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-rw-r--r--src/cgame/cg_buildable.c31
1 files changed, 13 insertions, 18 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index b027503a..b87483e6 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -80,7 +80,7 @@ void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir )
{
vec3_t velocity;
particleSystem_t *ps;
- qhandle_t gibModel;
+ qhandle_t gibModel = cgs.media.alienGib1;
int i;
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.alienBuildableExplosion );
@@ -162,7 +162,7 @@ void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir )
vec3_t lightColor, fragOrigin, velocity;
localEntity_t *le;
int i;
- qhandle_t gibModel;
+ qhandle_t gibModel = cgs.media.metalGib1;
particleSystem_t *ps;
lightColor[ 0 ] = 1;
@@ -220,14 +220,10 @@ CG_Creep
*/
static void CG_Creep( centity_t *cent )
{
- polyVert_t verts[ 4 ];
- vec3_t square[ 4 ];
- vec2_t tex[ 4 ];
- int i, msec, seed;
- float size, newsize, frac;
- float length;
- trace_t tr, tr2;
- vec3_t temp, origin, p1, p2;
+ int msec;
+ float size, frac;
+ trace_t tr;
+ vec3_t temp, origin;
int scaleUpTime = BG_FindBuildTimeForBuildable( cent->currentState.modelindex );
int time;
@@ -276,7 +272,7 @@ models/buildables/hivemind/animation.cfg, etc
*/
static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_t buildable )
{
- char *text_p, *prev;
+ char *text_p;
int len;
int i;
char *token;
@@ -367,7 +363,7 @@ sound/buildables/hivemind/sound.cfg, etc
*/
static qboolean CG_ParseBuildableSoundFile( const char *filename, buildable_t buildable )
{
- char *text_p, *prev;
+ char *text_p;
int len;
int i;
char *token;
@@ -471,7 +467,7 @@ void CG_InitBuildables( )
//models
for( j = 0; j <= 3; j++ )
{
- if( modelFile = BG_FindModelsForBuildable( i, j ) )
+ if( ( modelFile = BG_FindModelsForBuildable( i, j ) ) )
cg_buildables[ i ].models[ j ] = trap_R_RegisterModel( modelFile );
}
@@ -754,9 +750,8 @@ void CG_GhostBuildable( buildable_t buildable )
{
refEntity_t ent;
playerState_t *ps;
- vec3_t angles, forward, player_origin, entity_origin, target_origin, normal, cross;
- vec3_t mins, maxs, start, end;
- float distance;
+ vec3_t angles, entity_origin;
+ vec3_t mins, maxs;
trace_t tr;
ps = &cg.predictedPlayerState;
@@ -921,7 +916,7 @@ void CG_Buildable( centity_t *cent )
refEntity_t ent;
entityState_t *es = &cent->currentState;
vec3_t angles;
- vec3_t forward, surfNormal, xNormal, mins, maxs;
+ vec3_t surfNormal, xNormal, mins, maxs;
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
float rotAngle;
buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex );
@@ -966,7 +961,7 @@ void CG_Buildable( centity_t *cent )
if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
{
- sfxHandle_t prebuildSound;
+ sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild;
if( team == BIT_HUMANS )
{