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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