Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes unused-but-set gcc warnings
This commit is contained in:
parent
1ea7ab1f42
commit
23f6fd1633
85 changed files with 246 additions and 496 deletions
|
@ -160,52 +160,42 @@ void CG_SelectPrevPlayer( void ) {
|
|||
|
||||
|
||||
static void CG_DrawPlayerArmorIcon( rectDef_t *rect, qboolean draw2D ) {
|
||||
centity_t *cent;
|
||||
playerState_t *ps;
|
||||
vec3_t angles;
|
||||
vec3_t origin;
|
||||
|
||||
if ( cg_drawStatus.integer == 0 ) {
|
||||
if ( cg_drawStatus.integer == 0 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
cent = &cg_entities[cg.snap->ps.clientNum];
|
||||
ps = &cg.snap->ps;
|
||||
|
||||
if ( draw2D || ( !cg_draw3dIcons.integer && cg_drawIcons.integer) ) {
|
||||
CG_DrawPic( rect->x, rect->y + rect->h/2 + 1, rect->w, rect->h, cgs.media.armorIcon );
|
||||
} else if (cg_draw3dIcons.integer) {
|
||||
VectorClear( angles );
|
||||
origin[0] = 90;
|
||||
origin[1] = 0;
|
||||
origin[2] = -10;
|
||||
angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0;
|
||||
|
||||
CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles );
|
||||
}
|
||||
|
||||
} else if (cg_draw3dIcons.integer) {
|
||||
VectorClear( angles );
|
||||
origin[0] = 90;
|
||||
origin[1] = 0;
|
||||
origin[2] = -10;
|
||||
angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0f;
|
||||
CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cgs.media.armorModel, 0, origin, angles );
|
||||
}
|
||||
}
|
||||
|
||||
static void CG_DrawPlayerArmorValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) {
|
||||
char num[16];
|
||||
int value;
|
||||
centity_t *cent;
|
||||
int value;
|
||||
playerState_t *ps;
|
||||
|
||||
cent = &cg_entities[cg.snap->ps.clientNum];
|
||||
ps = &cg.snap->ps;
|
||||
|
||||
value = ps->stats[STAT_ARMOR];
|
||||
|
||||
|
||||
if (shader) {
|
||||
trap_R_SetColor( color );
|
||||
trap_R_SetColor( color );
|
||||
CG_DrawPic(rect->x, rect->y, rect->w, rect->h, shader);
|
||||
trap_R_SetColor( NULL );
|
||||
trap_R_SetColor( NULL );
|
||||
} else {
|
||||
Com_sprintf (num, sizeof(num), "%i", value);
|
||||
value = CG_Text_Width(num, scale, 0);
|
||||
CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle);
|
||||
CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h, scale, color, num, 0, 0, textStyle);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -220,29 +210,27 @@ static float healthColors[4][4] = {
|
|||
|
||||
static void CG_DrawPlayerAmmoIcon( rectDef_t *rect, qboolean draw2D ) {
|
||||
centity_t *cent;
|
||||
playerState_t *ps;
|
||||
vec3_t angles;
|
||||
vec3_t origin;
|
||||
|
||||
cent = &cg_entities[cg.snap->ps.clientNum];
|
||||
ps = &cg.snap->ps;
|
||||
|
||||
if ( draw2D || (!cg_draw3dIcons.integer && cg_drawIcons.integer) ) {
|
||||
qhandle_t icon;
|
||||
icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
|
||||
qhandle_t icon;
|
||||
icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
|
||||
if ( icon ) {
|
||||
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, icon );
|
||||
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, icon );
|
||||
}
|
||||
} else if (cg_draw3dIcons.integer) {
|
||||
if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) {
|
||||
VectorClear( angles );
|
||||
origin[0] = 70;
|
||||
origin[1] = 0;
|
||||
origin[2] = 0;
|
||||
angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 );
|
||||
CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
|
||||
}
|
||||
}
|
||||
} else if (cg_draw3dIcons.integer) {
|
||||
if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) {
|
||||
VectorClear( angles );
|
||||
origin[0] = 70;
|
||||
origin[1] = 0;
|
||||
origin[2] = 0;
|
||||
angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 );
|
||||
CG_Draw3DModel( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void CG_DrawPlayerAmmoValue(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader, int textStyle) {
|
||||
|
@ -364,7 +352,7 @@ static void CG_DrawSelectedPlayerArmor( rectDef_t *rect, float scale, vec4_t col
|
|||
}
|
||||
|
||||
qhandle_t CG_StatusHandle(int task) {
|
||||
qhandle_t h = cgs.media.assaultShader;
|
||||
qhandle_t h;
|
||||
switch (task) {
|
||||
case TEAMTASK_OFFENSE :
|
||||
h = cgs.media.assaultShader;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue