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-rw-r--r--src/game/bg_misc.c9
-rw-r--r--src/game/bg_pmove.c34
-rw-r--r--src/game/g_active.c63
-rw-r--r--src/game/g_buildable.c23
-rw-r--r--src/game/g_client.c12
-rw-r--r--src/game/g_cmds.c21
-rw-r--r--src/game/g_combat.c6
-rw-r--r--src/game/g_local.h3
-rw-r--r--src/game/g_main.c7
-rw-r--r--src/game/g_maprotation.c2
-rw-r--r--src/game/g_misc.c2
-rw-r--r--src/game/g_mover.c7
-rw-r--r--src/game/g_physics.c2
-rw-r--r--src/game/g_ptr.c4
-rw-r--r--src/game/g_spawn.c4
-rw-r--r--src/game/g_weapon.c4
-rw-r--r--src/game/q_math.c6
17 files changed, 50 insertions, 159 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 9c756e54..498db049 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -18,6 +18,12 @@
#include "q_shared.h"
#include "bg_public.h"
+int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
+void trap_FS_Read( void *buffer, int len, fileHandle_t f );
+void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
+void trap_FS_FCloseFile( fileHandle_t f );
+void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
+
buildableAttributes_t bg_buildableList[ ] =
{
{
@@ -1261,7 +1267,6 @@ static qboolean BG_ParseBuildableFile( const char *filename, buildableAttributeO
char *token;
char text[ 20000 ];
fileHandle_t f;
- float scale = 0.0f;
// load the file
@@ -4479,7 +4484,6 @@ and after local prediction on the client
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap )
{
int i;
- vec3_t ceilingNormal = { 0, 0, -1 };
if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
s->eType = ET_INVISIBLE;
@@ -4584,7 +4588,6 @@ and after local prediction on the client
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap )
{
int i;
- vec3_t ceilingNormal = { 0, 0, -1 };
if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
s->eType = ET_INVISIBLE;
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index b2606c23..b28366be 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -344,7 +344,6 @@ static float PM_CmdScale( usercmd_t *cmd )
float total;
float scale;
float modifier = 1.0f;
- int aForward, aRight;
if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS && pm->ps->pm_type == PM_NORMAL )
{
@@ -545,7 +544,7 @@ PM_CheckWallJump
*/
static qboolean PM_CheckWallJump( void )
{
- vec3_t dir, forward, right, temp;
+ vec3_t dir, forward, right;
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
float normalFraction = 1.5f;
float cmdFraction = 1.0f;
@@ -1025,34 +1024,6 @@ static void PM_AirMove( void )
/*
===================
-PM_GrappleMove
-
-===================
-*/
-static void PM_GrappleMove( void )
-{
- vec3_t vel, v;
- float vlen;
-
- VectorScale( pml.forward, -16, v );
- VectorAdd( pm->ps->grapplePoint, v, v );
- VectorSubtract( v, pm->ps->origin, vel );
- vlen = VectorLength( vel );
- VectorNormalize( vel );
-
- if( vlen <= 100 )
- VectorScale( vel, 10 * vlen, vel );
- else
- VectorScale( vel, 800, vel );
-
- VectorCopy( vel, pm->ps->velocity );
-
- pml.groundPlane = qfalse;
-}
-
-
-/*
-===================
PM_ClimbMove
===================
@@ -2009,11 +1980,10 @@ PM_GroundTrace
*/
static void PM_GroundTrace( void )
{
- vec3_t point, srotAxis;
+ vec3_t point;
vec3_t movedir;
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
trace_t trace;
- float srotAngle;
if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
{
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 )
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index f74715ba..e24edc57 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -117,7 +117,7 @@ static qboolean findPower( gentity_t *self )
{
int i;
gentity_t *ent;
- gentity_t *closestPower;
+ gentity_t *closestPower = NULL;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
@@ -204,7 +204,7 @@ static qboolean findDCC( gentity_t *self )
{
int i;
gentity_t *ent;
- gentity_t *closestDCC;
+ gentity_t *closestDCC = NULL;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
@@ -333,7 +333,7 @@ static qboolean findCreep( gentity_t *self )
{
int i;
gentity_t *ent;
- gentity_t *closestSpawn;
+ gentity_t *closestSpawn = NULL;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
@@ -1264,7 +1264,6 @@ Used by ADef2_Think to fire at enemy
void ADef_FireOnEnemy( gentity_t *self, int firespeed )
{
vec3_t dirToTarget;
- vec3_t target;
