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-rw-r--r--src/cgame/cg_buildable.c6
-rw-r--r--src/cgame/cg_draw.c36
-rw-r--r--src/cgame/cg_ents.c4
-rw-r--r--src/cgame/cg_event.c2
-rw-r--r--src/cgame/cg_local.h2
-rw-r--r--src/cgame/cg_playerstate.c4
-rw-r--r--src/cgame/cg_predict.c6
-rw-r--r--src/cgame/cg_view.c12
-rw-r--r--src/cgame/cg_weapons.c4
-rw-r--r--src/game/bg_pmove.c3
-rw-r--r--src/game/bg_slidemove.c6
-rw-r--r--src/game/edge_version.h2
-rw-r--r--src/game/g_active.c18
-rw-r--r--src/game/g_admin.c4
-rw-r--r--src/game/g_buildable.c13
-rw-r--r--src/game/g_cmds.c8
-rw-r--r--src/game/g_combat.c12
-rw-r--r--src/game/g_local.h22
-rw-r--r--src/game/g_main.c14
-rw-r--r--src/game/g_missile.c25
-rw-r--r--src/game/g_session.c8
-rw-r--r--src/game/g_team.c2
-rw-r--r--src/game/g_weapon.c38
23 files changed, 124 insertions, 127 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 909615f..5ecdafb 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -75,12 +75,12 @@ void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir, int buildable )
/*
===================
-CG_AlienSPITEFUL_ABCESSExplosion
+CG_AlienSpitefulAbcessExplosion
Generated a bunch of gibs launching out from a location
===================
*/
-void CG_AlienSPITEFUL_ABCESSExplosion( vec3_t origin, vec3_t dir )
+void CG_AlienSpitefulAbcessExplosion( vec3_t origin, vec3_t dir )
{
particleSystem_t *ps;
@@ -141,7 +141,7 @@ static void CG_Creep( centity_t *cent )
vec3_t temp, origin;
int scaleUpTime = BG_Buildable( cent->currentState.modelindex )->buildTime;
int time;
- int creepSize;
+ // int creepSize;
time = cent->currentState.time;
//should the creep be growing or receding?
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 8e0b88f..e3af715 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -501,12 +501,12 @@ static void CG_DrawPlayerBuildTimerRing( rectDef_t *rect, vec4_t backColor,
vec4_t foreColor, qhandle_t shader )
{
playerState_t *ps = &cg.snap->ps;
- centity_t *cent;
+ // centity_t *cent;
float buildTime = ps->stats[ STAT_MISC ];
float progress;
vec4_t color;
- cent = &cg_entities[ cg.snap->ps.clientNum ];
+ // cent = &cg_entities[ cg.snap->ps.clientNum ];
if( buildTime > MAXIMUM_BUILD_TIME )
buildTime = MAXIMUM_BUILD_TIME;
@@ -887,7 +887,7 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color )
{
float tx, ty;
char *text;
- int len;
+ // int len;
trap_R_SetColor( color );
if( !bp )
@@ -921,7 +921,7 @@ static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color )
{
float tx, ty;
char *text;
- int len;
+ // int len;
trap_R_SetColor( color );
if( !bp )
@@ -1434,11 +1434,11 @@ static void CG_DrawLevelShot( rectDef_t *rect )
static void CG_DrawEdgeShot( rectDef_t *rect )
{
- const char *info;
+ // const char *info;
qhandle_t pic;
- info = CG_ConfigString( CS_SERVERINFO );
+ // info = CG_ConfigString( CS_SERVERINFO );
pic = trap_R_RegisterShaderNoMip( "ui/assets/warp_splash" );
trap_R_SetColor( NULL );
@@ -1552,11 +1552,11 @@ void CG_DrawLoadingScreen( void )
float CG_GetValue( int ownerDraw )
{
- centity_t *cent;
+ // centity_t *cent;
playerState_t *ps;
weapon_t weapon;
- cent = &cg_entities[ cg.snap->ps.clientNum ];
+ // cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
weapon = BG_GetPlayerWeapon( ps );
@@ -2290,12 +2290,12 @@ static void CG_DrawClock( rectDef_t *rect, float text_x, float text_y,
int i, strLength;
float w, h, totalWidth;
qtime_t qt;
- int t;
+ // int t;
if( !cg_drawClock.integer )
