diff options
author | M. Kristall <mkpdev@gmail.com> | 2012-07-12 21:35:39 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:18:17 +0000 |
commit | 22f97fece2bce63f57e0b8fca275281429705c9c (patch) | |
tree | a989d666e918998aefcc7678d5d3784399dd756d /src/cgame | |
parent | 8d448680f5b3bcd2a67a3684308bb948e4d3ddad (diff) |
* Fix a bunch of variable set but not used warnings
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_draw.c | 24 | ||||
-rw-r--r-- | src/cgame/cg_ents.c | 3 | ||||
-rw-r--r-- | src/cgame/cg_playerstate.c | 10 | ||||
-rw-r--r-- | src/cgame/cg_predict.c | 6 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 9 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 2 |
6 files changed, 5 insertions, 49 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 7268ec64..cc3ab830 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -503,13 +503,10 @@ 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; float buildTime = ps->stats[ STAT_MISC ]; float progress; vec4_t color; - cent = &cg_entities[ cg.snap->ps.clientNum ]; - if( buildTime > MAXIMUM_BUILD_TIME ) buildTime = MAXIMUM_BUILD_TIME; @@ -1276,11 +1273,9 @@ void CG_DrawLoadingScreen( void ) float CG_GetValue( int ownerDraw ) { - centity_t *cent; playerState_t *ps; weapon_t weapon; - cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; weapon = BG_GetPlayerWeapon( ps ); @@ -1926,12 +1921,11 @@ 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; if( !cg_drawClock.integer ) return; - t = trap_RealTime( &qt ); + trap_RealTime( &qt ); if( cg_drawClock.integer == 2 ) { @@ -2455,11 +2449,9 @@ CG_DrawWeaponIcon void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) { int maxAmmo; - centity_t *cent; playerState_t *ps; weapon_t weapon; - cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; weapon = BG_GetPlayerWeapon( ps ); @@ -3067,10 +3059,6 @@ CG_DrawLighting */ static void CG_DrawLighting( void ) { - centity_t *cent; - - cent = &cg_entities[ cg.snap->ps.clientNum ]; - //fade to black if stamina is low if( ( cg.snap->ps.stats[ STAT_STAMINA ] < STAMINA_BLACKOUT_LEVEL ) && ( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ) @@ -3257,7 +3245,6 @@ static void CG_DrawVote( team_t team ) static qboolean CG_DrawScoreboard( void ) { static qboolean firstTime = qtrue; - float fade, *fadeColor; if( menuScoreboard ) menuScoreboard->window.flags &= ~WINDOW_FORCED; @@ -3269,13 +3256,8 @@ static qboolean CG_DrawScoreboard( void ) return qfalse; } - if( cg.showScores || - cg.predictedPlayerState.pm_type == PM_INTERMISSION ) - { - fade = 1.0; - fadeColor = colorWhite; - } - else + if( !cg.showScores && + cg.predictedPlayerState.pm_type != PM_INTERMISSION ) { cg.deferredPlayerLoading = 0; cg.killerName[ 0 ] = 0; diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index 7b27579a..9f9dbaee 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; if( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) { @@ -859,7 +859,6 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles ); VectorSubtract( origin, oldOrigin, deltaOrigin ); - VectorSubtract( angles, oldAngles, deltaAngles ); VectorAdd( in, deltaOrigin, out ); diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c index 8a8e739c..9d31b4ab 100644 --- a/src/cgame/cg_playerstate.c +++ b/src/cgame/cg_playerstate.c @@ -245,8 +245,6 @@ CG_CheckLocalSounds */ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { - int reward; - // don't play the sounds if the player just spawned if( ps->persistant[ PERS_SPECSTATE ] != ops->persistant[ PERS_SPECSTATE ] ) return; @@ -257,14 +255,6 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) if( ps->stats[ STAT_HEALTH ] > 0 ) CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[ STAT_HEALTH ] ); } - - - // if we are going into the intermission, don't start any voices - if( cg.intermissionStarted ) - return; - - // reward sounds - reward = qfalse; } diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c index fa697e03..f3ae38ef 100644 --- a/src/cgame/cg_predict.c +++ b/src/cgame/cg_predict.c @@ -544,7 +544,6 @@ void CG_PredictPlayerState( void ) { int cmdNum, current, i; playerState_t oldPlayerState; - qboolean moved; usercmd_t oldestCmd; usercmd_t latestCmd; int stateIndex = 0, predictCmd = 0; @@ -730,9 +729,6 @@ void CG_PredictPlayerState( void ) stateIndex = cg.stateHead; } - // run cmds - moved = qfalse; - for( cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++ ) { // get the command @@ -850,8 +846,6 @@ void CG_PredictPlayerState( void ) stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; } - moved = qtrue; - // add push trigger movement effects CG_TouchTriggerPrediction( ); diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 823287d8..800a16ae 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -556,7 +556,7 @@ void CG_OffsetFirstPersonView( void ) vec3_t predictedVelocity; int timeDelta; float bob2; - vec3_t normal, baseOrigin; + vec3_t normal; playerState_t *ps = &cg.predictedPlayerState; BG_GetClientNormal( ps, normal ); @@ -567,8 +567,6 @@ void CG_OffsetFirstPersonView( void ) origin = cg.refdef.vieworg; angles = cg.refdefViewAngles; - VectorCopy( origin, baseOrigin ); - // if dead, fix the angle and don't add any kick if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) { @@ -696,7 +694,6 @@ void CG_OffsetFirstPersonView( void ) usercmd_t cmd; int cmdNum; float fFraction, rFraction, uFraction; - float fFraction2, rFraction2, uFraction2; cmdNum = trap_GetCurrentCmdNumber(); trap_GetUserCmd( cmdNum, &cmd ); @@ -714,10 +711,6 @@ 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 ); - if( cmd.forwardmove > 0 ) VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin ); else if( cmd.forwardmove < 0 ) diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 9fd6f04e..0d50e421 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -1395,10 +1395,8 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) int numItems = 0, selectedItem = 0; int length; qboolean vertical; - centity_t *cent; playerState_t *ps; - cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; // don't display if dead |