Removed empty line before opening braces

This commit is contained in:
smallmodel 2023-07-05 20:52:55 +02:00
parent 4d3fe0fd73
commit 5333c7ff4a
No known key found for this signature in database
GPG key ID: 9F2D623CEDF08512
124 changed files with 0 additions and 2367 deletions

View file

@ -186,7 +186,6 @@ void RemoveBeamList
(
int owner
)
{
int i, num;
@ -209,7 +208,6 @@ beamEnt_t* FindBeamList
(
int owner
)
{
int i, num;
@ -230,7 +228,6 @@ int CreateNewBeamEntity
int owner,
float life
)
{
beamEnt_t* be;
int i, oldest, oldest_time;
@ -285,7 +282,6 @@ void RemoveBeamEntity
(
int owner
)
{
RemoveBeamList(owner);
}
@ -298,7 +294,6 @@ void AddBeamSegmentToList
int segnum,
int renderfx
)
{
beamEnt_t* be;
@ -327,7 +322,6 @@ void CG_AddBeamsFromList
int owner,
int beamshader
)
{
int i, j, k, l;
float frac, fade;
@ -386,7 +380,6 @@ void RenderSegment
int beamshader,
int renderfx
)
{
int i, j;
polyVert_t points[4];
@ -436,7 +429,6 @@ void CG_MultiBeamBegin
(
void
)
{
ptctr = 0;
}
@ -451,7 +443,6 @@ void CG_MultiBeamAddPoints
float maxoffset,
qboolean addstartpoint
)
{
Vector delta, dir, randdir;
float length;
@ -500,7 +491,6 @@ void CG_MultiBeamEnd
int owner,
float life
)
{
Vector prevpt, currpt;
Vector p1, p2, p3, p4, v1, v2, up, currpt1, currpt2, prevpt1, prevpt2;
@ -556,7 +546,6 @@ static void CG_MultiBeamSubdivide
(
centity_t* cent
)
{
Vector pt1, pt2, pt3;
Vector out1, out2, out3, out4, out5, out6, out7, out8, out9;
@ -652,7 +641,6 @@ void CG_MultiBeam
(
centity_t* cent
)
{
Vector prevpt, currpt;
entityState_t* s1;
@ -967,7 +955,6 @@ void CG_CreateModelBeam
vec3_t left,
vec3_t up
)
{
dtiki_t* tiki;
vec3_t mins, maxs;
@ -1334,7 +1321,6 @@ void CG_CreateBeam
int renderfx,
const char* name
)
{
int i;
beam_t* b;
@ -1492,7 +1478,6 @@ void CG_RestartBeams
(
int timedelta
)
{
int i;
beam_t* b;
@ -1514,7 +1499,6 @@ void CG_Rope
(
centity_t* cent
)
{
Vector prevpt, currpt;
entityState_t* s1;