return;
- t = trap_RealTime( &qt );
+ /*t = */trap_RealTime( &qt );
if( cg_drawClock.integer == 2 )
{
@@ -2819,11 +2819,11 @@ CG_DrawWeaponIcon
void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
{
int maxAmmo;
- centity_t *cent;
+ // centity_t *cent;
playerState_t *ps;
weapon_t weapon;
- cent = &cg_entities[ cg.snap->ps.clientNum ];
+ // cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
weapon = BG_GetPlayerWeapon( ps );
@@ -2898,7 +2898,7 @@ static void CG_DrawCrosshair( rectDef_t *rect, vec4_t color )
float x, y;
weaponInfo_t *wi;
weapon_t weapon;
- weapon_t curWeapon = WP_NONE;
+ // weapon_t curWeapon = WP_NONE;
weapon = BG_GetPlayerWeapon( &cg.snap->ps );
@@ -3469,9 +3469,9 @@ CG_DrawLighting
*/
static void CG_DrawLighting( void )
{
- centity_t *cent;
+ // centity_t *cent;
- cent = &cg_entities[ cg.snap->ps.clientNum ];
+ // cent = &cg_entities[ cg.snap->ps.clientNum ];
//fade to black if stamina is low
if( ( cg.snap->ps.stats[ STAT_STAMINA ] < STAMINA_BLACKOUT_LEVEL ) &&
@@ -3671,7 +3671,7 @@ static void CG_DrawVote( team_t team )
static qboolean CG_DrawScoreboard( void )
{
static qboolean firstTime = qtrue;
- float fade, *fadeColor;
+ // float fade, *fadeColor;
if( menuScoreboard )
menuScoreboard->window.flags &= ~WINDOW_FORCED;
@@ -3686,8 +3686,8 @@ static qboolean CG_DrawScoreboard( void )
if( cg.showScores ||
cg.predictedPlayerState.pm_type == PM_INTERMISSION )
{
- fade = 1.0;
- fadeColor = colorWhite;
+ // fade = 1.0;
+ // fadeColor = colorWhite;
}
else
{
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 7b27579..a9663ad 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -836,7 +836,7 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
{
centity_t *cent;
vec3_t oldOrigin, origin, deltaOrigin;
- vec3_t oldAngles, angles, deltaAngles;
+ vec3_t oldAngles, angles/*, deltaAngles*/;
if( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL )
{
@@ -859,7 +859,7 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );
VectorSubtract( origin, oldOrigin, deltaOrigin );
- VectorSubtract( angles, oldAngles, deltaAngles );
+ // VectorSubtract( angles, oldAngles, deltaAngles );
VectorAdd( in, deltaOrigin, out );
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 4dc548f..8ebb5af 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -1024,7 +1024,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
CG_AlienBuildableExplosion( position, dir, es->modelindex );
if ( es->modelindex == BA_A_SPITEFUL_ABCESS )
- CG_AlienSPITEFUL_ABCESSExplosion( position, dir );
+ CG_AlienSpitefulAbcessExplosion( position, dir );
CG_InduceViewQuake( position, BUILDABLE_EXPLOSION_QUAKE );
break;
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index ab3e9e6..5816a9b 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -1726,7 +1726,7 @@ void CG_DrawBuildableStatus( void );
void CG_InitBuildables( void );
void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir, int buildable );
void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir, int buildable );
-
+void CG_AlienSpitefulAbcessExplosion( vec3_t origin, vec3_t dir );
void CG_DrawChatBubble( void );
int CG_SortDistance( const void *a, const void *b );
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
index 8a8e739..a6cd2a3 100644
--- a/src/cgame/cg_playerstate.c
+++ b/src/cgame/cg_playerstate.c
@@ -245,7 +245,7 @@ CG_CheckLocalSounds
*/
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops )
{
- int reward;
