Majority of basic warnings fixed.

This commit is contained in:
Slipyx 2016-10-08 00:17:34 -04:00
parent 2fa9242f22
commit e991806858
23 changed files with 67 additions and 61 deletions

14
ai.qc
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@ -34,7 +34,7 @@ walkmove(angle, speed) primitive is all or nothing
//
// globals
//
float current_yaw;
//float current_yaw;
//
// when a monster becomes angry at a player, that monster will be used
@ -364,7 +364,7 @@ float() FindTarget =
{
client = sight_entity;
if (client.enemy == self.enemy)
return;
return FALSE;
}
else
{
@ -473,7 +473,7 @@ The monster is walking it's beat
*/
void(float dist) ai_walk =
{
local vector mtemp;
//local vector mtemp;
movedist = dist;
@ -584,7 +584,7 @@ float() DogCheckAttack;
float() CheckAnyAttack =
{
if (!enemy_vis)
return;
return FALSE;
if (self.classname == "monster_army")
return SoldierCheckAttack ();
if (self.classname == "monster_ogre")
@ -676,9 +676,9 @@ The monster has an enemy it is trying to kill
*/
void(float dist) ai_run =
{
local vector delta;
local float axis;
local float direct, ang_rint, ang_floor, ang_ceil;
//local vector delta;
//local float axis;
//local float direct, ang_rint, ang_floor, ang_ceil;
movedist = dist;
// see if the enemy is dead

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@ -85,7 +85,7 @@ When a button is touched, it moves some distance in the direction of it's angle,
*/
void() func_button =
{
local float gtemp, ftemp;
//local float gtemp, ftemp;
if (self.sounds == 0)
{

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@ -2,7 +2,7 @@
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void(entity attacker, float damage) player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
@ -131,6 +131,7 @@ entity() FindIntermission =
return spot;
objerror ("FindIntermission: no spot");
return spot;
};
@ -289,7 +290,7 @@ void() execute_changelevel =
void() changelevel_touch =
{
local entity pos;
//local entity pos;
if (other.classname != "player")
return;
@ -691,7 +692,7 @@ void() CheckRules =
void() PlayerDeathThink =
{
local entity old_self;
//local entity old_self;
local float forward;
if ((self.flags & FL_ONGROUND))
@ -726,7 +727,7 @@ void() PlayerDeathThink =
void() PlayerJump =
{
local vector start, end;
//local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
@ -898,8 +899,8 @@ Called every frame before physics are run
*/
void() PlayerPreThink =
{
local float mspeed, aspeed;
local float r;
//local float mspeed, aspeed;
//local float r;
if (intermission_running)
{
@ -1110,8 +1111,8 @@ Called every frame after physics are run
*/
void() PlayerPostThink =
{
local float mspeed, aspeed;
local float r;
//local float mspeed, aspeed;
//local float r;
if (self.view_ofs == '0 0 0')
return; // intermission or finale
@ -1199,6 +1200,7 @@ void(entity targ, entity attacker) ClientObituary =
local float rnum;
local string deathstring, deathstring2;
rnum = random();
deathstring = ""; deathstring2 = "";
if (targ.classname == "player")
{

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@ -398,7 +398,7 @@ float movedist;
float gameover; // set when a rule exits
string string_null; // null string, nothing should be held here
float empty_float;
//float empty_float;
entity newmis; // launch_spike sets this after spawning it
@ -490,7 +490,7 @@ float AS_MISSILE = 4;
.string mdl;
.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
//.vector oldorigin; // only used by secret door
.float t_length, t_width;

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@ -277,7 +277,7 @@ float() CheckDemonJump =
float() DemonCheckAttack =
{
local vector vec;
//local vector vec;
// if close enough for slashing, go for it
if (CheckDemonMelee ())

4
dog.qc
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@ -195,7 +195,7 @@ void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
void() dog_painb16 =[ $painb16 , dog_run1 ] {};
void() dog_pain =
void(entity attacker, float damage) dog_pain =
{
sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
@ -303,7 +303,7 @@ float() CheckDogJump =
float() DogCheckAttack =
{
local vector vec;
//local vector vec;
// if close enough for slashing, go for it
if (CheckDogMelee ())

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@ -561,7 +561,6 @@ float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
float SECRET_NO_SHOOT = 8; // only opened by trigger
float SECRET_YES_SHOOT = 16; // shootable even if targeted
void () fd_secret_use =
{
local float temp;

View File

@ -295,8 +295,8 @@ float() ShamCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
local float enemy_yaw;
//local float chance;
//local float enemy_yaw;
if (enemy_range == RANGE_MELEE)
{

View File

@ -44,7 +44,7 @@ void() PlaceItem =
self.velocity = '0 0 0';
self.origin_z = self.origin_z + 6;
oldz = self.origin_z;
if (!droptofloor())
if (!droptofloor(0, 0))
{
dprint ("Bonus item fell out of level at ");
dprint (vtos(self.origin));
@ -149,7 +149,7 @@ void() item_health =
void() health_touch =
{
local float amount;
//local float amount;
local string s;
if (other.classname != "player")
@ -238,6 +238,7 @@ void() armor_touch;
void() armor_touch =
{
local float type, value, bit;
type=0;value=0;bit=0;
if (other.health <= 0)
return;
@ -394,6 +395,7 @@ void() weapon_touch =
local float hadammo, best, new, old;
local entity stemp;
local float leave;
new=0;
if (!(other.flags & FL_CLIENT))
return;
@ -868,8 +870,8 @@ KEYS
void() key_touch =
{
local entity stemp;
local float best;
//local entity stemp;
//local float best;
if (other.classname != "player")
return;
@ -1004,8 +1006,8 @@ END OF LEVEL RUNES
void() sigil_touch =
{
local entity stemp;
local float best;
//local entity stemp;
//local float best;
if (other.classname != "player")
return;
@ -1077,8 +1079,8 @@ void() powerup_touch;
void() powerup_touch =
{
local entity stemp;
local float best;
//local entity stemp;
//local float best;
if (other.classname != "player")
return;

