diff options
author | /dev/humancontroller <devhc@example.com> | 2015-06-14 15:29:02 +0200 |
---|---|---|
committer | /dev/humancontroller <devhc@example.com> | 2017-03-09 13:51:16 +0100 |
commit | c595c658853ee1198cb2ed6798c57ba1be5ae8c3 (patch) | |
tree | d952e8f8ea3c6f62ec9c9f245dd283be2fed039e /src | |
parent | fd05e89083603366d816445350b632ae60bc4387 (diff) |
constize the input-only parameters of a bunch of functions
Diffstat (limited to 'src')
-rw-r--r-- | src/game/g_client.c | 4 | ||||
-rw-r--r-- | src/game/g_local.h | 14 | ||||
-rw-r--r-- | src/game/g_utils.c | 12 |
3 files changed, 15 insertions, 15 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c index 8fd483e8..7c1254f9 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -550,7 +550,7 @@ G_SetClientViewAngle ================== */ -void G_SetClientViewAngle( gentity_t *ent, vec3_t angle ) +void G_SetClientViewAngle( gentity_t *ent, const vec3_t angle ) { int i; @@ -1195,7 +1195,7 @@ after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState ============ */ -void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ) +void ClientSpawn( gentity_t *ent, gentity_t *spawn, const vec3_t origin, const vec3_t angles ) { int index; vec3_t spawn_origin, spawn_angles; diff --git a/src/game/g_local.h b/src/game/g_local.h index 0ff9ce1a..f8094715 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -844,10 +844,10 @@ void G_UpdateBuildableRangeMarkers( void ); qboolean G_AddressParse( const char *str, addr_t *addr ); qboolean G_AddressCompare( const addr_t *a, const addr_t *b ); -int G_ParticleSystemIndex( char *name ); -int G_ShaderIndex( char *name ); -int G_ModelIndex( char *name ); -int G_SoundIndex( char *name ); +int G_ParticleSystemIndex( const char *name ); +int G_ShaderIndex( const char *name ); +int G_ModelIndex( const char *name ); +int G_SoundIndex( const char *name ); void G_KillBox (gentity_t *ent); gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match); gentity_t *G_PickTarget (char *targetname); @@ -856,7 +856,7 @@ void G_SetMovedir ( vec3_t angles, vec3_t movedir); void G_InitGentity( gentity_t *e ); gentity_t *G_Spawn( void ); -gentity_t *G_TempEntity( vec3_t origin, int event ); +gentity_t *G_TempEntity( const vec3_t origin, int event ); void G_Sound( gentity_t *ent, int channel, int soundIndex ); void G_FreeEntity( gentity_t *e ); qboolean G_EntitiesFree( void ); @@ -982,14 +982,14 @@ void G_ClearPlayerZapEffects( gentity_t *player ); // g_client.c // void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ); -void G_SetClientViewAngle( gentity_t *ent, vec3_t angle ); +void G_SetClientViewAngle( gentity_t *ent, const vec3_t angle ); gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles ); gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles ); gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles ); void respawn( gentity_t *ent ); void BeginIntermission( void ); -void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ); +void ClientSpawn( gentity_t *ent, gentity_t *spawn, const vec3_t origin, const vec3_t angles ); void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ); qboolean SpotWouldTelefrag( gentity_t *spot ); diff --git a/src/game/g_utils.c b/src/game/g_utils.c index 71cf52e4..83bd0c55 100644 --- a/src/game/g_utils.c +++ b/src/game/g_utils.c @@ -93,7 +93,7 @@ G_FindConfigstringIndex ================ */ -int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) +int G_FindConfigstringIndex( const char *name, int start, int max, qboolean create ) { int i; char s[ MAX_STRING_CHARS ]; @@ -122,22 +122,22 @@ int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) return i; } -int G_ParticleSystemIndex( char *name ) +int G_ParticleSystemIndex( const char *name ) { return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue ); } -int G_ShaderIndex( char *name ) +int G_ShaderIndex( const char *name ) { return G_FindConfigstringIndex( name, CS_SHADERS, MAX_GAME_SHADERS, qtrue ); } -int G_ModelIndex( char *name ) +int G_ModelIndex( const char *name ) { return G_FindConfigstringIndex( name, CS_MODELS, MAX_MODELS, qtrue ); } -int G_SoundIndex( char *name ) +int G_SoundIndex( const char *name ) { return G_FindConfigstringIndex( name, CS_SOUNDS, MAX_SOUNDS, qtrue ); } @@ -514,7 +514,7 @@ The origin will be snapped to save net bandwidth, so care must be taken if the origin is right on a surface (snap towards start vector first) ================= */ -gentity_t *G_TempEntity( vec3_t origin, int event ) +gentity_t *G_TempEntity( const vec3_t origin, int event ) { gentity_t *e; vec3_t snapped; |