Merge pull request #13 from 0lvin/master

Fix function prototypes
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Yamagi 2021-01-27 08:29:04 +01:00 committed by GitHub
commit ff3a920d20
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1 changed files with 20 additions and 20 deletions

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@ -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;