+ // int reward;
// don't play the sounds if the player just spawned
if( ps->persistant[ PERS_SPECSTATE ] != ops->persistant[ PERS_SPECSTATE ] )
@@ -264,7 +264,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops )
return;
// reward sounds
- reward = qfalse;
+ // reward = qfalse;
}
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index 5b29250..9baab8b 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -572,7 +572,7 @@ void CG_PredictPlayerState( void )
{
int cmdNum, current, i;
playerState_t oldPlayerState;
- qboolean moved;
+ // qboolean moved;
usercmd_t oldestCmd;
usercmd_t latestCmd;
int stateIndex = 0, predictCmd = 0;
@@ -759,7 +759,7 @@ void CG_PredictPlayerState( void )
}
// run cmds
- moved = qfalse;
+ // moved = qfalse;
for( cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++ )
{
@@ -878,7 +878,7 @@ void CG_PredictPlayerState( void )
stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES;
}
- moved = qtrue;
+ // moved = qtrue;
// add push trigger movement effects
CG_TouchTriggerPrediction( );
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index eb6e88d..1221fe9 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -579,7 +579,7 @@ void CG_OffsetFirstPersonView( void )
vec3_t predictedVelocity;
int timeDelta;
float bob2;
- vec3_t normal, baseOrigin;
+ vec3_t normal/*, baseOrigin*/;
playerState_t *ps = &cg.predictedPlayerState;
BG_GetClientNormal( ps, normal );
@@ -590,7 +590,7 @@ void CG_OffsetFirstPersonView( void )
origin = cg.refdef.vieworg;
angles = cg.refdefViewAngles;
- VectorCopy( origin, baseOrigin );
+ // VectorCopy( origin, baseOrigin );
// if dead, fix the angle and don't add any kick
if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
@@ -738,7 +738,7 @@ void CG_OffsetFirstPersonView( void )
usercmd_t cmd;
int cmdNum;
float fFraction, rFraction, uFraction;
- float fFraction2, rFraction2, uFraction2;
+ // float fFraction2, rFraction2, uFraction2;
cmdNum = trap_GetCurrentCmdNumber();
trap_GetUserCmd( cmdNum, &cmd );
@@ -756,9 +756,9 @@ void CG_OffsetFirstPersonView( void )
if( uFraction > 1.0f )
uFraction = 1.0f;
- fFraction2 = -sin( fFraction * M_PI / 2 );
- rFraction2 = -sin( rFraction * M_PI / 2 );
- uFraction2 = -sin( uFraction * M_PI / 2 );
+ // fFraction2 = -sin( fFraction * M_PI / 2 );
+ // rFraction2 = -sin( rFraction * M_PI / 2 );
+ // uFraction2 = -sin( uFraction * M_PI / 2 );
if( cmd.forwardmove > 0 )
VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin );
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 8e3b438..520d40a 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1478,10 +1478,10 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
int numItems = 0, selectedItem = 0;
int length;
qboolean vertical;
- centity_t *cent;
+ // centity_t *cent;
playerState_t *ps;
- cent = &cg_entities[ cg.snap->ps.clientNum ];
+ // cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
// don't display if dead
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 9728ff0..017b389 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -771,6 +771,7 @@ static qboolean PM_CheckAirPounce( void )
if( pm->ps->weapon == WP_ALEVEL5 )
jumpMagnitude = pm->ps->stats[ STAT_MISC ] * LEVEL5_POUNCE_JUMP_MAG / LEVEL5_POUNCE_TIME;
+ else jumpMagnitude = 0;
VectorMA( pm->ps->velocity, jumpMagnitude, pml.forward, pm->ps->velocity );
PM_AddEvent( EV_AIRPOUNCE );
@@ -1399,7 +1400,7 @@ Only with the flight powerup
*/
static void PM_FlyMove( void )
{
- int i;