View file

@ -1344,7 +1344,6 @@ CLASS_DECLARATION( Listener, ClientGameCommandManager, NULL )
};
static int DLightNameToNum(str s)
{
if (!s.icmp("normal")) {
return 0;
@ -1360,7 +1359,6 @@ static int DLightNameToNum(str s)
}
float RandomizeRange(float start, float end)
{
float t;
@ -1479,7 +1477,6 @@ void ClientGameCommandManager::SetBaseAndAmplitude(Event* ev, Vector& base, Vect
// ClientGameCommandManager
//=============
ClientGameCommandManager::ClientGameCommandManager()
{
m_seed = 0;
@ -1668,7 +1665,6 @@ void ClientGameCommandManager::ClearCurrentSFX()
// RandomChance
//===============
void ClientGameCommandManager::RandomChance(Event* ev)
{
int i;
float percentage = ev->GetFloat(1);
@ -1800,7 +1796,6 @@ void ClientGameCommandManager::SetAlignStretch(Event* ev)
// SetDecalRadius
//===============
void ClientGameCommandManager::SetDecalRadius(Event* ev)
{
if (!m_spawnthing) {
return;
@ -1813,7 +1808,6 @@ void ClientGameCommandManager::SetDecalRadius(Event* ev)
// SetDecalOrientation
//===============
void ClientGameCommandManager::SetDecalOrientation(Event* ev)
{
str deg;
@ -2100,7 +2094,6 @@ void ClientGameCommandManager::EmitterStartOff(Event* ev)
// StartBlock
//===============
void ClientGameCommandManager::StartBlock(Event* ev)
{
// Make sure there are no more args on this line, because
// they will be lost
@ -2113,7 +2106,6 @@ void ClientGameCommandManager::StartBlock(Event* ev)
// EndBlock
//===============
void ClientGameCommandManager::EndBlock(Event* ev)
{
// Make sure there are no more args on this line, because
// they will be lost
@ -2135,7 +2127,6 @@ void ClientGameCommandManager::EndBlock(Event* ev)
// SetSwarm
//=============
void ClientGameCommandManager::SetSwarm(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2151,7 +2142,6 @@ void ClientGameCommandManager::SetSwarm(Event* ev)
// SetCircle
//=============
void ClientGameCommandManager::SetCircle(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2164,7 +2154,6 @@ void ClientGameCommandManager::SetCircle(Event* ev)
// SetSphere
//=============
void ClientGameCommandManager::SetSphere(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2177,7 +2166,6 @@ void ClientGameCommandManager::SetSphere(Event* ev)
// SetSphere
//=============
void ClientGameCommandManager::SetRadius(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2190,7 +2178,6 @@ void ClientGameCommandManager::SetRadius(Event* ev)
// SetInwardSphere
//=============
void ClientGameCommandManager::SetInwardSphere(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2204,7 +2191,6 @@ void ClientGameCommandManager::SetInwardSphere(Event* ev)
// SetAlign
//=============
void ClientGameCommandManager::SetAlign(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2217,7 +2203,6 @@ void ClientGameCommandManager::SetAlign(Event* ev)
// SetAlignOnce
//=============
void ClientGameCommandManager::SetAlignOnce(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2230,7 +2215,6 @@ void ClientGameCommandManager::SetAlignOnce(Event* ev)
// SetRandomRoll
//=============
void ClientGameCommandManager::SetRandomRoll(Event* ev)
{
if (!m_spawnthing) {
return;
@ -2252,7 +2236,6 @@ void ClientGameCommandManager::SetVolumetric(Event* ev)
// SetCollision
//=============
void ClientGameCommandManager::SetCollision(Event* ev)
{
str mask;
@ -2753,7 +2736,6 @@ void ClientGameCommandManager::SetVelocity(Event* ev)
// SetAngularVelocity
//=============
void ClientGameCommandManager::SetAngularVelocity(Event* ev)
{
int i = 1;
int j = 0;
@ -2997,7 +2979,6 @@ void ClientGameCommandManager::SetEyeMovement(Event* ev)
// InitializeSpawnthing
//=============
spawnthing_t* ClientGameCommandManager::InitializeSpawnthing(spawnthing_t* sp)
{
int i;
@ -3125,7 +3106,6 @@ void ClientGameCommandManager::SpawnEffect(int count, int timealive)
// GetEmitterByName
//==================
spawnthing_t* ClientGameCommandManager::GetEmitterByName(str name)
{
int i;
for (i = 1; i <= m_emitters.NumObjects(); i++) {
@ -3141,7 +3121,6 @@ spawnthing_t* ClientGameCommandManager::GetEmitterByName(str name)
// CreateNewEmitter
//==================
spawnthing_t* ClientGameCommandManager::CreateNewEmitter(str name)
{
spawnthing_t* st;
@ -3184,7 +3163,6 @@ void CG_DeleteEmitters(dtiki_t* tiki)
// CreateNewEmitter
//==================
spawnthing_t* ClientGameCommandManager::CreateNewEmitter(void)
{
return CreateNewEmitter("");
}
@ -3219,7 +3197,6 @@ void ClientGameCommandManager::BeginOriginSpawn(Event* ev)
// EndOriginSpawn
//===============
void ClientGameCommandManager::EndOriginSpawn(void)
{
// Okay we should have a valid spawnthing, let's create a render entity
SpawnTempModel(m_spawnthing->count);
@ -3299,7 +3276,6 @@ void ClientGameCommandManager::EndTagEmitter(void) { endblockfcn = NULL; }
// BeginTagBeamEmitter
//===============
void ClientGameCommandManager::BeginTagBeamEmitter(Event* ev)
{
// Setup ending function
endblockfcn = &ClientGameCommandManager::EndTagBeamEmitter;
@ -3341,7 +3317,6 @@ void ClientGameCommandManager::EndTagBeamEmitter(void) { endblockfcn = NULL; }
// BeginOriginEmitter
//===============
void ClientGameCommandManager::BeginOriginEmitter(Event* ev)
{
// Setup ending function
endblockfcn = &ClientGameCommandManager::EndOriginEmitter;
@ -3373,7 +3348,6 @@ void ClientGameCommandManager::EndOriginEmitter(void) { endblockfcn = NULL; }
// BeginOriginBeamEmitter
//===============
void ClientGameCommandManager::BeginOriginBeamEmitter(Event* ev)
{
// Setup ending function
endblockfcn = &ClientGameCommandManager::EndOriginBeamEmitter;
@ -3401,7 +3375,6 @@ void ClientGameCommandManager::BeginOriginBeamEmitter(Event* ev)
// EndOriginBeamEmitter
//===============
void ClientGameCommandManager::EndOriginBeamEmitter(void)
{
endblockfcn = NULL;
}
@ -3473,7 +3446,6 @@ void ClientGameCommandManager::BeginTagSpawn(Event* ev)
// EndTagSpawn
//===============
void ClientGameCommandManager::EndTagSpawn(void)
{
// Okay we should have a valid spawnthing, let's create a render entity
SpawnTempModel(m_spawnthing->count);
@ -3507,7 +3479,6 @@ void ClientGameCommandManager::BeginTagBeamSpawn(Event* ev)
// EndTagSpawn
//===============
void ClientGameCommandManager::EndTagBeamSpawn(void)
{
// Okay we should have a valid spawnthing, let's create the beam now
int i;
@ -3587,7 +3558,6 @@ void ClientGameCommandManager::BeginOriginBeamSpawn(Event* ev)
// EndOriginBeamSpawn
//===============
void ClientGameCommandManager::EndOriginBeamSpawn(void)
{
// Okay we should have a valid spawnthing, let's create the beam now
int i, renderfx, c, count;
@ -3655,7 +3625,6 @@ void ClientGameCommandManager::InitializeEmitters(void) {}
// EmitterOn
//===============
void ClientGameCommandManager::EmitterOn(Event* ev)
{
int i;
str name;
@ -3681,7 +3650,6 @@ void ClientGameCommandManager::EmitterOn(Event* ev)
// EmitterOff
//===============
void ClientGameCommandManager::EmitterOff(Event* ev)
{
int i;
str name;
@ -3712,7 +3680,6 @@ void ClientGameCommandManager::PlaySound(str sound_name, vec3_t origin,
int channel, float volume,
float min_distance,
float pitch, int argstype)
{
int aliaschannel;
float aliasvolume;
@ -3848,7 +3815,6 @@ void ClientGameCommandManager::PlaySound(str sound_name, vec3_t origin,
// Sound
//===============
void ClientGameCommandManager::Sound(Event* ev)
{
int channel = CHAN_AUTO;
str sound_name;
@ -3888,7 +3854,6 @@ void ClientGameCommandManager::Sound(Event* ev)
// StopSound
//===============
void ClientGameCommandManager::StopSound(Event* ev)
{
int channel;
@ -3939,7 +3904,6 @@ void ClientGameCommandManager::StopAliasChannel(Event* ev)
// LoopSound
//===============
void ClientGameCommandManager::LoopSound(Event* ev)
{
str sound_name;
float volume = -1.0;
@ -4005,7 +3969,6 @@ void ClientGameCommandManager::LoopSound(Event* ev)
// CacheResource
//===============
void CacheResource(const char* stuff)
{
str real_stuff;
@ -4031,7 +3994,6 @@ void CacheResource(const char* stuff)
// Cache
//===============
void ClientGameCommandManager::Cache(Event* ev)
{
if (ev->NumArgs() < 1) {
return;
@ -4107,7 +4069,6 @@ qboolean bLoadForMap(const char* psMapsBuffer, const char* name)
// AliasCache
//===============
void ClientGameCommandManager::AliasCache(Event* ev)
{
int i;
char parmbuffer[2048]; // this holds the parameters to be passed into the
@ -4152,7 +4113,6 @@ void ClientGameCommandManager::AliasCache(Event* ev)
// Alias
//===============
void ClientGameCommandManager::Alias(Event* ev)
{
int i;
char parmbuffer[2048]; // this holds the parameters to be passed into the
@ -4341,7 +4301,6 @@ void ClientGameCommandManager::BodyFallSound(Event* ev)
// Client
//===============
void ClientGameCommandManager::Client(Event* ev)
{
Event* event;
const char* eventname;
@ -4402,7 +4361,6 @@ void ClientGameCommandManager::TagDynamicLight(Event* ev)
// OriginDynamicLight
//===============
void ClientGameCommandManager::OriginDynamicLight(Event* ev)
{
str tagname;
@ -4659,7 +4617,6 @@ void ClientGameCommandManager::UpdateEmitter(dtiki_t* tiki, vec3_t axis[3],
int entity_number,
int parent_number,
Vector entity_origin)
{
int parent, lastparent, i;
emittertime_t* et = NULL;
@ -4832,7 +4789,6 @@ void ClientGameCommandManager::UpdateEmitter(dtiki_t* tiki, vec3_t axis[3],
void ClientGameCommandManager::RemoveClientEntity(int number, dtiki_t* tiki,
centity_t* cent,
ctempmodel_t* p)
{
int i;
@ -4909,7 +4865,6 @@ bool ClientGameCommandManager::GetTagPositionAndOrientation(str tagname, orienta
// FreeAllTempModels
//===============
void ClientGameCommandManager::FreeAllTempModels(void)
{
ctempmodel_t *p, *next;
@ -5328,7 +5283,6 @@ void CG_InitializeCommandManager(void)
// CG_RemoveClientEntity
//===============
void CG_RemoveClientEntity(int number, dtiki_t* tiki, centity_t* cent)
{
commandManager.RemoveClientEntity(number, tiki, cent);
@ -5499,7 +5453,6 @@ CLASS_DECLARATION(Listener, EmitterLoader, NULL){
EmitterLoader::EmitterLoader() { emitterActive = false; }
void EmitterLoader::Emitter(Event* ev)
{
spawnthing_t* st;
@ -5512,7 +5465,6 @@ void EmitterLoader::Emitter(Event* ev)
}
void EmitterLoader::ProcessEmitter(Script& script)
{
str token;
@ -5541,7 +5493,6 @@ void EmitterLoader::ProcessEmitter(Script& script)
}
bool EmitterLoader::Load(Script& script)
{
str token;
str errortext;
@ -5617,7 +5568,6 @@ void CG_Emitter(centity_t* cent)
}
void ClientGameCommandManager::CGEvent(centity_t* cent)
{
str modelname;
dtiki_t *tiki;

