Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes unused-but-set gcc warnings

This commit is contained in:
Thilo Schulz 2011-07-29 12:27:00 +00:00
parent 1ea7ab1f42
commit 23f6fd1633
85 changed files with 246 additions and 496 deletions

View file

@ -959,9 +959,9 @@ BotChatTime
==================
*/
float BotChatTime(bot_state_t *bs) {
int cpm;
//int cpm;
cpm = trap_Characteristic_BInteger(bs->character, CHARACTERISTIC_CHAT_CPM, 1, 4000);
//cpm = trap_Characteristic_BInteger(bs->character, CHARACTERISTIC_CHAT_CPM, 1, 4000);
return 2.0; //(float) trap_BotChatLength(bs->cs) * 30 / cpm;
}

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@ -684,9 +684,7 @@ int BotGetLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal)
bs->ltgtype = 0;
}
//
if (bs->camp_range > 0) {
//FIXME: move around a bit
}
//FIXME: move around a bit
//
trap_BotResetAvoidReach(bs->ms);
return qfalse;

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@ -4429,7 +4429,8 @@ open, which buttons to activate etc.
*/
void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate) {
int movetype, bspent;
vec3_t hordir, start, end, mins, maxs, sideward, angles, up = {0, 0, 1};
vec3_t hordir, sideward, angles, up = {0, 0, 1};
//vec3_t start, end, mins, maxs;
aas_entityinfo_t entinfo;
bot_activategoal_t activategoal;
@ -4491,11 +4492,11 @@ void BotAIBlocked(bot_state_t *bs, bot_moveresult_t *moveresult, int activate) {
movetype = MOVE_WALK;
// if there's an obstacle at the bot's feet and head then
// the bot might be able to crouch through
VectorCopy(bs->origin, start);
start[2] += 18;
VectorMA(start, 5, hordir, end);
VectorSet(mins, -16, -16, -24);
VectorSet(maxs, 16, 16, 4);
//VectorCopy(bs->origin, start);
//start[2] += 18;
//VectorMA(start, 5, hordir, end);
//VectorSet(mins, -16, -16, -24);
//VectorSet(maxs, 16, 16, 4);
//
//bsptrace = AAS_Trace(start, mins, maxs, end, bs->entitynum, MASK_PLAYERSOLID);
//if (bsptrace.fraction >= 1) movetype = MOVE_CROUCH;

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@ -192,7 +192,6 @@ typedef struct bot_state_s
float lastair_time; //last time the bot had air
float teleport_time; //last time the bot teleported
float camp_time; //last time camped
float camp_range; //camp range
float weaponchange_time; //time the bot started changing weapons
float firethrottlewait_time; //amount of time to wait
float firethrottleshoot_time; //amount of time to shoot
@ -264,11 +263,6 @@ typedef struct bot_state_s
int ctfstrategy; //ctf strategy
char subteam[32]; //sub team name
float formation_dist; //formation team mate intervening space
char formation_teammate[16]; //netname of the team mate the bot uses for relative positioning
float formation_angle; //angle relative to the formation team mate
vec3_t formation_dir; //the direction the formation is moving in
vec3_t formation_origin; //origin the bot uses for relative positioning
bot_goal_t formation_goal; //formation goal
bot_activategoal_t *activatestack; //first activate goal on the stack
bot_activategoal_t activategoalheap[MAX_ACTIVATESTACK]; //activate goal heap

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@ -513,7 +513,8 @@ voiceCommand_t voiceCommands[] = {
};
int BotVoiceChatCommand(bot_state_t *bs, int mode, char *voiceChat) {
int i, voiceOnly, clientNum, color;
int i, clientNum;
//int voiceOnly, color;
char *ptr, buf[MAX_MESSAGE_SIZE], *cmd;
if (!TeamPlayIsOn()) {
@ -528,13 +529,13 @@ int BotVoiceChatCommand(bot_state_t *bs, int mode, char *voiceChat) {
cmd = buf;
for (ptr = cmd; *cmd && *cmd > ' '; cmd++);
while (*cmd && *cmd <= ' ') *cmd++ = '\0';
voiceOnly = atoi(ptr);
//voiceOnly = atoi(ptr);
for (ptr = cmd; *cmd && *cmd > ' '; cmd++);
while (*cmd && *cmd <= ' ') *cmd++ = '\0';
clientNum = atoi(ptr);
for (ptr = cmd; *cmd && *cmd > ' '; cmd++);
while (*cmd && *cmd <= ' ') *cmd++ = '\0';
color = atoi(ptr);
//color = atoi(ptr);
if (!BotSameTeam(bs, clientNum)) {
return qfalse;

