r68 - trunk/basezym/progsqc
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Wed Jul 18 14:58:21 EDT 2007
Author: havoc
Date: 2007-07-18 14:58:21 -0400 (Wed, 18 Jul 2007)
New Revision: 68
Modified:
trunk/basezym/progsqc/defs.qc
trunk/basezym/progsqc/dpextensions.qc
trunk/basezym/progsqc/inventory.qc
trunk/basezym/progsqc/jumppads.qc
Log:
reduce warnings
Modified: trunk/basezym/progsqc/defs.qc
===================================================================
--- trunk/basezym/progsqc/defs.qc 2007-07-11 14:24:59 UTC (rev 67)
+++ trunk/basezym/progsqc/defs.qc 2007-07-18 18:58:21 UTC (rev 68)
@@ -424,18 +424,18 @@
//
// globals
//
-float movedist;
-float gameover; // set when a rule exits
+//float movedist;
+//float gameover; // set when a rule exits
-string string_null; // null string, nothing should be held here
-float empty_float;
+//string string_null; // null string, nothing should be held here
+//float empty_float;
entity newmis; // launch_spike sets this after spawning it
-entity activator; // the entity that activated a trigger or brush
+//entity activator; // the entity that activated a trigger or brush
-entity damage_attacker; // set by T_Damage
-float framecount;
+//entity damage_attacker; // set by T_Damage
+//float framecount;
float skill;
@@ -444,40 +444,40 @@
//
// world fields (FIXME: make globals)
//
-.string wad;
-.string map;
-.float worldtype; // 0=medieval 1=metal 2=base
+//.string wad;
+//.string map;
+//.float worldtype; // 0=medieval 1=metal 2=base
//================================================
-.string killtarget;
+//.string killtarget;
//
// quakeed fields
//
//.float light_lev; // not used by game, but parsed by light util
-.float style;
+//.float style;
//
// monster ai
//
-.void() th_stand;
-.void() th_walk;
-.void() th_run;
-.float() th_missile; // LordHavoc: changed from void() to float(), returns true if attacking
-.void() th_melee;
+//.void() th_stand;
+//.void() th_walk;
+//.void() th_run;
+//.float() th_missile; // LordHavoc: changed from void() to float(), returns true if attacking
+//.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
-.entity oldenemy; // mad at this player before taking damage
+//.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
-.float search_time;
-.float attack_state;
+//.float search_time;
+//.float attack_state;
float AS_STRAIGHT = 1;
float AS_SLIDING = 2;
@@ -487,93 +487,93 @@
// .gravity field added in Quake 1.07 (Scourge of Armagon)
.float gravity;
-.float attack_finished;
-.float pain_finished;
+//.float attack_finished;
+//.float pain_finished;
-.float invincible_finished;
-.float invisible_finished;
-.float super_damage_finished;
-.float radsuit_finished;
+//.float invincible_finished;
+//.float invisible_finished;
+//.float super_damage_finished;
+//.float radsuit_finished;
-.float invincible_time, invincible_sound;
-.float invisible_time, invisible_sound;
-.float super_time, super_sound;
-.float rad_time;
-.float fly_sound;
+//.float invincible_time, invincible_sound;
+//.float invisible_time, invisible_sound;
+//.float super_time, super_sound;
+//.float rad_time;
+//.float fly_sound;
//.float axhitme;
-.float show_hostile; // set to time+0.2 whenever a client fires a weapon or takes damage. Used to alert monsters that otherwise would let the player go
-.float jump_flag; // player jump flag
-.float swim_flag; // player swimming sound flag
-.float air_finished; // when time > air_finished, start drowning
-.string deathtype; // keeps track of how the player died
-.float bodyhealth; // used by corpse code
-.float iscorpse; // used by corpse code
+//.float show_hostile; // set to time+0.2 whenever a client fires a weapon or takes damage. Used to alert monsters that otherwise would let the player go
+//.float jump_flag; // player jump flag
+//.float swim_flag; // player swimming sound flag
+//.float air_finished; // when time > air_finished, start drowning
+//.string deathtype; // keeps track of how the player died
+//.float bodyhealth; // used by corpse code
+//.float iscorpse; // used by corpse code
-.vector dest, dest1, dest2, dest3, dest4, dest5;
+//.vector dest, dest1, dest2, dest3, dest4, dest5;
-.entity flame; // the flame burning this thing
+//.entity flame; // the flame burning this thing
-.float doobits; // set if this should do obit on death
+//.float doobits; // set if this should do obit on death
//.vector bodymins, bodymaxs, headmins, headmaxs;
-.vector rotate;
-.string group;
+//.vector rotate;
+//.string group;
// counts of how many keys this player/bot has
-.float keys_silver;
-.float keys_gold;
+//.float keys_silver;
+//.float keys_gold;
-.float havocattack;
-.float havocpickup;
-.float(entity player, entity item) pickupevalfunc; // returns rating for item considering player's condition (don't pick up health if it's not needed, etc)
-.float shoulddodge;
-.float dangerrating;
+//.float havocattack;
+//.float havocpickup;
+//.float(entity player, entity item) pickupevalfunc; // returns rating for item considering player's condition (don't pick up health if it's not needed, etc)
+//.float shoulddodge;
+//.float dangerrating;
// called whenever damage is done, if not supplied there is no visible effect.
-.void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) bleedfunc;
+//.void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) bleedfunc;
//
// object stuff
//
-.string mdl;
-.vector mangle; // angle at start
+//.string mdl;
+//.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
-.float t_length, t_width;
+//.float t_length, t_width;
//
// doors, etc
//
-.vector dest, dest1, dest2;
-.float wait; // time from firing to restarting
-.float delay; // time from activation to firing
-.entity trigger_field; // door's trigger entity
-.string noise4;
+//.vector dest, dest1, dest2;
+//.float wait; // time from firing to restarting
+//.float delay; // time from activation to firing
+//.entity trigger_field; // door's trigger entity
+//.string noise4;
//
// monsters
//
-.float pausetime;
-.entity movetarget;
+//.float pausetime;
+//.entity movetarget;
//
// doors
//
-.float aflag;
-.float dmg; // damage done by door when hit
+//.float aflag;
+//.float dmg; // damage done by door when hit
//
// misc
//
.float cnt; // misc flag
-.float cnt2; // another counter
-.float count2; // yet another count
+//.float cnt2; // another counter
+//.float count2; // yet another count
//
// subs
@@ -583,21 +583,21 @@
//
// triggers
//
-.float count; // for counting triggers
+//.float count; // for counting triggers
//
// plats / doors / buttons
//
-.float lip;
-.float state;
-.vector pos1, pos2; // top and bottom positions
+//.float lip;
+//.float state;
+//.vector pos1, pos2; // top and bottom positions
.float height;
//
// sounds
//
-.float waitmin, waitmax;
+//.float waitmin, waitmax;
@@ -618,8 +618,8 @@
float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9;
-void(string e) error = #10;
-void(string e) objerror = #11;
+void(string e, ...) error = #10;
+void(string e, ...) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
@@ -660,7 +660,7 @@
// #42 was removed
float(float f) fabs = #43;
vector(entity e, float speed) aim = #44; // returns the shooting vector
-float(string s) cvar = #45; // return cvar.value
+float(string s, ...) cvar = #45; // return cvar.value
void(string s, ...) localcmd = #46; // put string into local que // DarkPlaces note: can take multiple strings
entity(entity e) nextent = #47; // for looping through all ents
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
Modified: trunk/basezym/progsqc/dpextensions.qc
===================================================================
--- trunk/basezym/progsqc/dpextensions.qc 2007-07-11 14:24:59 UTC (rev 67)
+++ trunk/basezym/progsqc/dpextensions.qc 2007-07-18 18:58:21 UTC (rev 68)
@@ -26,7 +26,7 @@
//idea: Vermeulen
//darkplaces implementation: LordHavoc
//field definitions:
-.float buttonchat;
+//.float buttonchat;
//description:
//true if the player is currently chatting (in messagemode, menus or console)
@@ -34,7 +34,7 @@
//idea: id Software
//darkplaces implementation: LordHavoc
//field definitions:
-.float buttonuse;
+//.float buttonuse;
//client console commands:
//+use
//-use
@@ -197,7 +197,7 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//fields:
-.entity exteriormodeltoclient;
+//.entity exteriormodeltoclient;
//description:
//the entity is visible to all clients with one exception: if the specified client is using first person view (not using chase_active) the entity will not be shown. Also if tag attachments are supported any entities attached to the player entity will not be drawn in first person.
@@ -205,9 +205,9 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
-.float glow_color;
+//.float glow_color;
.float glow_size;
-.float glow_trail;
+//.float glow_trail;
//description:
//customizable glowing light effect on the entity, glow_color is a paletted (8bit) color in the range 0-255 (note: 0 and 254 are white), glow_size is 0 or higher (up to the engine what limit to cap it to, darkplaces imposes a 1020 limit), if glow_trail is true it will leave a trail of particles of the same color as the light.
@@ -378,8 +378,8 @@
.float button4;
.float button5;
.float button6;
-.float button7;
-.float button8;
+//.float button7;
+//.float button8;
//description:
//set to the state of the +button3, +button4, +button5, +button6, +button7, and +button8 buttons from the client, this does not involve protocol changes (the extra 6 button bits were simply not used).
@@ -434,7 +434,7 @@
//darkplaces implementation: id Software
//field definitions:
.float idealpitch;
-.float pitch_speed;
+//.float pitch_speed;
//builtin definitions:
void(entity ent) changepitch = #63;
//description:
@@ -452,7 +452,7 @@
//idea: VorteX
//DarkPlaces implementation: VorteX, LordHavoc
//builtin definitions:
-string(string s) cvar_string = #448;
+string(string s, ...) cvar_string = #448;
//description:
//returns the value of a cvar, as a tempstring.