vec3_t halfAcceleration, thirdJerk;
float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex );
int i;
@@ -1469,7 +1468,6 @@ Use for human power repeater
void HRpt_Use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
int maxAmmo, maxClips;
- int ammo, clips;
weapon_t weapon;
playerState_t *ps = &activator->client->ps;
@@ -1864,7 +1862,6 @@ void HMGTurret_FindEnemy( gentity_t *self )
int entityList[ MAX_GENTITIES ];
vec3_t range;
vec3_t mins, maxs;
- vec3_t dir;
int i, num;
gentity_t *target;
@@ -2338,7 +2335,7 @@ qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable )
{
int entityList[ MAX_GENTITIES ];
vec3_t range;
- vec3_t mins, maxs, dir;
+ vec3_t mins, maxs;
int i, num;
gentity_t *ent;
@@ -2374,9 +2371,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
trace_t tr1, tr2, tr3;
int i;
itemBuildError_t reason = IBE_NONE;
- gentity_t *tempent, *closestPower;
- int minDistance = 10000;
- int templength;
+ gentity_t *tempent;
float minNormal;
qboolean invert;
int contents;
@@ -2715,10 +2710,10 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin
if( built->s.generic1 < 0 )
built->s.generic1 = 0;
- if( built->powered = findPower( built ) )
+ if( ( built->powered = findPower( built ) ) )
built->s.generic1 |= B_POWERED_TOGGLEBIT;
- if( built->dcced = findDCC( built ) )
+ if( ( built->dcced = findDCC( built ) ) )
built->s.generic1 |= B_DCCED_TOGGLEBIT;
built->s.generic1 &= ~B_SPAWNED_TOGGLEBIT;
@@ -2744,7 +2739,6 @@ G_ValidateBuild
*/
qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable )
{
- weapon_t weapon;
float dist;
vec3_t origin;
@@ -2827,6 +2821,9 @@ qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable )
G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN );
G_buildItem( ent, buildable, origin, ent->s.apos.trBase );
return qtrue;
+
+ default:
+ break;
}
return qfalse;
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 25bf0dac..0cc6ab05 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -431,7 +431,7 @@ Chooses a player start, deathmatch start, etc
*/
gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t origin, vec3_t angles )
{
- gentity_t *spot;
+ gentity_t *spot = NULL;
if( team == PTE_ALIENS )
spot = SelectAlienSpawnPoint( );
@@ -623,7 +623,6 @@ void SpawnCorpse( gentity_t *ent )
int contents;
vec3_t origin, dest;
trace_t tr;
- int i;
float vDiff;
VectorCopy( ent->r.currentOrigin, origin );
@@ -756,8 +755,6 @@ respawn
*/
void respawn( gentity_t *ent )
{
- gentity_t *tent;
-
SpawnCorpse( ent );
//TA: Clients can't respawn - they must go thru the class cmd
@@ -948,7 +945,7 @@ if desired.
void ClientUserinfoChanged( int clientNum )
{
gentity_t *ent;
- int teamTask, teamLeader, team, health;
+ int teamTask, teamLeader, health;
char *s;
char model[ MAX_QPATH ];
char buffer[ MAX_QPATH ];
@@ -1244,14 +1241,13 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles
clientPersistant_t saved;
clientSession_t savedSess;
int persistant[ MAX_PERSISTANT ];
- gentity_t *spawnPoint;
+ gentity_t *spawnPoint = NULL;
int flags;
int savedPing;
- int ammoIndex, ammoSubIndex;
int teamLocal;
int eventSequence;
char userinfo[ MAX_INFO_STRING ];
- vec3_t classMins, classMaxs, up = { 0.0f, 0.0f, 1.0f };
+ vec3_t up = { 0.0f, 0.0f, 1.0f };
int ammo, clips, maxClips;
weapon_t weapon;
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 35bc1e5c..e8bf564f 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -238,8 +238,6 @@ void Cmd_Give_f( gentity_t *ent )
char *name;
int i;
qboolean give_all;
- gentity_t *it_ent;
- trace_t trace;
if( !CheatsOk( ent ) )
return;
@@ -1084,15 +1082,10 @@ Cmd_Class_f
void Cmd_Class_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
- qboolean dontSpawn = qfalse;
int clientNum;
- gentity_t *spawn;
- vec3_t spawn_origin, spawn_angles;
- vec3_t up = { 0.0f, 0.0f, 1.0f };
- int length = 4096;
int i;
trace_t tr, tr2;
- vec3_t infestOrigin, infestAngles;
+ vec3_t infestOrigin;
int allowedClasses[ PCL_NUM_CLASSES ];
int numClasses = 0;
@@ -1102,7 +1095,7 @@ void Cmd_Class_f( gentity_t *ent )
int entityList[ MAX_GENTITIES ];
vec3_t range = { AS_OVER_RT3, AS_OVER_RT3, AS_OVER_RT3 };
- vec3_t mins, maxs, dir;
+ vec3_t mins, maxs;
int num;
gentity_t *other;
@@ -1573,8 +1566,6 @@ void Cmd_Buy_f( gentity_t *ent )
}
else if( upgrade != UP_NONE )
{
- weapon_t weaponAmmo;
-
//already got this?