View file

@ -385,13 +385,11 @@ protected:
};
inline enttracker_t::enttracker_t()
{
memset(usedNumbers, 0, sizeof(usedNumbers));
}
inline void enttracker_t::RemoveEntity(int entnum)
{
// If the entnum is a magic number, then clear out the usedNumber field, so
// that it may be reused for this emitter.
@ -407,7 +405,6 @@ inline void enttracker_t::RemoveEntity(int entnum)
}
inline int enttracker_t::AssignNumber(void)
{
int i;
@ -524,7 +521,6 @@ public:
};
inline void commandthing_t::RemoveEntity(int entnum)
{
int num, count;
commandtime_t* ct;
@ -543,7 +539,6 @@ inline void commandthing_t::RemoveEntity(int entnum)
inline commandtime_t* commandthing_t::GetLastCommandTime(int entnum,
int commandnum)
{
int num, count;
commandtime_t* ct;
@ -632,14 +627,12 @@ public:
};
inline void spawnthing_t::SetModel(str model)
{
m_modellist.ClearObjectList();
m_modellist.AddObject(model);
}
inline str spawnthing_t::GetModel(void)
{
int num, index;

View file

@ -149,7 +149,6 @@ void CG_ImpactMark
float fSCenter,
float fTCenter
)
{
vec3_t axis[3];
float texCoordScale;

View file

@ -91,7 +91,6 @@ void CG_ClipMoveToEntities(const vec3_t start, const vec3_t mins,
const vec3_t maxs, const vec3_t end,
int skipNumber, int mask, trace_t* tr,
qboolean cylinder)
{
int i;
trace_t trace;
@ -143,7 +142,6 @@ void CG_ClipMoveToEntities(const vec3_t start, const vec3_t mins,
}
void CG_ShowTrace(trace_t* trace, int passent, const char* reason)
{
char text[1024];
@ -170,7 +168,6 @@ void CG_Trace(trace_t* result, const vec3_t start, const vec3_t mins,
const vec3_t maxs, const vec3_t end, int skipNumber, int mask,
qboolean cylinder, qboolean cliptoentities,
const char* description)
{
trace_t t;
@ -204,7 +201,6 @@ CG_PlayerTrace
void CG_PlayerTrace(trace_t* result, const vec3_t start, const vec3_t mins,
const vec3_t maxs, const vec3_t end, int skipNumber,
int mask, qboolean cylinder, qboolean tracedeep)
{
CG_Trace(result, start, mins, maxs, end, skipNumber, mask, cylinder, qtrue,
"PlayerTrace");

View file

@ -46,7 +46,6 @@ extern Event EV_Client_SwipeOff;
// AllocateTempModel
//=============
ctempmodel_t* ClientGameCommandManager::AllocateTempModel(void)
{
ctempmodel_t* p;
@ -72,7 +71,6 @@ ctempmodel_t* ClientGameCommandManager::AllocateTempModel(void)
// FreeTempModel
//===============
void ClientGameCommandManager::FreeTempModel(ctempmodel_t* p)
{
if (!p->prev) {
cgi.Error(ERR_DROP, "CCM::FreeTempModel: not active");
@ -90,7 +88,6 @@ void ClientGameCommandManager::FreeTempModel(ctempmodel_t* p)
}
void ClientGameCommandManager::ResetTempModels(void)
{
// Go through all the active tempmodels and free them
ctempmodel_t* p, * next;
@ -114,7 +111,6 @@ void CG_ResetTempModels(void)
// InitializeTempModels
//=============
void ClientGameCommandManager::InitializeTempModels(void)
{
int i;
int numtempmodels = MAX_TEMPMODELS;
@ -143,7 +139,6 @@ void ClientGameCommandManager::InitializeTempModelCvars(void)
//===============
void ClientGameCommandManager::AnimateTempModel(ctempmodel_t* p, Vector origin,
refEntity_t* newEnt)
{
int numframes;
int deltatime;
@ -186,7 +181,6 @@ void ClientGameCommandManager::AnimateTempModel(ctempmodel_t* p, Vector origin,
// UpdateSwarm
//===============
void ClientGameCommandManager::UpdateSwarm(ctempmodel_t* p)
{
if (p->cgd.swarmfreq == 0) {
return;
@ -223,7 +217,6 @@ qboolean ClientGameCommandManager::TempModelRealtimeEffects(ctempmodel_t* p,
float ftime,
float dtime,
float scale)
{
float fade, fadein;
byte tempColor[4];
@ -385,7 +378,6 @@ qboolean ClientGameCommandManager::TempModelRealtimeEffects(ctempmodel_t* p,
void ClientGameCommandManager::OtherTempModelEffects(ctempmodel_t* p,
Vector origin,
refEntity_t* newEnt)
{
vec3_t axis[3];
@ -419,7 +411,6 @@ void ClientGameCommandManager::OtherTempModelEffects(ctempmodel_t* p,
qboolean ClientGameCommandManager::TempModelPhysics(ctempmodel_t* p,
float ftime, float time2,
float scale)
{
int dtime;
Vector parentOrigin(0, 0, 0);
@ -680,7 +671,6 @@ qboolean ClientGameCommandManager::TempModelPhysics(ctempmodel_t* p,
qboolean ClientGameCommandManager::LerpTempModel(refEntity_t* newEnt,
ctempmodel_t* p, float frac)
{
int i, j;
@ -759,7 +749,6 @@ void CG_AddTempModels(void) { commandManager.AddTempModels(); }
//===============
#define TOO_MUCH_TIME_PASSED 500
void ClientGameCommandManager::AddTempModels(void)
{
ctempmodel_t* p, * next;
int count = 0; // Tempmodel count
@ -995,7 +984,6 @@ void ClientGameCommandManager::SpawnTempModel(int count, spawnthing_t* sp)
// SpawnTempModel
//=================
void ClientGameCommandManager::SpawnTempModel(int mcount, int timeAlive)
{
int i;
ctempmodel_t* p;

