diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 19 |
1 files changed, 4 insertions, 15 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 3c4e1d3e..e9622edb 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -227,8 +227,6 @@ The server says this item is used on this level void CG_RegisterUpgrade( int upgradeNum ) { upgradeInfo_t *upgradeInfo; - char path[MAX_QPATH]; - int i; char *icon; upgradeInfo = &cg_upgrades[ upgradeNum ]; @@ -247,7 +245,7 @@ void CG_RegisterUpgrade( int upgradeNum ) upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum ); - if( icon = BG_FindIconForUpgrade( upgradeNum ) ) + if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) ) upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); } @@ -279,7 +277,6 @@ Parse a weapon mode section static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p ) { char *token; - float number, randFrac; int i; // read optional parameters @@ -651,7 +648,6 @@ Parses a configuration file describing a weapon static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi ) { char *text_p; - int i; int len; char *token; char text[ 20000 ]; @@ -826,7 +822,6 @@ void CG_RegisterWeapon( int weaponNum ) char path[ MAX_QPATH ]; vec3_t mins, maxs; int i; - char *icon, *model; weaponInfo = &cg_weapons[ weaponNum ]; @@ -1037,7 +1032,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent weaponMode_t weaponMode; weaponInfo_t *weapon; centity_t *nonPredictedCent; - pTeam_t team = cent->currentState.powerups & 0xFF; qboolean noGunModel; weaponNum = cent->currentState.weapon; @@ -1358,7 +1352,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) int height = rect->h; int iconsize; int items[ 64 ]; - int numItems = 0, selectedItem; + int numItems = 0, selectedItem = 0; int length; int selectWindow; qboolean vertical; @@ -1471,7 +1465,7 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ) if( cg_weapons[ cg.weaponSelect ].registered && BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) ) { - if( name = cg_weapons[ cg.weaponSelect ].humanName ) + if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) ) { w = CG_Text_Width( name, scale, 0 ); x = rect->x + rect->w / 2; @@ -1484,7 +1478,7 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ) if( cg_upgrades[ cg.weaponSelect - 32 ].registered && BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) ) { - if( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) + if( ( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) ) { w = CG_Text_Width( name, scale, 0 ); x = rect->x + rect->w / 2; @@ -1750,7 +1744,6 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN float light = 0.0f; vec3_t lightColor = { 0.0f, 0.0f, 0.0f }; localEntity_t *le; - weaponMode_t mode; weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; mark = weapon->wim[ weaponMode ].impactMark; @@ -1828,7 +1821,6 @@ CG_MissileHitPlayer */ void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum ) { - weaponMode_t mode; weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; CG_Bleed( origin, entityNum ); @@ -1978,7 +1970,6 @@ Renders bullet effects. */ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) { - trace_t trace; vec3_t start; // if the shooter is currently valid, calc a source point and possibly @@ -2063,9 +2054,7 @@ CG_ShotgunFire */ void CG_ShotgunFire( entityState_t *es ) { - vec3_t up; vec3_t v; - int contents; VectorSubtract( es->origin2, es->pos.trBase, v ); VectorNormalize( v ); |