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@ -232,7 +232,7 @@ PM_StepSlideMove
*/
void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
vec3_t down_o, down_v;
// vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
@ -256,8 +256,8 @@ void PM_StepSlideMove( qboolean gravity ) {
return;
}
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
//VectorCopy (pm->ps->origin, down_o);
//VectorCopy (pm->ps->velocity, down_v);
VectorCopy (start_o, up);
up[2] += STEPSIZE;

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@ -539,7 +539,6 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
int event;
gclient_t *client;
int damage;
vec3_t dir;
vec3_t origin, angles;
// qboolean fired;
gitem_t *item;
@ -567,7 +566,6 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
} else {
damage = 5;
}
VectorSet (dir, 0, 0, 1);
ent->pain_debounce_time = level.time + 200; // no normal pain sound
G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
break;
@ -1106,15 +1104,12 @@ while a slow client may have multiple ClientEndFrame between ClientThink.
*/
void ClientEndFrame( gentity_t *ent ) {
int i;
clientPersistant_t *pers;
if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
SpectatorClientEndFrame( ent );
return;
}
pers = &ent->client->pers;
// turn off any expired powerups
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
if ( ent->client->ps.powerups[ i ] < level.time ) {

View file

@ -216,7 +216,6 @@ LookAtKiller
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
vec3_t dir;
vec3_t angles;
if ( attacker && attacker != self ) {
VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
@ -228,10 +227,6 @@ void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker )
}
self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
angles[YAW] = vectoyaw ( dir );
angles[PITCH] = 0;
angles[ROLL] = 0;
}
/*
@ -822,7 +817,6 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
gclient_t *client;
int take;
int save;
int asave;
int knockback;
int max;
@ -996,7 +990,6 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
damage = 1;
}
take = damage;
save = 0;
// save some from armor
asave = CheckArmor (targ, take, dflags);

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@ -281,7 +281,7 @@ int Pickup_Health (gentity_t *ent, gentity_t *other) {
// small and mega healths will go over the max
#ifdef MISSIONPACK
if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
if( bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
max = other->client->ps.stats[STAT_MAX_HEALTH];
}
else

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@ -1758,8 +1758,6 @@ Advances the non-player objects in the world
void G_RunFrame( int levelTime ) {
int i;
gentity_t *ent;
int msec;
int start, end;
// if we are waiting for the level to restart, do nothing
if ( level.restarted ) {
@ -1769,7 +1767,6 @@ int start, end;
level.framenum++;
level.previousTime = level.time;
level.time = levelTime;
msec = level.time - level.previousTime;
// get any cvar changes
G_UpdateCvars();
@ -1777,7 +1774,6 @@ int start, end;
//
// go through all allocated objects
//
start = trap_Milliseconds();
ent = &g_entities[0];
for (i=0 ; i<level.num_entities ; i++, ent++) {
if ( !ent->inuse ) {
@ -1837,9 +1833,7 @@ int start, end;
G_RunThink( ent );
}
end = trap_Milliseconds();
start = trap_Milliseconds();
// perform final fixups on the players
ent = &g_entities[0];
for (i=0 ; i < level.maxclients ; i++, ent++ ) {
@ -1847,7 +1841,6 @@ start = trap_Milliseconds();
ClientEndFrame( ent );
}
}
end = trap_Milliseconds();
// see if it is time to do a tournement restart
CheckTournament();

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@ -81,16 +81,6 @@ const char *TeamName(int team) {
return "FREE";
}
const char *OtherTeamName(int team) {
if (team==TEAM_RED)
return "BLUE";
else if (team==TEAM_BLUE)
return "RED";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
const char *TeamColorString(int team) {
if (team==TEAM_RED)
return S_COLOR_RED;
@ -365,7 +355,6 @@ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker
targ->client->pers.teamState.lasthurtcarrier = 0;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
team = attacker->client->sess.sessionTeam;
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
@ -383,7 +372,6 @@ void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker
targ->client->pers.teamState.lasthurtcarrier = 0;
attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
team = attacker->client->sess.sessionTeam;
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_DEFEND;

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@ -69,7 +69,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
int OtherTeam(int team);
const char *TeamName(int team);
const char *OtherTeamName(int team);
const char *TeamColorString(int team);
void AddTeamScore(vec3_t origin, int team, int score);

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@ -324,7 +324,6 @@ void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
float r, u;
vec3_t end;
vec3_t forward, right, up;
int oldScore;
qboolean hitClient = qfalse;
// derive the right and up vectors from the forward vector, because
@ -333,8 +332,6 @@ void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
PerpendicularVector( right, forward );
CrossProduct( forward, right, up );
oldScore = ent->client->ps.persistant[PERS_SCORE];
// generate the "random" spread pattern
for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;