if( BG_InventoryContainsUpgrade( upgrade, ent->client->ps.stats ) )
{
@@ -1689,7 +1680,6 @@ void Cmd_Sell_f( gentity_t *ent )
char s[ MAX_TOKEN_CHARS ];
int i;
int weapon, upgrade;
- int quan, clips, maxClips;
trap_Argv( 1, s, sizeof( s ) );
@@ -1852,9 +1842,7 @@ Cmd_Build_f
void Cmd_Build_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
- char s1[ MAX_TOKEN_CHARS ];
buildable_t buildable;
- weapon_t weapon;
float dist;
vec3_t origin;
pTeam_t team;
@@ -1917,6 +1905,9 @@ void Cmd_Build_f( gentity_t *ent )
case IBE_NODCC:
G_TriggerMenu( ent->client->ps.clientNum, MN_H_NODCC );
break;
+
+ default:
+ break;
}
}
else
@@ -2252,7 +2243,7 @@ void Cmd_Evolve_Debug_f( 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;
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index d89adadc..9d13fd16 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -149,7 +149,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
{
gentity_t *ent;
int anim;
- int contents;
int killer;
int i, j;
char *killerName, *obit;
@@ -323,7 +322,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
for( i = 0; i < unclaimedFrags; i++ )
{
int maximum = 0;
- int topClient;
+ int topClient = 0;
for( j = 0; j < MAX_CLIENTS; j++ )
{
@@ -902,9 +901,8 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
gclient_t *client;
int take;
int save;
- int asave;
+ int asave = 0;
int knockback;
- int max;
if( !targ->takedamage )
return;
diff --git a/src/game/g_local.h b/src/game/g_local.h
index b974cf7d..4a12e3c0 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -693,6 +693,8 @@ const char *BuildShaderStateConfig();
void G_TriggerMenu( int clientNum, dynMenu_t menu );
void G_CloseMenus( int clientNum );
+qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 );
+
//
// g_combat.c
//
@@ -740,6 +742,7 @@ gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir );
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
+void manualTriggerSpectator( gentity_t *trigger, gentity_t *player );
//
// g_trigger.c
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 239b46d9..77de3f01 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -860,8 +860,8 @@ void G_SpawnClients( pTeam_t team )
int clientNum;
gentity_t *ent, *spawn;
vec3_t spawn_origin, spawn_angles;
- spawnQueue_t *sq;
- int numSpawns;
+ spawnQueue_t *sq = NULL;
+ int numSpawns = 0;
if( team == PTE_ALIENS )
{
@@ -935,7 +935,6 @@ Recalculate the quantity of building points available to the teams
void G_CalculateBuildPoints( void )
{
int i;
- int bclass;
buildable_t buildable;
gentity_t *ent;
int localHTP = g_humanBuildPoints.integer,
@@ -1578,8 +1577,6 @@ can see the last frag.