View file

@ -34,7 +34,6 @@ VehicleCollisionEntity::VehicleCollisionEntity
(
Entity *ent
)
{
if( LoadingSavegame )
{
@ -59,7 +58,6 @@ VehicleCollisionEntity::VehicleCollisionEntity
(
void
)
{
if( LoadingSavegame )
{
@ -73,7 +71,6 @@ void VehicleCollisionEntity::EventDamage
(
Event *ev
)
{
Event *event = new Event( ev );
@ -84,7 +81,6 @@ void VehicleCollisionEntity::Solid
(
void
)
{
setContents( CONTENTS_SOLID );
setSolidType( SOLID_BSP );
@ -94,7 +90,6 @@ void VehicleCollisionEntity::NotSolid
(
void
)
{
setSolidType( SOLID_NOT );
}

View file

@ -51,7 +51,6 @@ void VehicleCollisionEntity::Archive
(
Archiver& arc
)
{
Entity::Archive( arc );

View file

@ -37,7 +37,6 @@ void cVehicleSlot::NotSolid
(
void
)
{
if( !( flags & FL_SWIM ) )
{
@ -62,7 +61,6 @@ void cVehicleSlot::Solid
(
void
)
{
if( !( flags & FL_SWIM ) )
{
@ -96,7 +94,6 @@ void cTurretSlot::NotSolid
(
void
)
{
if( !( flags & FL_SWIM ) )
{
@ -131,7 +128,6 @@ void cTurretSlot::Solid
(
void
)
{
if( !( flags & FL_SWIM ) )
{

View file

@ -59,7 +59,6 @@ void cVehicleSlot::Archive
(
Archiver& arc
)
{
Class::Archive( arc );
@ -90,7 +89,6 @@ void cTurretSlot::Archive
(
Archiver& arc
)
{
cVehicleSlot::Archive( arc );

View file

@ -73,7 +73,6 @@ void VehicleSoundEntity::Start
(
void
)
{
m_bDoSoundStuff = true;
}
@ -82,7 +81,6 @@ void VehicleSoundEntity::Stop
(
void
)
{
m_bDoSoundStuff = false;
}
@ -91,7 +89,6 @@ void VehicleSoundEntity::Think
(
void
)
{
DoSoundStuff();
}
@ -142,7 +139,6 @@ void VehicleSoundEntity::DoSoundStuff
(
void
)
{
float pitch;

View file

@ -56,7 +56,6 @@ void VehicleSoundEntity::Archive
(
Archiver& arc
)
{
Entity::Archive( arc );

File diff suppressed because it is too large Load diff

View file

@ -1289,7 +1289,6 @@ inline void Actor::ArchiveStatic
(
Archiver &arc
)
{
for( int i = MAX_BODYQUEUE - 1; i >= 0; i-- )
{
@ -1303,7 +1302,6 @@ inline void Actor::Archive
(
Archiver &arc
)
{
SimpleActor::Archive( arc );

View file

@ -28,7 +28,6 @@ void Actor::InitAim
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Aim;
func->ThinkState = &Actor::Think_Aim;
@ -40,7 +39,6 @@ void Actor::Begin_Aim
(
void
)
{
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
@ -50,7 +48,6 @@ void Actor::Think_Aim
(
void
)
{
if( !RequireThink() )
return;
@ -73,7 +70,6 @@ void Actor::ShowInfo_Aim
(
void
)
{
ShowInfo_AimNode();
}

View file

@ -28,7 +28,6 @@ void Actor::InitAlarm
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Alarm;
func->EndState = &Actor::End_Alarm;
@ -41,7 +40,6 @@ void Actor::Begin_Alarm
(
void
)
{
DoForceActivate();
@ -74,7 +72,6 @@ void Actor::End_Alarm
(
void
)
{
parm.movefail = true;
}
@ -83,7 +80,6 @@ void Actor::State_Alarm_StartThread
(
void
)
{
if( m_AlarmNode )
SetLeashHome( m_AlarmNode->origin );
@ -98,7 +94,6 @@ void Actor::State_Alarm_Move
(
void
)
{
if( PathExists() )
{
@ -127,7 +122,6 @@ void Actor::State_Alarm_Idle
(
void
)
{
AimAtTargetPos();
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
@ -137,7 +131,6 @@ void Actor::Think_Alarm
(
void
)
{
if( !RequireThink() )
return;
@ -167,7 +160,6 @@ void Actor::FinishedAnimation_Alarm
(
void
)
{
// not needed
return;

View file

@ -28,7 +28,6 @@ void Actor::InitAnim
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Anim;
func->BeginState = &Actor::Begin_Anim;
@ -42,7 +41,6 @@ void Actor::Begin_Anim
(
void
)
{
m_csMood = m_csIdleMood;
ClearPath();
@ -54,7 +52,6 @@ void Actor::Think_Anim
(
void
)
{
if (RequireThink())
{
@ -87,7 +84,6 @@ void Actor::FinishedAnimation_Anim
(
void
)
{
if (!m_bAnimScriptSet)
{
@ -103,7 +99,6 @@ void Actor::ShowInfo_Anim
(
void
)
{
Com_Printf("anim script: %s, anim mode %d\n", Director.GetString(m_csAnimScript).c_str(), m_AnimMode);
}

