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https://github.com/yquake2/xatrix.git
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Remove static.
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parent
09264d035b
commit
8a29fa1c66
11 changed files with 21 additions and 21 deletions
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@ -147,7 +147,7 @@ dflags these flags are used to control how T_Damage works
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DAMAGE_NO_PROTECTION kills godmode, armor, everything
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============
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*/
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static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
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int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
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{
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gclient_t *client;
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int save;
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@ -235,7 +235,7 @@ static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damag
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return save;
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}
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static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
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int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
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{
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gclient_t *client;
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int save;
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@ -2068,7 +2068,7 @@ void rotating_light_killed (edict_t *self, edict_t *inflictor, edict_t *attacker
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}
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static void rotating_light_use (edict_t *self, edict_t *other, edict_t *activator)
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void rotating_light_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->spawnflags & START_OFF)
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{
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@ -866,7 +866,7 @@ void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf
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//======================================================================
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static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == ent->owner)
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return;
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@ -874,7 +874,7 @@ static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csur
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Touch_Item (ent, other, plane, surf);
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}
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static void drop_make_touchable (edict_t *ent)
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void drop_make_touchable (edict_t *ent)
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{
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ent->touch = Touch_Item;
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if (deathmatch->value)
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@ -635,7 +635,7 @@ Default _cone value is 10 (used to set size of light for spotlights)
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#define START_OFF 1
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static void light_use (edict_t *self, edict_t *other, edict_t *activator)
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void light_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->spawnflags & START_OFF)
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{
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@ -1843,7 +1843,7 @@ If START_OFF, this entity must be used before it starts
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// don't let field width of any clock messages change, or it
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// could cause an overwrite after a game load
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static void func_clock_reset (edict_t *self)
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void func_clock_reset (edict_t *self)
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{
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self->activator = NULL;
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if (self->spawnflags & 1)
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@ -1858,7 +1858,7 @@ static void func_clock_reset (edict_t *self)
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}
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}
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static void func_clock_format_countdown (edict_t *self)
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void func_clock_format_countdown (edict_t *self)
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{
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if (self->style == 0)
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{
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@ -225,13 +225,13 @@ void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, i
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// Monster utility functions
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//
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static void M_FliesOff (edict_t *self)
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void M_FliesOff (edict_t *self)
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{
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self->s.effects &= ~EF_FLIES;
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self->s.sound = 0;
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}
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static void M_FliesOn (edict_t *self)
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void M_FliesOn (edict_t *self)
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{
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if (self->waterlevel)
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return;
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@ -54,7 +54,7 @@ int numipfilters;
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StringToFilter
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=================
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*/
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static qboolean StringToFilter (char *s, ipfilter_t *f)
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qboolean StringToFilter (char *s, ipfilter_t *f)
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{
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char num[128];
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int i, j;
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@ -10,7 +10,7 @@ a non-instant attack weapon. It checks to see if a
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monster's dodge function should be called.
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=================
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*/
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static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
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void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
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{
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vec3_t end;
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vec3_t v;
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@ -112,7 +112,7 @@ fire_lead
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This is an internal support routine used for bullet/pellet based weapons.
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=================
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*/
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static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
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void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
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{
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trace_t tr;
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vec3_t dir;
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@ -418,7 +418,7 @@ void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int
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fire_grenade
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=================
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*/
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static void Grenade_Explode (edict_t *ent)
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void Grenade_Explode (edict_t *ent)
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{
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vec3_t origin;
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int mod;
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@ -475,7 +475,7 @@ static void Grenade_Explode (edict_t *ent)
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G_FreeEdict (ent);
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}
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static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == ent->owner)
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return;
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@ -1207,7 +1207,7 @@ void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed
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// RAFAEL
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extern void SP_item_foodcube (edict_t *best);
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// RAFAEL
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static void Trap_Think (edict_t *ent)
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void Trap_Think (edict_t *ent)
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{
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edict_t *target = NULL;
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edict_t *best = NULL;
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@ -430,7 +430,7 @@ void brain_melee(edict_t *self)
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self->monsterinfo.currentmove = &brain_move_attack2;
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}
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static qboolean brain_tounge_attack_ok (vec3_t start, vec3_t end)
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qboolean brain_tounge_attack_ok (vec3_t start, vec3_t end)
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{
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vec3_t dir, angles;
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@ -275,7 +275,7 @@ void parasite_pain (edict_t *self, edict_t *other, float kick, int damage)
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}
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static qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end)
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qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end)
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{
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vec3_t dir, angles;
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@ -17,7 +17,7 @@ void SP_misc_teleporter_dest (edict_t *ent);
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// we use carnal knowledge of the maps to fix the coop spot targetnames to match
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// that of the nearest named single player spot
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static void SP_FixCoopSpots (edict_t *self)
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void SP_FixCoopSpots (edict_t *self)
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{
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edict_t *spot;
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vec3_t d;
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@ -48,7 +48,7 @@ static void SP_FixCoopSpots (edict_t *self)
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// some maps don't have any coop spots at all, so we need to create them
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// where they should have been
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static void SP_CreateCoopSpots (edict_t *self)
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void SP_CreateCoopSpots (edict_t *self)
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{
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edict_t *spot;
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@ -15,7 +15,7 @@ void weapon_grenade_fire (edict_t *ent, qboolean held);
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void weapon_trap_fire (edict_t *ent, qboolean held);
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static void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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vec3_t _distance;
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