@@ -767,7 +767,7 @@
//DP_SV_CLIENTCOLORS
//idea: LordHavoc
//darkplaces implementation: LordHavoc
-.float clientcolors; // colors of the client (format: pants + shirt * 16)
+//.float clientcolors; // colors of the client (format: pants + shirt * 16)
//description:
//allows qc to read and modify the client colors associated with a client entity (not particularly useful on other entities), and automatically sends out any appropriate network updates if changed
@@ -780,7 +780,7 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
-.entity drawonlytoclient;
+//.entity drawonlytoclient;
//description:
//the entity is only visible to the specified client.
@@ -807,7 +807,7 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
-.entity nodrawtoclient;
+//.entity nodrawtoclient;
//description:
//the entity is not visible to the specified client.
@@ -815,7 +815,7 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
-.float ping;
+//.float ping;
//description:
//continuously updated field indicating client's ping (based on average of last 16 packet time differences).
@@ -1091,7 +1091,7 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
-.float viewzoom;
+//.float viewzoom;
//description:
//scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
@@ -1152,8 +1152,8 @@
//playermodel <name> - FIXME: EXAMPLE NEEDED
//playerskin <name> - FIXME: EXAMPLE NEEDED
//field definitions:
-.string playermodel; // name of player model sent by client
-.string playerskin; // name of player skin sent by client
+//.string playermodel; // name of player model sent by client
+//.string playerskin; // name of player skin sent by client
//description:
//these client properties are used by Nexuiz.
@@ -1169,9 +1169,9 @@
//effects bit:
float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
//field definitions:
-.float cursor_active; // true if cl_prydoncursor mode is on
-.vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
-.vector cursor_trace_start; // position of camera
+//.float cursor_active; // true if cl_prydoncursor mode is on
+//.vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
+//.vector cursor_trace_start; // position of camera
.vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
.entity cursor_trace_ent; // entity the cursor is pointing at (server forces this to world if the entity is currently free at time of receipt)
//cvar definitions:
@@ -1187,9 +1187,9 @@
//idea: Tenebrae
//darkplaces implementation: LordHavoc
//fields:
-.float light_lev; // radius (does not affect brightness), typical value 350
-.vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
-.float style; // light style (like normal light entities, flickering torches or switchable, etc)
+//.float light_lev; // radius (does not affect brightness), typical value 350
+//.vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
+//.float style; // light style (like normal light entities, flickering torches or switchable, etc)
.float pflags; // flags (see PFLAGS_ constants)
.vector angles; // orientation of the light
.float skin; // cubemap filter number, can be 1-255 (0 is assumed to be none, and tenebrae only allows 16-255), this selects a projective light filter, a value of 1 loads cubemaps/1posx.tga and cubemaps/1negx.tga and posy, negy, posz, and negz, similar to skybox but some sides need to be rotated or flipped
Modified: trunk/basezym/progsqc/inventory.qc
===================================================================
--- trunk/basezym/progsqc/inventory.qc 2007-07-11 14:24:59 UTC (rev 67)
+++ trunk/basezym/progsqc/inventory.qc 2007-07-18 18:58:21 UTC (rev 68)
@@ -121,6 +121,7 @@
local vector item;
local entity e;
local float d;
+ local string wname;
if (itemtype < 0)
{
bprint(iteminfo_name);
@@ -195,7 +196,7 @@
if (itemtype < ITEMTYPE_WEAP1_AMMO)
{
- // set the settings for all weapons
+ // set the settings for all weapons
iteminfo_quantitymax = 1;
iteminfo_pickupsound = "items/pickupweapon.wav";
iteminfo_weapon_viewmodelanim_idle = '0 0 30';
@@ -203,7 +204,6 @@
iteminfo_weapon_viewmodelanim_lower = '0 0 2';
iteminfo_weapon_viewmodelanim_raise = '0 0 2';
- string wname;
wname = strcat("g_weap",ftos(itemtype + 1));
iteminfo_ammo1itemtype = ITEMTYPE_WEAP1_AMMO + itemtype;
iteminfo_ammo1damagetype = DAMAGETYPE_WEAP1 + itemtype;
@@ -248,7 +248,6 @@
}
else if (itemtype < ITEMTYPE_TOTAL)
{
- string wname;
wname = strcat("g_weap",ftos(itemtype - ITEMTYPE_WEAP1_AMMO + 1));
iteminfo_name = cvar_string(wname,"_ammo_name");
iteminfo_model = cvar_string(wname,"_ammo_model");
Modified: trunk/basezym/progsqc/jumppads.qc
===================================================================
--- trunk/basezym/progsqc/jumppads.qc 2007-07-11 14:24:59 UTC (rev 67)
+++ trunk/basezym/progsqc/jumppads.qc 2007-07-18 18:58:21 UTC (rev 68)
@@ -3,7 +3,6 @@
.float pushltime;
.float height;
-.float jumppadcount;
float trigger_push_calculatevelocity_flighttime;
@@ -134,11 +133,10 @@
}
};
-.vector dest;
+//.vector dest;
void() trigger_push_findtarget =
{
- local entity e;
local vector org;
local float flighttime;
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