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authorMikko Tiusanen <ams@daug.net>2015-01-25 23:47:16 +0200
committerMikko Tiusanen <ams@daug.net>2015-01-25 23:47:16 +0200
commit56382169c394bc6a1e63a91fdd59b58ac3974986 (patch)
treeca7b9e762d4dfc7a11bc01e7dcbe072f465dc343 /src/game/g_missile.c
parent67948a489d2a07b94b6d5a3eeb2b642146865a61 (diff)
Fixed compiler warnings in all game, cgame sources.
Diffstat (limited to 'src/game/g_missile.c')
-rw-r--r--src/game/g_missile.c25
1 files changed, 12 insertions, 13 deletions
diff --git a/src/game/g_missile.c b/src/game/g_missile.c
index 8c6e36d..63f5e97 100644
--- a/src/game/g_missile.c
+++ b/src/game/g_missile.c
@@ -482,18 +482,17 @@ G_ProcessSmoke
================
*/
void G_ProcessSmoke(gentity_t *ent) {
- int i, total_entities, entityList[MAX_GENTITIES];
- vec3_t range, mins, maxs;
- gentity_t *target;
-
- if (level.time > ent->s.time + 30000)
+ // int i, total_entities, entityList[MAX_GENTITIES];
+ // vec3_t range, mins, maxs;
+ // gentity_t *target;
+ if (level.time > ent->s.time + 30000)
{
- ent->nextthink = level.time + 100;
- ent->think = G_ExplodeMissile;
- return;
+ ent->nextthink = level.time + 100;
+ ent->think = G_ExplodeMissile;
+ return;
}
- // Set the next time to run this check (can be overwritten below)
- ent->nextthink = level.time + SMOKE_CHECK_FREQUENCY;
+ // Set the next time to run this check (can be overwritten below)
+ ent->nextthink = level.time + SMOKE_CHECK_FREQUENCY;
}
/*
@@ -644,7 +643,7 @@ gentity_t *NapalmChargeFire( gentity_t *self, vec3_t start, vec3_t dir,
bolt->splashMethodOfDeath = MOD_FLAMER_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
- bolt->r.mins[ 0 ] = bolt->r.mins[ 2 ] = bolt->r.mins[ 3 ] = -LCANNON_SIZE;
+ bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -LCANNON_SIZE;
bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = -bolt->r.mins[ 0 ];
// Pass the missile charge through
charge = (float)( damage - LCANNON_SECONDARY_DAMAGE ) / LCANNON_DAMAGE;
@@ -1061,7 +1060,7 @@ void G_LasgunPush( gentity_t *self )
vec3_t mins, maxs;
int i, num;
gentity_t *enemy;
- vec3_t start,dir,end;
+ vec3_t /*start,*/dir/*,end*/;
float force;
qboolean active = qfalse;
@@ -1164,7 +1163,7 @@ void G_LasgunPush( gentity_t *self )
gentity_t *launch_shield( gentity_t *self, vec3_t start, vec3_t dir )
{
- vec3_t range = { LASGUN_PUSH_RANGE, LASGUN_PUSH_RANGE, LASGUN_PUSH_RANGE };
+ // vec3_t range = { LASGUN_PUSH_RANGE, LASGUN_PUSH_RANGE, LASGUN_PUSH_RANGE };
gentity_t *bolt;
VectorNormalize( dir );
bolt = G_Spawn( );