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https://github.com/yquake2/ctf.git
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fix several printf format string errors in games' code
Submitted by: Ozkan Sezer
This commit is contained in:
parent
a65b93192c
commit
ee24659ba4
1 changed files with 20 additions and 20 deletions
40
src/g_phys.c
40
src/g_phys.c
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@ -144,7 +144,7 @@ SV_Impact(edict_t *e1, trace_t *trace)
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/*
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* Slide off of the impacting object
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* returns the blocked flags (1 = floor,
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* returns the blocked flags (1 = floor,
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* 2 = step / wall)
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*/
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#define STOP_EPSILON 0.1
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@ -229,14 +229,14 @@ SV_FlyMove(edict_t *ent, float time, int mask)
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trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
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if (trace.allsolid)
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{
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{
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/* entity is trapped in another solid */
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VectorCopy(vec3_origin, ent->velocity);
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return 3;
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}
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if (trace.fraction > 0)
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{
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{
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/* actually covered some distance */
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VectorCopy(trace.endpos, ent->s.origin);
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VectorCopy(ent->velocity, original_velocity);
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@ -278,7 +278,7 @@ SV_FlyMove(edict_t *ent, float time, int mask)
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/* cliped to another plane */
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if (numplanes >= MAX_CLIP_PLANES)
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{
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{
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/* this shouldn't really happen */
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VectorCopy(vec3_origin, ent->velocity);
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return 3;
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@ -310,13 +310,13 @@ SV_FlyMove(edict_t *ent, float time, int mask)
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}
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if (i != numplanes)
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{
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{
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/* go along this plane */
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VectorCopy(new_velocity, ent->velocity);
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}
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else
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{
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/* go along the crease */
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if (numplanes != 2)
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{
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@ -329,7 +329,7 @@ SV_FlyMove(edict_t *ent, float time, int mask)
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VectorScale(dir, d, ent->velocity);
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}
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/* if original velocity is against the original velocity,
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/* if original velocity is against the original velocity,
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stop dead to avoid tiny occilations in sloping corners */
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if (DotProduct(ent->velocity, primal_velocity) <= 0)
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{
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@ -543,7 +543,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
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vec3_t org, org2, move2, forward, right, up;
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vec3_t realmins, realmaxs;
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/* clamp the move to 1/8 units, so the position will
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/* clamp the move to 1/8 units, so the position will
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be accurate for client side prediction */
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for (i = 0; i < 3; i++)
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{
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@ -644,7 +644,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
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VectorAdd(check->s.origin, move, check->s.origin);
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if (check->client)
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{
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{
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check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
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}
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@ -665,13 +665,13 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
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block = SV_TestEntityPosition(check);
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if (!block)
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{
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{
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/* pushed ok */
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gi.linkentity(check);
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continue;
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}
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/* if it is ok to leave in the old position, do it
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/* if it is ok to leave in the old position, do it
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this is only relevent for riding entities, not pushed */
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VectorSubtract(check->s.origin, move, check->s.origin);
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block = SV_TestEntityPosition(check);
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@ -686,7 +686,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
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/* save off the obstacle so we can call the block function */
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obstacle = check;
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/* move back any entities we already moved
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/* move back any entities we already moved
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go backwards, so if the same entity was pushed/
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twice, it goes back to the original position */
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for (p = pushed_p - 1; p >= pushed; p--)
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@ -715,7 +715,7 @@ SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
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}
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/*
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* Bmodel objects don't interact with each
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* Bmodel objects don't interact with each
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* other, but push all box objects
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*/
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void
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@ -730,8 +730,8 @@ SV_Physics_Pusher(edict_t *ent)
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return;
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}
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/* make sure all team slaves can move before commiting any moves
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or calling any think functions if the move is blocked, all
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/* make sure all team slaves can move before commiting any moves
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or calling any think functions if the move is blocked, all
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moved objects will be backed out */
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pushed_p = pushed;
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@ -739,7 +739,7 @@ SV_Physics_Pusher(edict_t *ent)
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{
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if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
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part->avelocity[0] || part->avelocity[1] || part->avelocity[2])
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{
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{
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/* object is moving */
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VectorScale(part->velocity, FRAMETIME, move);
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VectorScale(part->avelocity, FRAMETIME, amove);
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@ -753,7 +753,7 @@ SV_Physics_Pusher(edict_t *ent)
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if (pushed_p > &pushed[MAX_EDICTS])
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{
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gi.error(ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
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gi.error("pushed_p > &pushed[MAX_EDICTS], memory corrupted");
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}
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if (part)
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@ -767,8 +767,8 @@ SV_Physics_Pusher(edict_t *ent)
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}
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}
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/* if the pusher has a "blocked" function, call it
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otherwise, just stay in place until the obstacle
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/* if the pusher has a "blocked" function, call it
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otherwise, just stay in place until the obstacle
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is gone */
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if (part->blocked)
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{
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@ -1036,7 +1036,7 @@ SV_Physics_Step(edict_t *ent)
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}
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/* add gravity except:
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flying monsters
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flying monsters
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swimming monsters who are in the water */
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if (!wasonground)
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{
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