*/
void CheckExitRules( void )
{
- int i;
- gclient_t *cl;
char s[ MAX_STRING_CHARS ];
trap_Cvar_VariableStringBuffer( "mapname", s, sizeof( s ) );
diff --git a/src/game/g_maprotation.c b/src/game/g_maprotation.c
index b5f55522..c6010c34 100644
--- a/src/game/g_maprotation.c
+++ b/src/game/g_maprotation.c
@@ -78,7 +78,7 @@ static qboolean G_ParseMapRotation( mapRotation_t *mr, char **text_p )
{
char *token;
qboolean mnSet = qfalse;
- mapRotationEntry_t *mre;
+ mapRotationEntry_t *mre = NULL;
mapRotationCondition_t *mrc;
// read optional parameters
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index 21c918d0..3c5314b4 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -264,8 +264,6 @@ Spawn function for spriter
*/
void SP_misc_spriter( gentity_t *self )
{
- vec3_t accel;
-
G_SetOrigin( self, self->s.origin );
//set a bunch of stuff to be visible client side
diff --git a/src/game/g_mover.c b/src/game/g_mover.c
index 82de7360..822b8129 100644
--- a/src/game/g_mover.c
+++ b/src/game/g_mover.c
@@ -528,6 +528,9 @@ void SetMoverState( gentity_t *ent, moverState_t moverState, int time )
case MODEL_POS2:
break;
+
+ default:
+ break;
}
if( moverState >= MOVER_POS1 && moverState <= MOVER_2TO1 )
@@ -1604,15 +1607,11 @@ NOMONSTER monsters will not trigger this door
*/
void SP_func_door_model( gentity_t *ent )
{
- vec3_t abs_movedir;
- float distance;
- vec3_t size;
char *s;
float light;
vec3_t color;
qboolean lightSet, colorSet;
char *sound;
- gentity_t *door;
gentity_t *clipBrush;
G_SpawnString( "sound2to1", "sound/movers/doors/dr1_strt.wav", &s );
diff --git a/src/game/g_physics.c b/src/game/g_physics.c
index 856fcadb..63abaf9e 100644
--- a/src/game/g_physics.c
+++ b/src/game/g_physics.c
@@ -28,7 +28,7 @@ static void G_Bounce( gentity_t *ent, trace_t *trace )
float dot;
int hitTime;
float minNormal;
- qboolean invert;
+ qboolean invert = qfalse;
// reflect the velocity on the trace plane
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
diff --git a/src/game/g_ptr.c b/src/game/g_ptr.c
index ba8c095a..861f4b87 100644
--- a/src/game/g_ptr.c
+++ b/src/game/g_ptr.c
@@ -67,11 +67,9 @@ connectionRecord_t *G_GenerateNewConnection( gclient_t *client )
{
int code = 0;
int i;
- qtime_t time;
// this should be really random
- trap_RealTime( &time );
- srand( time.tm_sec + time.tm_min + time.tm_hour );
+ srand( trap_Milliseconds( ) );
// there is a very very small possibility that this
// will loop infinitely
diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c
index f31c9dde..b737a8ab 100644
--- a/src/game/g_spawn.c
+++ b/src/game/g_spawn.c
@@ -479,10 +479,6 @@ void G_SpawnGEntityFromSpawnVars( void )
{
int i;
gentity_t *ent;
- char *s, *value, *gametypeName;
- static char *gametypeNames[ ] = { "ffa", "tournament", "single",
- "team", "ctf", "oneflag",
- "obelisk", "harvester", "teamtournament" };
// get the next free entity
ent = G_Spawn( );
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index ddb5e0a7..aca895d6 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -514,7 +514,6 @@ void teslaFire( gentity_t *ent )
trace_t tr;
vec3_t end;
gentity_t *traceEnt, *tent;
- int i, passent;
VectorMA( muzzle, TESLAGEN_RANGE, forward, end );
@@ -696,7 +695,6 @@ qboolean CheckVenomAttack( gentity_t *ent )
vec3_t end;
gentity_t *tent;
gentity_t *traceEnt;
- int damage;
vec3_t mins, maxs;
VectorSet( mins, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH );
@@ -809,7 +807,7 @@ void poisonCloud( gentity_t *ent )
{
int entityList[ MAX_GENTITIES ];
vec3_t range = { LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE };
- vec3_t mins, maxs, dir;
+ vec3_t mins, maxs;
int i, num;
gentity_t *humanPlayer;
trace_t tr;
diff --git a/src/game/q_math.c b/src/game/q_math.c
index cbc7fdac..2600459c 100644
--- a/src/game/q_math.c
+++ b/src/game/q_math.c
@@ -465,7 +465,7 @@ TA: takes an axis (forward + right + up)
*/
void AxisToAngles( vec3_t axis[3], vec3_t angles ) {
float length1;
- float yaw, pitch, roll;
+ float yaw, pitch, roll = 0.0f;
if ( axis[0][1] == 0 && axis[0][0] == 0 ) {
yaw = 0;
@@ -1362,8 +1362,8 @@ Distance from a point to some line
*/
float pointToLineDistance( const vec3_t p0, const vec3_t p1, const vec3_t p2 )
{
- vec3_t v, w, x, y;
- float c1, c2, b;
+ vec3_t v, w, y;
+ float c1, c2;
VectorSubtract( p2, p1, v );
VectorSubtract( p1, p0, w );