diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/game/bg_local.h | 2 | ||||
-rw-r--r-- | src/game/g_buildable.c | 1 | ||||
-rw-r--r-- | src/game/g_combat.c | 5 | ||||
-rw-r--r-- | src/game/g_weapon.c | 25 |
4 files changed, 15 insertions, 18 deletions
diff --git a/src/game/bg_local.h b/src/game/bg_local.h index 4c582266..354214c9 100644 --- a/src/game/bg_local.h +++ b/src/game/bg_local.h @@ -86,5 +86,3 @@ qboolean PM_SlideMove( qboolean gravity ); void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal ); qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive ); qboolean PM_PredictStepMove( void ); - -void PM_StartTorsoAnim( int anim ); diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 3420b5b0..ec3c76fd 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -2090,7 +2090,6 @@ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean los_check ) { trace_t tr; - gentity_t *traceEnt; vec3_t dir, end; if( !target || target->health <= 0 || !target->client || diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 46536c87..c674d1da 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -135,7 +135,7 @@ Returns the total damage dealt. */ float G_RewardAttackers( gentity_t *self ) { - float value, totalDamage; + float value, totalDamage = 0; int team, i; // Total up all the damage done by every client @@ -185,10 +185,9 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int gentity_t *ent; int anim; int killer; - int i, j; + int i; char *killerName, *obit; float totalDamage = 0.0f; - gentity_t *player; if( self->client->ps.pm_type == PM_DEAD ) return; diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 2f3b6fd1..1955ec6d 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -37,22 +37,23 @@ G_ForceWeaponChange void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ) { int i; + playerState_t *ps = &ent->client->ps; if( !ent ) return; // stop a reload in progress - if( ent->client->ps.weaponstate == WEAPON_RELOADING ) + if( ps->weaponstate == WEAPON_RELOADING ) { - PM_StartTorsoAnim( TORSO_RAISE ); - ent->client->ps.weaponTime = 250; - ent->client->ps.weaponstate = WEAPON_READY; + ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_RAISE; + ps->weaponTime = 250; + ps->weaponstate = WEAPON_READY; } - ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH; + ps->pm_flags |= PMF_WEAPON_SWITCH; if( weapon == WP_NONE || - !BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ) ) + !BG_InventoryContainsWeapon( weapon, ps->stats ) ) { // switch to the first non blaster weapon for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) @@ -60,24 +61,24 @@ void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ) if( i == WP_BLASTER ) continue; - if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) ) + if( BG_InventoryContainsWeapon( i, ps->stats ) ) { - ent->client->ps.persistant[ PERS_NEWWEAPON ] = i; + ps->persistant[ PERS_NEWWEAPON ] = i; break; } } // only got the blaster to switch to if( i == WP_NUM_WEAPONS ) - ent->client->ps.persistant[ PERS_NEWWEAPON ] = WP_BLASTER; + ps->persistant[ PERS_NEWWEAPON ] = WP_BLASTER; } else - ent->client->ps.persistant[ PERS_NEWWEAPON ] = weapon; + ps->persistant[ PERS_NEWWEAPON ] = weapon; // force this here to prevent flamer effect from continuing - ent->client->ps.generic1 = WPM_NOTFIRING; + ps->generic1 = WPM_NOTFIRING; - ent->client->ps.weapon = ent->client->ps.persistant[ PERS_NEWWEAPON ]; + ps->weapon = ent->client->ps.persistant[ PERS_NEWWEAPON ]; } /* |