+ // int i;
vec3_t wishvel,wishdir;
float wishspeed,scale;
diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c
index b0ab7f7..71d7b21 100644
--- a/src/game/bg_slidemove.c
+++ b/src/game/bg_slidemove.c
@@ -294,7 +294,7 @@ PM_StepSlideMove
qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive )
{
vec3_t start_o, start_v;
- vec3_t down_o, down_v;
+ // vec3_t down_o, down_v;
trace_t trace;
vec3_t normal;
vec3_t step_v, step_vNormal;
@@ -335,8 +335,8 @@ qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive )
return stepped;
}
- VectorCopy( pm->ps->origin, down_o );
- VectorCopy( pm->ps->velocity, down_v );
+ // VectorCopy( pm->ps->origin, down_o );
+ // VectorCopy( pm->ps->velocity, down_v );
VectorCopy( start_o, up );
VectorMA( up, STEPSIZE, normal, up );
diff --git a/src/game/edge_version.h b/src/game/edge_version.h
index d5e3ab5..6795229 100644
--- a/src/game/edge_version.h
+++ b/src/game/edge_version.h
@@ -1,3 +1,3 @@
#ifndef EDGE_MOD_VERSION
-#define EDGE_MOD_VERSION "7.5e"
+#define EDGE_MOD_VERSION "7.6i"
#endif
diff --git a/src/game/g_active.c b/src/game/g_active.c
index d5dfd21..2fdb514 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -544,7 +544,7 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
pmove_t pm;
gclient_t *client;
int clientNum;
- qboolean attack1, attack3, following, queued;
+ qboolean attack1, /*attack3,*/ following, queued;
client = ent->client;
@@ -553,8 +553,8 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
attack1 = ( client->buttons & BUTTON_ATTACK ) &&
!( client->oldbuttons & BUTTON_ATTACK );
- attack3 = ( client->buttons & BUTTON_USE_HOLDABLE ) &&
- !( client->oldbuttons & BUTTON_USE_HOLDABLE );
+ /*attack3 = ( client->buttons & BUTTON_USE_HOLDABLE ) &&
+ !( client->oldbuttons & BUTTON_USE_HOLDABLE );*/
// We are in following mode only if we are following a non-spectating client
following = client->sess.spectatorState == SPECTATOR_FOLLOW;
@@ -756,8 +756,8 @@ void ClientTimerActions( gentity_t *ent, int msec )
usercmd_t *ucmd;
int aForward, aRight;
qboolean walking = qfalse, stopped = qfalse,
- crouched = qfalse, jumping = qfalse,
- strafing = qfalse;
+ crouched = qfalse, jumping = qfalse;
+ // qboolean strafing = qfalse;
int i;
@@ -771,8 +771,8 @@ void ClientTimerActions( gentity_t *ent, int msec )
else if( aForward <= 64 && aRight <= 64 )
walking = qtrue;
- if( aRight > 0 )
- strafing = qtrue;
+ // if( aRight > 0 )
+ // strafing = qtrue;
if( ucmd->upmove > 0 )
jumping = qtrue;
@@ -2296,7 +2296,7 @@ while a slow client may have multiple ClientEndFrame between ClientThink.
*/
void ClientEndFrame( gentity_t *ent )
{
- clientPersistant_t *pers;
+ // clientPersistant_t *pers;
if( ent->client->sess.spectatorState != SPECTATOR_NOT )
{
@@ -2304,7 +2304,7 @@ void ClientEndFrame( gentity_t *ent )
return;
}
- pers = &ent->client->pers;
+ // pers = &ent->client->pers;
//
// If the end of unit layout is displayed, don't give
diff --git a/src/game/g_admin.c b/src/game/g_admin.c
index 6beac1c..34e8b20 100644
--- a/src/game/g_admin.c
+++ b/src/game/g_admin.c
@@ -1651,7 +1651,7 @@ qboolean G_admin_register( gentity_t *ent )
newLevel = oldLevel;
trap_SendConsoleCommand( EXEC_APPEND,
- va( "setlevel %d %d;", ent - g_entities, newLevel ) );
+ va( "setlevel %d %d;", (int)(ent - g_entities), newLevel ) );
AP( va( "print \"^3register: %s is now a %s nickname. Commands unlocked. ^2Congratulations!\n\"",
( newLevel == 0 && ent->client->pers.admin ) ?
