocity,
/* if original velocity is against the original velocity,
stop dead to avoid tiny occilations in sloping corners */
if (DotProduct(ent->velocity, primal_velocity) <= 0)
{
@ -543,7 +543,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
vec3_t org, org2, move2, forward, right, up;
vec3_t realmins, realmaxs;
/* clamp the move to 1/8 units, so the position will
/* clamp the move to 1/8 units, so the position will
be accurate for client side prediction */
for (i = 0; i < 3; i++)
{
@ -644,7 +644,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
VectorAdd(check->s.origin, move, check->s.origin);
if (check->client)
{
{
check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
}
@ -665,13 +665,13 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
block = SV_TestEntityPosition(check);
if (!block)
{
{
/* pushed ok */
gi.linkentity(check);
continue;
}
/* if it is ok to leave in the old position, do it
/* if it is ok to leave in the old position, do it
this is only relevent for riding entities, not pushed */
VectorSubtract(check->s.origin, move, check->s.origin);
block = SV_TestEntityPosition(check);
@ -686,7 +686,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
/* save off the obstacle so we can call the block function */
obstacle = check;
/* move back any entities we already moved
/* move back any entities we already moved
go backwards, so if the same entity was pushed/
twice, it goes back to the original position */
for (p = pushed_p - 1; p >= pushed; p--)
@ -715,7 +715,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
}
/*
* Bmodel objects don't interact with each
* Bmodel objects don't interact with each
* other, but push all box objects
*/
void
@ -730,8 +730,8 @@ SV_Physics_Pusher(edict_t *ent)
return;
}
/* make sure all team slaves can move before commiting any moves
or calling any think functions if the move is blocked, all
/* make sure all team slaves can move before commiting any moves
or calling any think functions if the move is blocked, all
moved objects will be backed out */
pushed_p = pushed;
@ -739,7 +739,7 @@ SV_Physics_Pusher(edict_t *ent)
{
if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
part->avelocity[0] || part->avelocity[1] || part->avelocity[2])
{
{
/* object is moving */
VectorScale(part->velocity, FRAMETIME, move);
VectorScale(part->avelocity, FRAMETIME, amove);
@ -753,7 +753,7 @@ SV_Physics_Pusher(edict_t *ent)
if (pushed_p > &pushed[MAX_EDICTS])
{
gi.error(ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
gi.error("pushed_p > &pushed[MAX_EDICTS], memory corrupted");
}
if (part)
@ -767,8 +767,8 @@ SV_Physics_Pusher(edict_t *ent)
}
}
/* if the pusher has a "blocked" function, call it
otherwise, just stay in place until the obstacle
/* if the pusher has a "blocked" function, call it
otherwise, just stay in place until the obstacle
is gone */
if (part->blocked)
{
@ -1036,7 +1036,7 @@ SV_Physics_Step(edict_t *ent)
}
/* add gravity except:
flying monsters
flying monsters
swimming monsters who are in the water */
if (!wasonground)
{