View file

@ -28,7 +28,6 @@ const_str SimpleActor::GetRunAnim
(
void
)
{
if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
return STRING_ANIM_RUN_SCR;
@ -40,7 +39,6 @@ const_str SimpleActor::GetWalkAnim
(
void
)
{
if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
return STRING_ANIM_WALK_SCR;
@ -52,7 +50,6 @@ void SimpleActor::Anim_Attack
(
void
)
{
DesiredAnimation(1, m_AttackHandler);
}
@ -61,7 +58,6 @@ void SimpleActor::Anim_Sniper
(
void
)
{
DesiredAnimation(1, m_SniperHandler);
}
@ -70,7 +66,6 @@ void SimpleActor::Anim_Aim
(
void
)
{
DesiredAnimation(1, STRING_ANIM_AIM_SCR);
}
@ -79,7 +74,6 @@ void SimpleActor::Anim_Shoot
(
void
)
{
DesiredAnimation(1, STRING_ANIM_SHOOT_SCR);
}
@ -88,7 +82,6 @@ void SimpleActor::Anim_Idle
(
void
)
{
DesiredAnimation(1, STRING_ANIM_IDLE_SCR);
}
@ -97,7 +90,6 @@ void SimpleActor::Anim_Crouch
(
void
)
{
DesiredAnimation(1, STRING_ANIM_CROUCH_SCR);
}
@ -106,7 +98,6 @@ void SimpleActor::Anim_Prone
(
void
)
{
DesiredAnimation(1, STRING_ANIM_PRONE_SCR);
}
@ -115,7 +106,6 @@ void SimpleActor::Anim_Stand
(
void
)
{
DesiredAnimation(1, STRING_ANIM_STAND_SCR);
}
@ -124,7 +114,6 @@ void SimpleActor::Anim_Cower
(
void
)
{
DesiredAnimation(1, STRING_ANIM_COWER_SCR);
}
@ -133,7 +122,6 @@ void SimpleActor::Anim_Killed
(
void
)
{
Com_Printf("m_eAnimMode Anim_Killed \n");
DesiredAnimation(1, m_DeathHandler);
@ -143,7 +131,6 @@ void SimpleActor::Anim_StartPain
(
void
)
{
Com_Printf("m_eAnimMode Anim_StartPain \n");
StartAnimation(1, m_PainHandler);
@ -154,7 +141,6 @@ void SimpleActor::Anim_Pain
(
void
)
{
ContinueAnimation();
}
@ -164,7 +150,6 @@ void SimpleActor::Anim_CrouchRunTo
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_RUN_SCR);
}
@ -173,7 +158,6 @@ void SimpleActor::Anim_CrouchWalkTo
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_WALK_SCR);
}
@ -182,7 +166,6 @@ void SimpleActor::Anim_StandRunTo
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SCR);
}
@ -191,7 +174,6 @@ void SimpleActor::Anim_StandWalkTo
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_WALK_SCR);
}
@ -200,7 +182,6 @@ void SimpleActor::Anim_RunTo
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, GetRunAnim());
}
@ -209,7 +190,6 @@ void SimpleActor::Anim_WalkTo
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, GetWalkAnim());
}
@ -218,7 +198,6 @@ void SimpleActor::Anim_RunAwayFiring
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNAWAYFIRING_SCR);
}
@ -227,7 +206,6 @@ void SimpleActor::Anim_RunToShooting
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SHOOT_SCR);
}
@ -236,7 +214,6 @@ void SimpleActor::Anim_RunToAlarm
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_ALARM_SCR);
}
@ -245,7 +222,6 @@ void SimpleActor::Anim_RunToCasual
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_CASUAL_SCR);
}
@ -254,7 +230,6 @@ void SimpleActor::Anim_RunToCover
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_COVER_SCR);
}
@ -263,7 +238,6 @@ void SimpleActor::Anim_RunToDanger
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DANGER_SCR);
}
@ -272,7 +246,6 @@ void SimpleActor::Anim_RunToDive
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DIVE_SCR);
}
@ -281,7 +254,6 @@ void SimpleActor::Anim_RunToFlee
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_FLEE_SCR);
}
@ -290,7 +262,6 @@ void SimpleActor::Anim_RunToInOpen
(
int eAnimMode
)
{
DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_INOPEN_SCR);
}
@ -299,7 +270,6 @@ void SimpleActor::Anim_Emotion
(
eEmotionMode eEmotMode
)
{
m_eEmotionMode = eEmotMode;
}
@ -310,7 +280,6 @@ void SimpleActor::Anim_Say
int iMinTimeSinceLastSay,
bool bCanInterrupt
)
{
if (!m_bSayAnimSet || bCanInterrupt)
{
@ -329,7 +298,6 @@ void SimpleActor::Anim_FullBody
const_str csFullBodyAnim,
int eAnimMode
)
{
if( m_csAnimName == csFullBodyAnim )
{

View file

@ -28,7 +28,6 @@ void Actor::InitAnimCurious
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_AnimCurious;
func->BeginState = &Actor::Begin_AnimCurious;
@ -42,7 +41,6 @@ void Actor::Begin_AnimCurious
(
void
)
{
DoForceActivate();
@ -56,7 +54,6 @@ void Actor::Think_AnimCurious
(
void
)
{
if( !RequireThink() )
return;
@ -74,7 +71,6 @@ void Actor::FinishedAnimation_AnimCurious
(
void
)
{
if( m_State == 1101 )
{

View file

@ -29,7 +29,6 @@ void Actor::InitBalconyIdle
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
@ -42,7 +41,6 @@ void Actor::InitBalconyCurious
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Curious;
func->BeginState = &Actor::Begin_Curious;
@ -60,7 +58,6 @@ void Actor::InitBalconyAttack
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_BalconyAttack;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
@ -76,7 +73,6 @@ void Actor::InitBalconyDisguise
(
GlobalFuncs_t *func
)
{
func->IsState = &Actor::IsDisguiseState;
}
@ -85,7 +81,6 @@ void Actor::InitBalconyGrenade
(
GlobalFuncs_t *func
)
{
func->IsState = &Actor::IsGrenadeState;
}
@ -94,7 +89,6 @@ void Actor::InitBalconyPain
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Pain;
func->ThinkState = &Actor::Think_Pain;
@ -108,7 +102,6 @@ void Actor::InitBalconyKilled
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_BalconyKilled;
func->EndState = &Actor::End_BalconyKilled;
@ -121,7 +114,6 @@ void Actor::Pain_Balcony
(
Event *ev
)
{
SetThink( THINKSTATE_PAIN, THINK_BALCONY_PAIN);
HandlePain( ev );
@ -132,7 +124,6 @@ void Actor::Killed_Balcony
Event *ev,
bool bPlayDeathAnim
)
{
ClearStates();
SetThink( THINKSTATE_KILLED, THINK_BALCONY_KILLED);
@ -146,7 +137,6 @@ void Actor::Begin_BalconyAttack
(
void
)
{
TransitionState(200, 0);
}
@ -155,7 +145,6 @@ void Actor::State_Balcony_PostShoot
(
void
)
{
if( m_Enemy )
{
@ -167,7 +156,6 @@ void Actor::State_Balcony_FindEnemy
(
void
)
{
m_bHasDesiredLookAngles = false;
Anim_Aim();
@ -182,7 +170,6 @@ void Actor::State_Balcony_Target
(
void
)
{
Anim_Aim();
AimAtTargetPos();
@ -205,7 +192,6 @@ void Actor::State_Balcony_Shoot
(
void
)
{
Anim_Shoot();
AimAtTargetPos();
@ -215,7 +201,6 @@ void Actor::Think_BalconyAttack
(
void
)
{
if( !RequireThink() )
return;
@ -260,7 +245,6 @@ void Actor::FinishedAnimation_BalconyAttack
(
void
)
{
if( m_State == 202 )
State_Balcony_PostShoot();
@ -270,7 +254,6 @@ void Actor::Begin_BalconyKilled
(
void
)
{
ClearPath();
ResetBoneControllers();
@ -287,7 +270,6 @@ void Actor::End_BalconyKilled
(
void
)
{
if( m_pFallPath )
{
@ -300,7 +282,6 @@ void Actor::Think_BalconyKilled
(
void
)
{
int animnum;
@ -395,7 +376,6 @@ void Actor::FinishedAnimation_BalconyKilled
(
void
)
{
if( m_State == 804 || m_State == 806 )
{

