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-rw-r--r--src/game/g_active.c63
1 files changed, 5 insertions, 58 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 820586d9..b12f1e41 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -507,7 +507,7 @@ void ClientTimerActions( gentity_t *ent, int msec )
//client is charging up for a pounce
if( client->ps.weapon == WP_ALEVEL3 || client->ps.weapon == WP_ALEVEL3_UPG )
{
- int pounceSpeed;
+ int pounceSpeed = 0;
if( client->ps.weapon == WP_ALEVEL3 )
pounceSpeed = LEVEL3_POUNCE_SPEED;
@@ -641,7 +641,7 @@ void ClientTimerActions( gentity_t *ent, int msec )
{
int i;
int seconds = ( ( level.time - client->lastPoisonTime ) / 1000 ) + 1;
- int damage = ALIEN_POISON_DMG, damage2;
+ int damage = ALIEN_POISON_DMG, damage2 = 0;
for( i = 0; i < seconds; i++ )
{
@@ -662,7 +662,7 @@ void ClientTimerActions( gentity_t *ent, int msec )
{
int entityList[ MAX_GENTITIES ];
vec3_t range = { LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE, LEVEL4_REGEN_RANGE };
- vec3_t mins, maxs, dir;
+ vec3_t mins, maxs;
int i, num;
gentity_t *alienPlayer;
float modifier = 1.0f;
@@ -743,13 +743,12 @@ but any server game effects are handled here
*/
void ClientEvents( gentity_t *ent, int oldEventSequence )
{
- int i, j;
+ int i;
int event;
gclient_t *client;
int damage;
vec3_t dir;
vec3_t point, mins;
- gentity_t *drop;
float fallDistance;
pClass_t class;
@@ -842,56 +841,6 @@ void ClientEvents( gentity_t *ent, int oldEventSequence )
}
}
-/*
-==============
-StuckInOtherClient
-==============
-*/
-static int StuckInOtherClient( gentity_t *ent )
-{
- int i;
- gentity_t *ent2;
-
- ent2 = &g_entities[ 0 ];
-
- for( i = 0; i < MAX_CLIENTS; i++, ent2++ )
- {
- if( ent2 == ent )
- continue;
-
- if( !ent2->inuse )
- continue;
-
- if( !ent2->client )
- continue;
-
- if( ent2->health <= 0 )
- continue;
-
- //
- if( ent2->r.absmin[ 0 ] > ent->r.absmax[ 0 ] )
- continue;
-
- if( ent2->r.absmin[ 1 ] > ent->r.absmax[ 1 ] )
- continue;
-
- if( ent2->r.absmin[ 2 ] > ent->r.absmax[ 2 ] )
- continue;
-
- if( ent2->r.absmax[ 0 ] < ent->r.absmin[ 0 ] )
- continue;
-
- if( ent2->r.absmax[ 1 ] < ent->r.absmin[ 1 ] )
- continue;
-
- if( ent2->r.absmax[ 2 ] < ent->r.absmin[ 2 ] )
- continue;
-
- return qtrue;
- }
-
- return qfalse;
-}
/*
==============
@@ -948,7 +897,6 @@ void ClientThink_real( gentity_t *ent )
int oldEventSequence;
int msec;
usercmd_t *ucmd;
- float speed;
client = ent->client;
@@ -1252,7 +1200,7 @@ void ClientThink_real( gentity_t *ent )
int entityList[ MAX_GENTITIES ];
vec3_t range = { USE_OBJECT_RANGE, USE_OBJECT_RANGE, USE_OBJECT_RANGE };
- vec3_t mins, maxs, dir;
+ vec3_t mins, maxs;
int i, num;
int j;
qboolean upgrade = qfalse;
@@ -1463,7 +1411,6 @@ while a slow client may have multiple ClientEndFrame between ClientThink.
*/
void ClientEndFrame( gentity_t *ent )
{
- int i;
clientPersistant_t *pers;
if( ent->client->sess.sessionTeam == TEAM_SPECTATOR )