diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_animmapobj.c | 5 | ||||
-rw-r--r-- | src/cgame/cg_buildable.c | 31 | ||||
-rw-r--r-- | src/cgame/cg_draw.c | 7 | ||||
-rw-r--r-- | src/cgame/cg_ents.c | 3 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 8 | ||||
-rw-r--r-- | src/cgame/cg_main.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_particles.c | 9 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 17 | ||||
-rw-r--r-- | src/cgame/cg_playerstate.c | 3 | ||||
-rw-r--r-- | src/cgame/cg_servercmds.c | 6 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 3 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 19 |
12 files changed, 41 insertions, 72 deletions
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c index 2fc98bc6..6913721d 100644 --- a/src/cgame/cg_animmapobj.c +++ b/src/cgame/cg_animmapobj.c @@ -125,13 +125,8 @@ void CG_ModelDoor( centity_t *cent ) { refEntity_t ent; entityState_t *es; - vec3_t mins, maxs, size, rotSize; - vec3_t cMins, cMaxs, displacement; - vec3_t bMaxs, scale; animation_t anim; lerpFrame_t *lf = ¢->lerpFrame; - float temp; - es = ¢->currentState; 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 = ¢->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 ) { diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index a2b2186f..7d2fbedd 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -17,6 +17,7 @@ */ #include "cg_local.h" +#include "../ui/ui_shared.h" // used for scoreboard extern displayContextDef_t cgDC; @@ -1419,7 +1420,6 @@ void CG_DrawLoadingScreen( void ) float CG_GetValue( int ownerDraw ) { centity_t *cent; - clientInfo_t *ci; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; @@ -1753,7 +1753,7 @@ CG_DrawTimerMins */ static void CG_DrawTimerMins( rectDef_t *rect, vec4_t color ) { - int mins, seconds, tens; + int mins, seconds; int msec; if( !cg_drawTimer.integer ) @@ -1778,7 +1778,7 @@ CG_DrawTimerSecs */ static void CG_DrawTimerSecs( rectDef_t *rect, vec4_t color ) { - int mins, seconds, tens; + int mins, seconds; int msec; if( !cg_drawTimer.integer ) @@ -2265,7 +2265,6 @@ static void CG_DrawCrosshair( void ) { float w, h; qhandle_t hShader; - float f; float x, y; weaponInfo_t *wi; diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index 1b4a1639..d3672465 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -350,9 +350,6 @@ static void CG_Missile( centity_t *cent ) refEntity_t ent; entityState_t *es; const weaponInfo_t *wi; - vec3_t up; - float fraction; - int index; weapon_t weapon; weaponMode_t weaponMode; const weaponInfoMode_t *wim; diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 6b93f142..61c15f95 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -1506,6 +1506,7 @@ void CG_SetScoreSelection( void *menu ); void CG_BuildSpectatorString( ); qboolean CG_FileExists( char *filename ); +void CG_RemoveConsoleLine( void ); // @@ -1893,6 +1894,13 @@ void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles ); +void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ); +void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ); // Returns the projection of a polygon onto the solid brushes in the world int trap_CM_MarkFragments( int numPoints, const vec3_t *points, diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c index 1ca58707..17772d30 100644 --- a/src/cgame/cg_main.c +++ b/src/cgame/cg_main.c @@ -969,8 +969,6 @@ CG_RegisterClients */ static void CG_RegisterClients( void ) { - char buffer[ MAX_INFO_STRING ]; - char *s; int i; cg.charModelFraction = 0.0f; diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c index 7f4ac64c..4b302b01 100644 --- a/src/cgame/cg_particles.c +++ b/src/cgame/cg_particles.c @@ -114,7 +114,7 @@ Introduce a new particle into the world */ static particle_t *CG_SpawnNewParticle( baseParticle_t *bp, particleEjector_t *parent ) { - int i, j, start; + int i, j; particle_t *p = NULL; particleEjector_t *pe = parent; particleSystem_t *ps = parent->parent; @@ -382,7 +382,7 @@ Allocate a new particle ejector static particleEjector_t *CG_SpawnNewParticleEjector( baseParticleEjector_t *bpe, particleSystem_t *parent ) { - int i, start; + int i; particleEjector_t *pe = NULL; particleSystem_t *ps = parent; @@ -429,7 +429,7 @@ Allocate a new particle system */ particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle ) { - int i, j, start; + int i, j; particleSystem_t *ps = NULL; baseParticleSystem_t *bps = &baseParticleSystems[ psHandle - 1 ]; @@ -1234,7 +1234,6 @@ Parse a particle system section static qboolean CG_ParseParticleSystem( baseParticleSystem_t *bps, char **text_p ) { char *token; - int i; baseParticleEjector_t *bpe; // read optional parameters @@ -2097,7 +2096,7 @@ Actually render a particle static void CG_RenderParticle( particle_t *p ) { refEntity_t re; - float timeFrac, frac; + float timeFrac; int index; baseParticle_t *bp = p->class; vec3_t alight, dlight, lightdir; diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 0dadbb8f..280675ca 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -716,8 +716,6 @@ void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin ) { clientInfo_t *ci; clientInfo_t newInfo; - const char *v; - char *slash; ci = &cgs.corpseinfo[ class ]; @@ -1438,11 +1436,9 @@ Resolve angles for non-segmented models static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t nonSegAxis[ 3 ] ) { vec3_t localAngles; - float dest; vec3_t velocity; float speed; - int dir, clientNum; - clientInfo_t *ci; + int dir; entityState_t *es = ¢->currentState; vec3_t surfNormal; vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; @@ -1966,12 +1962,12 @@ CG_LightFromDirection */ int CG_LightFromDirection( vec3_t point, vec3_t direction ) { - int i, j; + int j; float incoming; - vec3_t ambientLight; - vec3_t lightDir; - vec3_t directedLight; - vec3_t result; + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + vec3_t result; trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); @@ -2056,7 +2052,6 @@ void CG_Player( centity_t *cent ) vec3_t tempAxis[ 3 ], tempAxis2[ 3 ]; vec3_t angles; int held = es->modelindex; - pTeam_t team = es->powerups & 0xFF; vec3_t surfNormal = { 0.0f, 0.0f, 1.0f }; // the client number is stored in clientNum. It can't be derived diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c index 68a0a2f1..df568cdd 100644 --- a/src/cgame/cg_playerstate.c +++ b/src/cgame/cg_playerstate.c @@ -234,8 +234,7 @@ CG_CheckLocalSounds */ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { - int highScore, health, armor, reward; - sfxHandle_t sfx; + int reward; // don't play the sounds if the player just changed teams if( ps->persistant[ PERS_TEAM ] != ops->persistant[ PERS_TEAM ] ) diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c index 627642c2..f01382ec 100644 --- a/src/cgame/cg_servercmds.c +++ b/src/cgame/cg_servercmds.c @@ -27,7 +27,7 @@ CG_ParseScores */ static void CG_ParseScores( void ) { - int i, powerups; + int i; cg.numScores = atoi( CG_Argv( 1 ) ); @@ -54,7 +54,7 @@ static void CG_ParseScores( void ) cg.scores[ i ].client = 0; cgs.clientinfo[ cg.scores[ i ].client ].score = cg.scores[ i ].score; - cgs.clientinfo[ cg.scores[ i ].client ].powerups = powerups; + cgs.clientinfo[ cg.scores[ i ].client ].powerups = 0; cg.scores[ i ].team = cgs.clientinfo[ cg.scores[ i ].client ].team; } @@ -141,8 +141,6 @@ Called on load to set the initial values from configure strings */ void CG_SetConfigValues( void ) { - const char *s; - cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) ); cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) ); diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index d3173024..e88bb8f8 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -382,7 +382,6 @@ static void CG_OffsetFirstPersonView( void ) float bob2; vec3_t normal, baseOrigin; playerState_t *ps = &cg.predictedPlayerState; - centity_t *cent = &cg.predictedPlayerEntity; if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) { @@ -708,8 +707,6 @@ static int CG_CalcFov( void ) float f; int inwater; int attribFov; - int a; - float b; if( cg.predictedPlayerState.pm_type == PM_INTERMISSION || ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) ) 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 ); |