@@ -2845,7 +2845,7 @@ static void ban_out( void *ban, char *str )
Com_sprintf( str,MAX_STRING_CHARS,
S_COLOR_CYAN "------------------------------"
- S_COLOR_CYAN "\n id: | %ld"
+ S_COLOR_CYAN "\n id: | %d"
S_COLOR_CYAN "\n Name: | %-*s"
S_COLOR_CYAN "\n IP: | %s%-15s"
S_COLOR_CYAN "\n Banner: | %s"
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 51946a0..bf353bf 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1091,7 +1091,7 @@ Think function for Alien Overmind
*/
void AOvermind_Think( gentity_t *self )
{
- vec3_t range = { OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE };
+ // vec3_t range = { OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE, OVERMIND_ATTACK_RANGE };
int i;
if( self->spawned && ( self->health > 0 ) )
@@ -1633,11 +1633,6 @@ void AHive_Pain( gentity_t *self, gentity_t *attacker, int damage )
G_SetBuildableAnim( self, BANIM_PAIN1, qfalse );
}
-//==================================================================================
-
-/*
-
-
/*
================
G_Push
@@ -3800,7 +3795,7 @@ void G_FreeMarkedBuildables( gentity_t *deconner, char *readable, int rsize,
removalCounts[ bNum ]++;
if( nums )
- Q_strcat( nums, nsize, va( " %d", ent - g_entities ) );
+ Q_strcat( nums, nsize, va( " %d", (int)(ent - g_entities) ) );
G_FreeEntity( ent );
}
@@ -4147,7 +4142,7 @@ static void G_SetBuildableLinkState( qboolean link )
trap_UnlinkEntity( ent );
}
}
-
+/* Commented out as all of it's use cases are commented out as well.
static void G_SetBuildableMarkedLinkState( qboolean link )
{
int i;
@@ -4162,7 +4157,7 @@ static void G_SetBuildableMarkedLinkState( qboolean link )
trap_UnlinkEntity( ent );
}
}
-
+*/
/*
================
G_CanBuild
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 8595b60..eab8631 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -952,7 +952,7 @@ static qboolean G_SayTo( gentity_t *ent, gentity_t *other, saymode_t mode, const
}
trap_SendServerCommand( other-g_entities, va( "chat %d %d \"%s\"",
- ent ? ent-g_entities : -1,
+ ent ? (int)(ent-g_entities) : -1,
mode,
message ) );
@@ -1187,12 +1187,12 @@ void Cmd_VSay_f( gentity_t *ent )
case VOICE_CHAN_LOCAL:
trap_SendServerCommand( -1, va(
"voice %d %d %d %d \"%s\"\n",
- ent-g_entities, vchan, cmdNum, trackNum, text ) );
+ (int)(ent-g_entities), vchan, cmdNum, trackNum, text ) );
break;
case VOICE_CHAN_TEAM:
G_TeamCommand( ent->client->pers.teamSelection, va(
"voice %d %d %d %d \"%s\"\n",
- ent-g_entities, vchan, cmdNum, trackNum, text ) );
+ (int)(ent-g_entities), vchan, cmdNum, trackNum, text ) );
break;
default:
break;
@@ -3826,7 +3826,7 @@ void Cmd_MyScore_f( gentity_t *ent )
return;
}
l = G_admin_find_level_for_score( ent->client->pers.admin->score );
- if ( n = G_admin_level_next( G_admin_level( l->level ) ) ) {
+ if (( n = G_admin_level_next( G_admin_level( l->level ) ) )) {
ADMP( va( "^7Level %d (%s^7) total score earned: %d next level: %d\n",
l->level, G_admin_level( l->level )->name, ent->client->pers.admin->score, n->score ) );
} else {
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 65bd8d5..9a7c1d3 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -1138,12 +1138,12 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