View file

@ -28,7 +28,6 @@ void Actor::InitCover
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Cover;
func->BeginState = &Actor::Begin_Cover;
@ -44,7 +43,6 @@ void Actor::Begin_Cover
(
void
)
{
DoForceActivate();
m_csIdleMood = STRING_NERVOUS;
@ -74,7 +72,6 @@ void Actor::End_Cover
(
void
)
{
m_pszDebugState = "";
@ -91,7 +88,6 @@ void Actor::Suspend_Cover
(
void
)
{
if( m_pCoverNode )
{
@ -107,7 +103,6 @@ void Actor::State_Cover_NewEnemy
(
void
)
{
m_bHasDesiredLookAngles = true;
@ -130,7 +125,6 @@ void Actor::State_Cover_FindCover
(
void
)
{
Anim_Aim();
AimAtTargetPos();
@ -161,7 +155,6 @@ void Actor::State_Cover_TakeCover
(
void
)
{
if( PathExists() && !PathComplete() )
{
@ -194,7 +187,6 @@ void Actor::State_Cover_FinishReloading
(
void
)
{
if( m_bInReload )
{
@ -238,7 +230,6 @@ void Actor::State_Cover_Target
(
void
)
{
DontFaceWall();
@ -279,7 +270,6 @@ void Actor::State_Cover_Hide
(
void
)
{
if (m_Enemy)
{
@ -456,7 +446,6 @@ void Actor::State_Cover_Shoot
(
void
)
{
if (m_bNeedReload)
{
@ -486,7 +475,6 @@ void Actor::State_Cover_Grenade
(
void
)
{
GenericGrenadeTossThink();
}
@ -495,7 +483,6 @@ void Actor::State_Cover_SpecialAttack
(
void
)
{
m_bHasDesiredLookAngles = false;
@ -543,7 +530,6 @@ void Actor::State_Cover_FindEnemy
(
void
)
{
if( m_Team == TEAM_AMERICAN )
{
@ -590,7 +576,6 @@ void Actor::State_Cover_SearchNode
(
void
)
{
m_bHasDesiredLookAngles = false;
@ -623,7 +608,6 @@ void Actor::State_Cover_HuntEnemy
(
void
)
{
FaceEnemyOrMotion( level.inttime - m_iStateTime );
MovePathWithLeash();
@ -651,7 +635,6 @@ void Actor::State_Cover_FakeEnemy
(
void
)
{
AimAtTargetPos();
Anim_Aim();
@ -666,7 +649,6 @@ void Actor::Think_Cover
(
void
)
{
if( !RequireThink() )
{
@ -776,7 +758,6 @@ void Actor::FinishedAnimation_Cover
(
void
)
{
if( m_State == 309 )
{
@ -799,7 +780,6 @@ void Actor::PathnodeClaimRevoked_Cover
(
void
)
{
TransitionState(301, 0);
}
@ -808,7 +788,6 @@ bool Actor::Cover_IsValid
(
PathNode *node
)
{
if( !node->IsClaimedByOther( this ) )
{
@ -845,7 +824,6 @@ bool Actor::Cover_SetPath
(
PathNode *node
)
{
SetPathWithLeash( node, NULL, 0 );
@ -912,7 +890,6 @@ void Actor::Cover_FindCover
(
bool bCheckAll
)
{
if( m_pCoverNode )

View file

@ -28,7 +28,6 @@ void Actor::InitCurious
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Curious;
func->BeginState = &Actor::Begin_Curious;
@ -44,7 +43,6 @@ void Actor::Begin_Curious
(
void
)
{
Vector vDelta;
//float fDistSquared;
@ -157,7 +155,6 @@ void Actor::End_Curious
(
void
)
{
m_iCuriousTime = 0;
m_iCuriousLevel = 0;
@ -167,7 +164,6 @@ void Actor::Resume_Curious
(
void
)
{
Begin_Curious();
}
@ -176,7 +172,6 @@ void Actor::Suspend_Curious
(
void
)
{
End_Curious();
}
@ -185,7 +180,6 @@ void Actor::Think_Curious
(
void
)
{
//horrible function!
if (RequireThink())
@ -427,7 +421,6 @@ void Actor::FinishedAnimation_Curious
(
void
)
{
FinishedAnimation_AnimCurious();
}
@ -437,7 +430,6 @@ void Actor::LookAtCuriosity
(
void
)
{
Vector vAngles;
float fLookScale;
@ -495,7 +487,6 @@ void Actor::TimeOutCurious
(
void
)
{
//FIXME: macros
if (!m_Enemy || EnemyIsDisguised())

View file

@ -29,7 +29,6 @@ void Actor::InitDisguiseNone
(
GlobalFuncs_t *func
)
{
func->IsState = &Actor::IsDisguiseState;
}
@ -38,7 +37,6 @@ void Actor::State_Disguise_Wait
(
void
)
{
vec2_t vDelta;
float fDistSquared;
@ -74,7 +72,6 @@ void Actor::State_Disguise_Papers
(
void
)
{
vec2_t vDelta;
@ -116,7 +113,6 @@ void Actor::State_Disguise_Fake_Papers
(
void
)
{
vec2_t vDelta;
@ -143,7 +139,6 @@ void Actor::State_Disguise_Enemy
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_DISGUISE_ENEMY_SCR;
@ -159,7 +154,6 @@ void Actor::State_Disguise_Halt
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_DISGUISE_HALT_SCR;
@ -175,7 +169,6 @@ void Actor::State_Disguise_Accept
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_DISGUISE_ACCEPT_SCR;
@ -192,7 +185,6 @@ void Actor::State_Disguise_Deny
(
void
)
{
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_DISGUISE_DENY_SCR;

View file

@ -29,7 +29,6 @@ void Actor::InitDisguiseOfficer
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_DisguiseOfficer;
func->BeginState = &Actor::Begin_DisguiseOfficer;
@ -44,7 +43,6 @@ void Actor::Begin_DisguiseOfficer
(
void
)
{
vec2_t vDelta;
m_csMood = STRING_BORED;
@ -86,7 +84,6 @@ void Actor::End_DisguiseOfficer
(
void
)
{
m_iNextDisguiseTime = level.inttime + (m_State ? m_iDisguisePeriod : 500);
}
@ -95,7 +92,6 @@ void Actor::Resume_DisguiseOfficer
(
void
)
{
Begin_DisguiseOfficer();
}
@ -104,7 +100,6 @@ void Actor::Suspend_DisguiseOfficer
(
void
)
{
End_DisguiseOfficer();
}
@ -113,7 +108,6 @@ void Actor::Think_DisguiseOfficer
(
void
)
{
if (RequireThink())
{

View file

@ -28,7 +28,6 @@ void Actor::InitDisguiseRover
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_DisguiseRover;
func->BeginState = &Actor::Begin_DisguiseRover;
@ -43,7 +42,6 @@ void Actor::Begin_DisguiseRover
(
void
)
{
vec2_t vDelta;
@ -85,7 +83,6 @@ void Actor::End_DisguiseRover
(
void
)
{
m_iNextDisguiseTime = level.inttime + (m_State ? m_iDisguisePeriod : 500);
}
@ -94,7 +91,6 @@ void Actor::Resume_DisguiseRover
(
void
)
{
Begin_DisguiseRover();
}
@ -103,7 +99,6 @@ void Actor::Suspend_DisguiseRover
(
void
)
{
End_DisguiseRover();
}
@ -112,7 +107,6 @@ void Actor::Think_DisguiseRover
(
void
)
{
if (!RequireThink())
{

