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authorChristopher Schwarz <lakitu7@gmail.com>2011-08-07 23:40:03 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:18:13 +0000
commit7d331f075edd65eab5b0fce5d823f70abd5e95fb (patch)
tree8a8cf21cce429d4de1839268f3ab991a9c18785c
parentcb1e78beeeae8ff8f78310cff3bc30e9b9dce8b8 (diff)
* Silence some set-but-unused variable warnings. There are still more. Many others will be handled in the next upstream merge.
-rw-r--r--src/cgame/cg_buildable.c2
-rw-r--r--src/game/g_admin.c2
-rw-r--r--src/game/g_buildable.c8
-rw-r--r--src/game/g_combat.c5
-rw-r--r--src/game/g_weapon.c43
5 files changed, 11 insertions, 49 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 207c6b49..d2bbe05b 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -1233,7 +1233,6 @@ void CG_Buildable( centity_t *cent )
team_t team = BG_Buildable( es->modelindex )->team;
float scale;
int health;
- float healthScale;
//must be before EF_NODRAW check
if( team == TEAM_ALIENS )
@@ -1450,7 +1449,6 @@ void CG_Buildable( centity_t *cent )
}
health = es->generic1;
- healthScale = (float)health / BG_Buildable( es->modelindex )->health;
if( health < cent->lastBuildableHealth &&
( es->eFlags & EF_B_SPAWNED ) )
diff --git a/src/game/g_admin.c b/src/game/g_admin.c
index ef607fe0..dbbde2f7 100644
--- a/src/game/g_admin.c
+++ b/src/game/g_admin.c
@@ -482,7 +482,6 @@ static void admin_writeconfig( void )
{
fileHandle_t f;
int t;
- char levels[ MAX_STRING_CHARS ] = {""};
g_admin_admin_t *a;
g_admin_level_t *l;
g_admin_ban_t *b;
@@ -555,7 +554,6 @@ static void admin_writeconfig( void )
}
for( c = g_admin_commands; c; c = c->next )
{
- levels[ 0 ] = '\0';
trap_FS_Write( "[command]\n", 10, f );
trap_FS_Write( "command = ", 10, f );
admin_writeconfig_string( c->command, f );
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 0955dd19..f0016765 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -932,12 +932,8 @@ 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 mins, maxs;
int i;
- VectorAdd( self->s.origin, range, maxs );
- VectorSubtract( self->s.origin, range, mins );
-
if( self->spawned && ( self->health > 0 ) )
{
//do some damage
@@ -947,7 +943,7 @@ void AOvermind_Think( gentity_t *self )
self->timestamp = level.time;
G_SetBuildableAnim( self, BANIM_ATTACK1, qfalse );
}
-
+
// just in case an egg finishes building after we tell overmind to stfu
if( level.numAlienSpawns > 0 )
level.overmindMuted = qfalse;
@@ -3370,7 +3366,6 @@ itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance
qboolean invert;
int contents;
playerState_t *ps = &ent->client->ps;
- int buildPoints;
// Stop all buildables from interacting with traces
G_SetBuildableLinkState( qfalse );
@@ -3395,7 +3390,6 @@ itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance
reason = IBE_NORMAL;
contents = trap_PointContents( entity_origin, -1 );
- buildPoints = BG_Buildable( buildable )->buildPoints;
if( ( tempReason = G_SufficientBPAvailable( buildable, origin ) ) != IBE_NONE )
reason = tempReason;
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 29b635dd..46657322 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -238,7 +238,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
int killer;
int i;
char *killerName, *obit;
- float totalDamage = 0.0f;
if( self->client->ps.pm_type == PM_DEAD )
return;
@@ -319,7 +318,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
}
// give credits for killing this player
- totalDamage = G_RewardAttackers( self );
+ G_RewardAttackers( self );
ScoreboardMessage( self ); // show scores
@@ -910,7 +909,6 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
{
gclient_t *client;
int take;
- int save;
int asave = 0;
int knockback;
@@ -1078,7 +1076,6 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
}
take = damage;
- save = 0;
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 06b8ca03..4465efa9 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -505,11 +505,7 @@ LOCKBLOB
void lockBlobLauncherFire( gentity_t *ent )
{
- gentity_t *m;
-
- m = fire_lockblob( ent, muzzle, forward );
-
-// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+ fire_lockblob( ent, muzzle, forward );
}
/*
@@ -540,11 +536,7 @@ BLASTER PISTOL
void blasterFire( gentity_t *ent )
{
- gentity_t *m;
-
- m = fire_blaster( ent, muzzle, forward );
-
-// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+ fire_blaster( ent, muzzle, forward );
}
/*
@@ -557,11 +549,7 @@ PULSE RIFLE
void pulseRifleFire( gentity_t *ent )
{
- gentity_t *m;
-
- m = fire_pulseRifle( ent, muzzle, forward );
-
-// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+ fire_pulseRifle( ent, muzzle, forward );
}
/*
@@ -595,9 +583,7 @@ GRENADE
void throwGrenade( gentity_t *ent )
{
- gentity_t *m;
-
- m = launch_grenade( ent, muzzle, forward );
+ launch_grenade( ent, muzzle, forward );
}
/*
@@ -707,13 +693,11 @@ LCChargeFire
*/
void LCChargeFire( gentity_t *ent, qboolean secondary )
{
- gentity_t *m;
-
if( secondary && ent->client->ps.stats[ STAT_MISC ] <= 0 )
- m = fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE,
+ fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE,
LCANNON_SECONDARY_RADIUS, LCANNON_SECONDARY_SPEED );
else
- m = fire_luciferCannon( ent, muzzle, forward,
+ fire_luciferCannon( ent, muzzle, forward,
ent->client->ps.stats[ STAT_MISC ] *
LCANNON_DAMAGE / LCANNON_CHARGE_TIME_MAX,
LCANNON_RADIUS, LCANNON_SPEED );
@@ -873,11 +857,7 @@ void buildFire( gentity_t *ent, dynMenu_t menu )
void slowBlobFire( gentity_t *ent )
{
- gentity_t *m;
-
- m = fire_slowBlob( ent, muzzle, forward );
-
-// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+ fire_slowBlob( ent, muzzle, forward );
}
@@ -1335,11 +1315,7 @@ qboolean CheckPounceAttack( gentity_t *ent )
void bounceBallFire( gentity_t *ent )
{
- gentity_t *m;
-
- m = fire_bounceBall( ent, muzzle, forward );
-
-// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+ fire_bounceBall( ent, muzzle, forward );
}
@@ -1360,7 +1336,7 @@ void G_ChargeAttack( gentity_t *ent, gentity_t *victim )
{
int damage;
int i;
- vec3_t forward, normal;
+ vec3_t forward;
if( ent->client->ps.stats[ STAT_MISC ] <= 0 ||
!( ent->client->ps.stats[ STAT_STATE ] & SS_CHARGING ) ||
@@ -1369,7 +1345,6 @@ void G_ChargeAttack( gentity_t *ent, gentity_t *victim )
VectorSubtract( victim->s.origin, ent->s.origin, forward );
VectorNormalize( forward );
- VectorNegate( forward, normal );
if( !victim->takedamage )
return;