vec3_t dir, vec3_t point, int damage, int dflags, int mod )
{
gclient_t *client;
- int damage_orig = damage;
+ // int damage_orig = damage;
int take;
int asave = 0;
int knockback;
int poisonTime = 0;
- int client_z, min_z;
+ // int client_z, min_z;
// Can't deal damage sometimes
if( !targ->takedamage || targ->health <= 0 || level.intermissionQueued )
return;
@@ -1803,7 +1803,7 @@ Register a weapon shot
*/
void G_CombatStats_Fire( gentity_t *ent, combatStatsWeapon_t weapon, int damage )
{
- combatStats_t *cs;
+ // combatStats_t *cs;
if( !ent || !ent->client )
return;
@@ -1812,7 +1812,7 @@ void G_CombatStats_Fire( gentity_t *ent, combatStatsWeapon_t weapon, int damage
if( g_debugDamage.integer > 3 )
Com_Printf( "player %i fired %s, damage: %i\n",
- ent - g_entities,
+ (int)(ent - g_entities),
cswStrings[ weapon ],
damage );
}
@@ -1859,13 +1859,13 @@ void G_CombatStats_Hit( gentity_t *ent, gentity_t *hit, combatStatsWeapon_t weap
if( g_debugDamage.integer > 3 )
Com_Printf( "player %i hit %s %i with %s, damage: %i\n",
- ent - g_entities,
+ (int)(ent - g_entities),
( type == CSD_FRIENDLY_BUILDABLE ) ? "a friendly buildable" :
( type == CSD_ENEMY_BUILDABLE ) ? "an enemy buildable" :
( type == CSD_FRIENDLY ) ? "a friendly player" :
( type == CSD_ENEMY ) ? "an enemy player" :
"themselves",
- hit - g_entities,
+ (int)(hit - g_entities),
cswStrings[ weapon ],
damage );
diff --git a/src/game/g_local.h b/src/game/g_local.h
index d2b5288..a46131a 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -870,11 +870,13 @@ gentity_t *G_CheckSpawnPoint( int spawnNum, const vec3_t origin,
buildable_t G_IsPowered( vec3_t origin );
qboolean G_IsDCCBuilt( void );
+void G_Suicide( gentity_t *self, meansOfDeath_t death );
int G_FindDCC( gentity_t *self );
gentity_t *G_Reactor( void );
gentity_t *G_Overmind( void );
gentity_t *G_Cocoon( void );
qboolean G_FindCreep( gentity_t *self );
+qboolean G_IsCreepHere( vec3_t origin );
void G_BuildableThink( gentity_t *ent, int msec );
qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
@@ -891,6 +893,8 @@ int G_LayoutList( const char *map, char *list, int len );
void G_LayoutSelect( void );
qboolean G_LayoutExists( char *mapName, char *layoutName );
void G_LayoutLoad( void );
+void G_LayoutForceBuildItem( buildable_t buildable, vec3_t origin,
+ vec3_t angles, vec3_t origin2, vec3_t angles2 );
void G_BaseSelfDestruct( team_t team );
int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate );
void G_QueueBuildPoints( gentity_t *self );
@@ -1015,13 +1019,29 @@ gentity_t *fire_bounceBall2( gentity_t *self, vec3_t start, vec3_t dir, int weap
gentity_t *fire_bounceBall3( gentity_t *self, vec3_t start, vec3_t dir, int weapon, int dmg, int mod, int speed, int radius );
gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *launch_grenade_flames( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *launch_shield( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *launch_saw( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_md2( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *launch_mine( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *launch_flames( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *launch_smoke( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *fire_rocket( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_acidBomb( gentity_t *self, vec3_t start, vec3_t dir, int wp );