View file

@ -28,7 +28,6 @@ void Actor::InitDisguiseSalute
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_DisguiseSalute;
func->BeginState = &Actor::Begin_DisguiseSalute;
@ -43,7 +42,6 @@ void Actor::Begin_DisguiseSalute
(
void
)
{
vec2_t vDelta;
@ -89,7 +87,6 @@ void Actor::End_DisguiseSalute
(
void
)
{
m_iNextDisguiseTime = level.inttime + m_iDisguisePeriod;
}
@ -98,7 +95,6 @@ void Actor::Resume_DisguiseSalute
(
void
)
{
Begin_DisguiseSalute();
}
@ -107,7 +103,6 @@ void Actor::Suspend_DisguiseSalute
(
void
)
{
End_DisguiseSalute();
}
@ -116,7 +111,6 @@ void Actor::Think_DisguiseSalute
(
void
)
{
NoPoint();
ContinueAnimation();
@ -157,7 +151,6 @@ void Actor::FinishedAnimation_DisguiseSalute
(
void
)
{
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}

View file

@ -28,7 +28,6 @@ void Actor::InitDisguiseSentry
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_DisguiseSentry;
func->BeginState = &Actor::Begin_DisguiseSentry;
@ -43,7 +42,6 @@ void Actor::Begin_DisguiseSentry
(
void
)
{
vec2_t vDelta;
@ -87,7 +85,6 @@ void Actor::End_DisguiseSentry
(
void
)
{
m_iNextDisguiseTime = level.inttime + (m_State ? m_iDisguisePeriod : 500);
}
@ -96,7 +93,6 @@ void Actor::Resume_DisguiseSentry
(
void
)
{
Begin_DisguiseSentry();
}
@ -105,7 +101,6 @@ void Actor::Suspend_DisguiseSentry
(
void
)
{
End_DisguiseSentry();
}
@ -114,7 +109,6 @@ void Actor::Think_DisguiseSentry
(
void
)
{
if (RequireThink())
{

View file

@ -28,7 +28,6 @@ void Actor::InitDogIdle
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
@ -41,7 +40,6 @@ void Actor::InitDogAttack
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
@ -54,7 +52,6 @@ void Actor::InitDogCurious
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
@ -67,7 +64,6 @@ void Actor::Begin_Dog
(
void
)
{
m_bDog = true;
}
@ -76,7 +72,6 @@ void Actor::End_Dog
(
void
)
{
;
}
@ -85,7 +80,6 @@ void Actor::Think_Dog_Idle
(
void
)
{
if( !RequireThink() )
{
@ -105,7 +99,6 @@ void Actor::Think_Dog_Attack
(
void
)
{
if (!RequireThink())
{
@ -177,7 +170,6 @@ void Actor::Think_Dog_Curious
(
void
)
{
if (RequireThink())
{

View file

@ -29,7 +29,6 @@ void Actor::InitGrenade
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Grenade;
func->BeginState = &Actor::Begin_Grenade;
@ -46,7 +45,6 @@ bool Actor::Grenade_Acquire
eGrenadeState eNextState,
const_str csReturnAnim
)
{
bool bRetVal = false;
Vector vDest;
@ -117,7 +115,6 @@ void Actor::Grenade_Flee
(
void
)
{
//float origin_ratio;
float fMinCloseDistSquared;
@ -209,7 +206,6 @@ void Actor::Grenade_ThrowAcquire
(
void
)
{
if (!Grenade_Acquire(AI_GRENSTATE_THROW, STRING_ANIM_GRENADERETURN_SCR)
&& !CanGetGrenadeFromAToB(
@ -229,7 +225,6 @@ void Actor::Grenade_Throw
(
void
)
{
m_bHasDesiredLookAngles = false;
@ -242,7 +237,6 @@ void Actor::Grenade_KickAcquire
(
void
)
{
Vector vFace = vec_zero;
if (!Grenade_Acquire(AI_GRENSTATE_KICK, STRING_ANIM_GRENADEKICK_SCR))
@ -267,7 +261,6 @@ void Actor::Grenade_Kick
(
void
)
{
m_bHasDesiredLookAngles = false;
ContinueAnimation();
@ -277,7 +270,6 @@ void Actor::Grenade_MartyrAcquire
(
void
)
{
Vector vDest;
if (m_bGrenadeBounced)
@ -340,7 +332,6 @@ void Actor::Grenade_Martyr
(
void
)
{
if (m_pGrenade && level.inttime >= (m_iStateTime + 1000) - 0.5)
{
@ -359,7 +350,6 @@ void Actor::Grenade_Wait
(
void
)
{
if (rand() & 0xF)
{
@ -377,7 +367,6 @@ void Actor::Grenade_NextThinkState
(
void
)
{
if (m_Enemy && !(m_Enemy->IsSubclassOfActor()))
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
@ -389,7 +378,6 @@ void Actor::Grenade_EventAttach
(
Event *ev
)
{
if (m_pGrenade)
{
@ -426,7 +414,6 @@ void Actor::Grenade_EventDetach
(
Event *ev
)
{
if (m_pGrenade)
{
@ -444,7 +431,6 @@ void Actor::Begin_Grenade
(
void
)
{
DoForceActivate();
m_csMood = STRING_ALERT;
@ -571,7 +557,6 @@ void Actor::End_Grenade
(
void
)
{
m_pszDebugState = "";
}
@ -580,7 +565,6 @@ void Actor::Resume_Grenade
(
void
)
{
if (m_pGrenade)
Begin_Grenade();
@ -592,7 +576,6 @@ void Actor::Think_Grenade
(
void
)
{
if (m_bEnableEnemy)
UpdateEnemy(200);
@ -677,7 +660,6 @@ void Actor::FinishedAnimation_Grenade
(
void
)
{
switch (m_eGrenadeState)
{

View file

@ -28,7 +28,6 @@ void Actor::InitIdle
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Idle;
func->ThinkState = &Actor::Think_Idle;
@ -40,7 +39,6 @@ void Actor::Begin_Idle
(
void
)
{
glbs.Printf("Begin_Idle\n");
m_csMood = m_csIdleMood;
@ -51,7 +49,6 @@ void Actor::Think_Idle
(
void
)
{
if (RequireThink())
{
@ -66,7 +63,6 @@ void Actor::IdleThink
(
void
)
{
IdlePoint();
IdleLook();
@ -109,7 +105,6 @@ bool Actor::PassesTransitionConditions_Idle
(
void
)
{
glbs.Printf("PassesTransitionConditions_Idle\n");
@ -128,7 +123,6 @@ bool Actor::IsIdleState
(
int state
)
{
return state == THINKSTATE_IDLE;
}

View file

@ -28,7 +28,6 @@ void Actor::InitDead
(
GlobalFuncs_t *func
)
{
func->IsState = &Actor::IsKilledState;
}
@ -37,7 +36,6 @@ void Actor::InitKilled
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Killed;
func->ThinkState = &Actor::Think_Killed;
@ -49,7 +47,6 @@ void Actor::Begin_Killed
(
void
)
{
Event e1(EV_Actor_DeathEmbalm); // ebx
@ -66,7 +63,6 @@ void Actor::Think_Killed
(
void
)
{
Unregister(STRING_ANIMDONE);
if (m_State == 700)
@ -88,7 +84,6 @@ void Actor::FinishedAnimation_Killed
(
void
)
{
BecomeCorpse();
TransitionState(701, 0);