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@ -29,7 +29,7 @@ $frame painb10 painb11
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
//frame attack8 attack9 attack10 attack11
$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb6 attackb7 attackb8 attackb9 attackb10
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9

10
misc.qc
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@ -176,7 +176,7 @@ void() misc_fireball =
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed == 1000;
self.speed = 1000;
};
void() fire_fly =
@ -246,7 +246,7 @@ void() misc_explobox =
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
droptofloor(0,0);
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
@ -278,7 +278,7 @@ void() misc_explobox2 =
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
droptofloor(0,0);
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
@ -444,7 +444,7 @@ void() bubble_remove =
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
//local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
@ -533,7 +533,7 @@ void() func_illusionary =
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic ();
makestatic (self);
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4

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@ -48,7 +48,7 @@ enemy as activator.
*/
void() monster_death_use =
{
local entity ent, otemp, stemp;
//local entity ent, otemp, stemp;
// fall to ground
if (self.flags & FL_FLY)
@ -68,11 +68,11 @@ void() monster_death_use =
void() walkmonster_start_go =
{
local string stemp;
local entity etemp;
//local string stemp;
//local entity etemp;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
droptofloor(0,0);
if (!walkmove(0,0))
{

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@ -89,7 +89,7 @@ OgreFireGrenade
*/
void() OgreFireGrenade =
{
local entity missile, mpuff;
local entity missile;//, mpuff;
self.effects = self.effects | EF_MUZZLEFLASH;
@ -246,7 +246,7 @@ void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
self.nextthink = self.nextthink + random()*0.2;}; // slight variation
void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();};
void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge(0);};
void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};

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@ -26,7 +26,7 @@ $frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
$frame old40 old41 old42 old43 old44 old45 old46
$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14
$frame shake9 shake10 shake11 shake12 shake13 shake14
$frame shake15 shake16 shake17 shake18 shake19 shake20
//void() old_stand =[ $old1, old_stand ] {};
@ -239,7 +239,7 @@ void() finale_4 =
//============================================================================
void () nopain =
void (entity attacker, float damage) nopain =
{
self.health = 40000;
};

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@ -147,7 +147,7 @@ Set "sounds" to one of the following:
void() func_plat =
{
local entity t;
//local entity t;
if (!self.t_length)
self.t_length = 80;

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@ -334,7 +334,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void() player_pain =
void(entity attacker, float damage) player_pain =
{
if (self.weaponframe)
return;

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@ -21,7 +21,7 @@ $frame death1 death2 death3 death4 death5 death6 death7
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12
void() shalrath_pain;
void(entity attacker, float damage) shalrath_pain;
void() ShalMissile;
void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
@ -87,7 +87,7 @@ void() shal_death6 =[ $death6, shal_death7 ] {};
void() shal_death7 =[ $death7, shal_death7 ] {};
void() shalrath_pain =
void(entity attacker, float damage) shalrath_pain =
{
if (self.pain_finished > time)
return;

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@ -22,6 +22,7 @@ vector() SetMovedir =
}
self.angles = '0 0 0';
return self.movedir;
};
/*

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@ -1,5 +1,5 @@
entity stemp, otemp, s, old;
entity s; //stemp, otemp, old;
void() trigger_reactivate =
@ -221,7 +221,7 @@ void() trigger_secret =
void() counter_use =
{
local string junk;
//local string junk;
self.count = self.count - 1;
if (self.count < 0)

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@ -88,7 +88,7 @@ SpawnMeatSpray
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile, mpuff;
local entity missile;//, mpuff;
local vector org;
missile = spawn ();
@ -373,7 +373,7 @@ W_FireRocket
*/
void() W_FireRocket =
{
local entity missile, mpuff;
local entity missile;//, mpuff;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
@ -548,7 +548,7 @@ W_FireGrenade
*/
void() W_FireGrenade =
{
local entity missile, mpuff;
local entity missile;//, mpuff;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
@ -627,7 +627,7 @@ void(vector org, vector dir) launch_spike =
void() W_FireSuperSpikes =
{
local vector dir;
local entity old;
//local entity old;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
@ -643,7 +643,7 @@ void() W_FireSuperSpikes =
void(float ox) W_FireSpikes =
{
local vector dir;
local entity old;
//local entity old;
makevectors (self.v_angle);
@ -674,7 +674,7 @@ void(float ox) W_FireSpikes =
.float hit_z;
void() spike_touch =
{
local float rand;
//local float rand;
if (other == self.owner)
return;
@ -714,7 +714,7 @@ local float rand;
void() superspike_touch =
{
local float rand;
//local float rand;
if (other == self.owner)
return;
@ -948,6 +948,7 @@ W_ChangeWeapon
void() W_ChangeWeapon =
{
local float it, am, fl;
fl=0;
it = self.items;
am = 0;

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@ -177,6 +177,7 @@ float() WizardAttackFinished =
self.attack_state = AS_SLIDING;
self.think = wiz_side1;
}
return FALSE;
};
/*

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@ -359,7 +359,7 @@ void() bodyque =
void() InitBodyQue =
{
local entity e;
//local entity e;
bodyque_head = spawn();
bodyque_head.classname = "bodyque";

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@ -161,7 +161,7 @@ ZombieFireGrenade
*/
void(vector st) ZombieFireGrenade =
{
local entity missile, mpuff;
local entity missile;//, mpuff;
local vector org;
sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);