gentity_t *fire_acidBomb2( gentity_t *self, vec3_t start, vec3_t dir, int wp );
gentity_t *fire_fern( vec3_t origin, vec3_t angles, int lifespan );
+gentity_t *Prickles_Fire( gentity_t *self, vec3_t start, vec3_t dir );
+
+gentity_t *NapalmChargeFire( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed );
+gentity_t *NapalmChargeImp( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed );
+gentity_t *FlamerNormalFire( gentity_t *self, vec3_t start, vec3_t dir );
+gentity_t *FireBreath_fire( gentity_t *self, vec3_t start, vec3_t dir,
+ int damage, int radius, int speed );
+gentity_t *FlameTurretFireNormal( gentity_t *self, vec3_t start, vec3_t dir );
+
//
// g_mover.c
//
@@ -1129,6 +1149,7 @@ void G_CheckVote( team_t team );
void G_ArmageddonStep( void );
void LogExit( const char *string );
int G_TimeTilSuddenDeath( void );
+int G_TimeTilWeakSuddenDeath( void );
int G_HumanBuildPoints( void );
int G_AlienBuildPoints( void );
//
@@ -1151,6 +1172,7 @@ void G_UnlaggedOff( void );
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );
+void G_ArmaFreeLove( gentity_t *ent );
//
// g_team.c
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 28dfb33..1249905 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -669,11 +669,11 @@ void G_InitGame( int levelTime, int randomSeed, int restart )
{
char serverinfo[ MAX_INFO_STRING ];
qtime_t qt;
- int t;
+ // int t;
trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
G_LogPrintf( "------------------------------------------------------------\n" );
G_LogPrintf( "InitGame: %s\n", serverinfo );
- t = trap_RealTime( &qt );
+ /*t = */trap_RealTime( &qt );
G_LogPrintf("RealTime: %04i-%02i-%02i %02i:%02i:%02i\n",
qt.tm_year+1900, qt.tm_mon+1, qt.tm_mday,
qt.tm_hour, qt.tm_min, qt.tm_sec );
@@ -2015,8 +2015,8 @@ void G_AdminMessage( gentity_t *ent, const char *msg )
int i;
Com_sprintf( string, sizeof( string ), "chat %d %d \"%s\"",
- ent ? ent - g_entities : -1,
- G_admin_permission( ent, ADMF_ADMINCHAT ) ? SAY_ADMINS : SAY_ADMINS_PUBLIC,
+ (ent ? (int)(ent - g_entities) : -1),
+ (G_admin_permission( ent, ADMF_ADMINCHAT ) ? SAY_ADMINS : SAY_ADMINS_PUBLIC),
msg );
// Send to all appropriate clients
@@ -2671,9 +2671,9 @@ void G_ArmageddonStep( void )
}
break;
}
-}
- G_ArmaFreeLove();
- trap_SendServerCommand( -1, va( "cp \"^5A flying hotdog does its weener magic and converts buildings into pure joy! [yeshdog]\"" ) );
+ }
+ G_ArmaFreeLove(ent);
+ trap_SendServerCommand( -1, va( "cp \"^5A flying hotdog does its weener magic and converts buildings into pure joy! [yeshdog]\"" ) );
}
/*
==================
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( );
diff --git a/src/game/g_session.c b/src/game/g_session.c
index 847013a..600257c 100644
--- a/src/game/g_session.c
+++ b/src/game/g_session.c
@@ -55,11 +55,11 @@ void G_WriteClientSessionData( gclient_t *client )
client->sess.spectatorState,
client->sess.spectatorClient,
client->sess.restartTeam,
- client->sess.seenWelcome,
+ client->sess.seenWelcome,
Com_ClientListString( &client->sess.ignoreList )
- );
+ );
- var = va( "session%i", client - level.clients );
+ var = va( "session%i", (int)(client - level.clients) );
trap_Cvar_Set( var, s );
}
@@ -79,7 +79,7 @@ void G_ReadSessionData( gclient_t *client )
int restartTeam;
char ignorelist[ 17 ];
- var = va( "session%i", client - level.clients );
+ var = va( "session%i", (int)(client - level.clients) );
trap_Cvar_VariableStringBuffer( var, s, sizeof(s) );
sscanf( s, "%i %i %i %i %i %16s",
diff --git a/src/game/g_team.c b/src/game/g_team.c
index fd62600..ce83c11 100644
--- a/src/game/g_team.c
+++ b/src/game/g_team.c
@@ -282,7 +282,7 @@ void G_ChangeTeam( gentity_t *ent, team_t newTeam )
/*
Call this method to balance teams
*/
-void G_BalanceTeams()
+void G_BalanceTeams( void )
{
team_t sourceTeam;
gentity_t *ent;
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 5779aec..58432d7 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -584,10 +584,7 @@ PULSE RIFLE STASIS
void prifleStasisFire( gentity_t *ent )
{
- gentity_t *m;
-
fire_prifle_stasis( ent, muzzle, forward );
-
}
@@ -681,9 +678,7 @@ MINE
void throwMine( gentity_t *ent )
{
- gentity_t *m;
-
- m = launch_mine( ent, muzzle, forward );
+ launch_mine( ent, muzzle, forward );
}
/*
@@ -693,14 +688,12 @@ ACID BOMBS
*/
void acidBombFire( gentity_t *ent, int wp )
{
- gentity_t *m;
- m = fire_acidBomb( ent, muzzle, forward, wp );
+ fire_acidBomb( ent, muzzle, forward, wp );
}
void acidBombFire2x( gentity_t *ent, int wp )
{
- gentity_t *m;
- m = fire_acidBomb2( ent, muzzle, forward, wp );
+ fire_acidBomb2( ent, muzzle, forward, wp );
}
/*
@@ -862,7 +855,7 @@ LIGHTNING GUN
float G_LightningAccuracy( const vec3_t ws_origin, const vec3_t ws_dir,
const vec3_t mins, const vec3_t maxs, const vec3_t ws_target )
{
- int i, damage;
+ int i/*, damage*/;
vec3_t origin, dir, boxcenter, boxdelta;
float dist, chord;
@@ -898,7 +891,7 @@ float G_LightningAccuracy( const vec3_t ws_origin, const vec3_t ws_dir,
void lightningGunFire( gentity_t *ent )
{
- vec3_t start, end, mins, maxs, target_origin;
+ vec3_t /*start, */end, mins, maxs, target_origin;
trace_t tr;
gentity_t *target;
int damage;
@@ -1046,12 +1039,6 @@ cancelBuildFire
*/
void cancelBuildFire( gentity_t *ent )
{
-
- trace_t tr;
- gentity_t *traceEnt;
- vec3_t forward, end;
- int bHealth;
-
// Cancel ghost buildable
if( ent->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE )
{
@@ -1716,13 +1703,10 @@ void bounceBallFire( gentity_t *ent )
void bounceBallFire_level2( gentity_t *ent )
{
- gentity_t *m;
-
- m = fire_bounceBall2( ent, muzzle, forward,
- WP_ALEVEL2_UPG, LEVEL2_BOUNCEBALL_DMG,
- MOD_LEVEL2_BOUNCEBALL, LEVEL2_BOUNCEBALL_SPEED,
- LEVEL2_BOUNCEBALL_RADIUS );
-
+ fire_bounceBall2( ent, muzzle, forward,
+ WP_ALEVEL2_UPG, LEVEL2_BOUNCEBALL_DMG,
+ MOD_LEVEL2_BOUNCEBALL, LEVEL2_BOUNCEBALL_SPEED,
+ LEVEL2_BOUNCEBALL_RADIUS );
}
/*
@@ -1853,12 +1837,10 @@ LEVEL5
void Prickles( gentity_t *ent )
{
- trace_t tr;
vec3_t end;
float r;
float u;
-
G_CombatStats_Fire( ent, CSW_LEVEL5_ALT, LEVEL5_PRICKLES_DMG );
r = random( ) * M_PI * 2.0f;
@@ -1881,8 +1863,6 @@ FireWeapon3
*/
void FireWeapon3( gentity_t *ent )
{
-playerState_t *ps = &ent->client->ps;
-gclient_t *client;
if( ent->client )
{
// set aiming directions