View file

@ -32,7 +32,6 @@ void Actor::InitMachineGunner
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_MachineGunner;
func->EndState = &Actor::End_MachineGunner;
@ -45,7 +44,6 @@ void Actor::Begin_MachineGunner
(
void
)
{
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
@ -91,7 +89,6 @@ void Actor::End_MachineGunner
(
void
)
{
if (!GetWeapon(WEAPON_MAIN))
giveItem("models/weapons/mp40.tik");
@ -109,7 +106,6 @@ void Actor::BecomeTurretGuy
(
void
)
{
SetThinkIdle(THINK_IDLE);
@ -127,7 +123,6 @@ void Actor::Think_MachineGunner
(
void
)
{
if (RequireThink())
{
@ -197,7 +192,6 @@ void Actor::ThinkHoldGun
(
void
)
{
Vector end;
trace_t trace;
@ -325,7 +319,6 @@ void Actor::FinishedAnimation_MachineGunner
(
void
)
{
if (!m_bAnimScriptSet && m_State == 1201)
{
@ -340,7 +333,6 @@ bool Actor::MachineGunner_CanSee
float fov,
float vision_distance
)
{
float delta[2];

View file

@ -28,7 +28,6 @@ void Actor::InitNoClip
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_NoClip;
func->IsState = &Actor::IsIdleState;
@ -38,7 +37,6 @@ bool Actor::IsNoClipState
(
int state
)
{
return state == THINKSTATE_NOCLIP;
}
@ -47,7 +45,6 @@ void Actor::Think_NoClip
(
void
)
{
//FIXME: not sure of naming
bool done = false;

View file

@ -28,7 +28,6 @@ void Actor::InitPain
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Pain;
func->ThinkState = &Actor::Think_Pain;
@ -40,7 +39,6 @@ void Actor::Begin_Pain
(
void
)
{
m_PainState = 500;
}
@ -49,7 +47,6 @@ void Actor::Think_Pain
(
void
)
{
NoPoint();
@ -75,7 +72,6 @@ void Actor::FinishedAnimation_Pain
(
void
)
{
if (m_PainState != 500)
EndCurrentThinkState();

View file

@ -28,7 +28,6 @@ void Actor::InitPatrol
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Patrol;
func->BeginState = &Actor::Begin_Patrol;
@ -43,7 +42,6 @@ void Actor::Begin_Patrol
(
void
)
{
m_csMood = STRING_BORED;
StopTurning();
@ -54,7 +52,6 @@ void Actor::End_Patrol
(
void
)
{
parm.movefail = true;
@ -64,7 +61,6 @@ void Actor::Resume_Patrol
(
void
)
{
;
}
@ -73,7 +69,6 @@ void Actor::Think_Patrol
(
void
)
{
if (Actor::RequireThink())
{
@ -115,7 +110,6 @@ void Actor::ShowInfo_Patrol
(
void
)
{
ShowInfo_PatrolCurrentNode();
}

View file

@ -28,7 +28,6 @@ void Actor::InitRunner
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Runner;
func->BeginState = &Actor::Begin_Runner;
@ -43,7 +42,6 @@ void Actor::Begin_Runner
(
void
)
{
m_csMood = STRING_NERVOUS;
m_csIdleMood = STRING_NERVOUS;
@ -55,7 +53,6 @@ void Actor::End_Runner
(
void
)
{
parm.movefail = true;
}
@ -64,7 +61,6 @@ void Actor::Resume_Runner
(
void
)
{
;
}
@ -73,7 +69,6 @@ void Actor::Think_Runner
(
void
)
{
if (RequireThink())
{
@ -113,7 +108,6 @@ void Actor::ShowInfo_Runner
(
void
)
{
ShowInfo_PatrolCurrentNode();
}

View file

@ -28,7 +28,6 @@ void Actor::InitTurret
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Turret;
func->BeginState = &Actor::Begin_Turret;
@ -47,7 +46,6 @@ void Actor::Begin_Turret
(
void
)
{
DoForceActivate();
m_csMood = STRING_ALERT;
@ -68,7 +66,6 @@ void Actor::End_Turret
(
void
)
{
if (m_pCoverNode && m_State != 111)
{
@ -82,7 +79,6 @@ void Actor::Suspend_Turret
(
void
)
{
if (!m_Enemy)
{
@ -103,7 +99,6 @@ void Actor::Think_Turret
(
void
)
{
@ -300,7 +295,6 @@ void Actor::FinishedAnimation_Turret
(
void
)
{
if (m_State <= 108)
{
@ -316,7 +310,6 @@ void Actor::ReceiveAIEvent_Turret
float fDistSquared,
float fMaxDistSquared
)
{
if (iType == AI_EVENT_WEAPON_IMPACT)
{
@ -340,7 +333,6 @@ void Actor::InterruptPoint_Turret
(
void
)
{
if (m_Enemy && !Turret_TryToBecomeCoverGuy() && m_State == 100)
{
@ -353,7 +345,6 @@ void Actor::PathnodeClaimRevoked_Turret
(
void
)
{
if (m_Enemy == NULL)
{
@ -369,7 +360,6 @@ bool Actor::Turret_IsRetargeting
(
void
) const
{
return m_State <= 120;
}
@ -378,7 +368,6 @@ bool Actor::Turret_DecideToSelectState
(
void
)
{
switch (m_State)
{
@ -401,7 +390,6 @@ void Actor::Turret_SelectState
(
void
)
{
vec2_t vDelta;
float fDistSquared;
@ -511,7 +499,6 @@ bool Actor::Turret_CheckRetarget
(
void
)
{
if (level.inttime < m_iStateTime + 5000 || level.inttime < m_iLastHitTime + 5000)
return false;
@ -525,7 +512,6 @@ bool Actor::Turret_TryToBecomeCoverGuy
(
void
)
{
PathNode* pOldCover = m_pCoverNode;
Cover_FindCover(true);
@ -550,7 +536,6 @@ void Actor::Turret_BeginRetarget
(
void
)
{
SetEnemyPos(m_Enemy->origin);
AimAtEnemyBehavior();
@ -563,7 +548,6 @@ void Actor::Turret_NextRetarget
(
void
)
{
vec2_t vDelta;
float fDistSquared;
@ -629,7 +613,6 @@ void Actor::Turret_SideStep
int iStepSize,
vec3_t vDir
)
{
AimAtEnemyBehavior();
//v3 = iStepSize;
@ -654,7 +637,6 @@ void Actor::State_Turret_Combat
(
void
)
{
if (CanSeeEnemy(200))
{
@ -703,7 +685,6 @@ void Actor::State_Turret_Reacquire
(
void
)
{
/*Sentient *v1; // ecx
float v2; // ST08_4
@ -737,7 +718,6 @@ void Actor::State_Turret_TakeSniperNode
(
void
)
{
if (PathExists() && !PathComplete())
{
@ -755,7 +735,6 @@ void Actor::State_Turret_SniperNode
(
void
)
{
AimAtTargetPos();
Anim_Sniper();
@ -771,7 +750,6 @@ bool Actor::State_Turret_RunHome
(
bool bAttackOnFail
)
{
SetPath(m_vHome, NULL, 0, NULL, 0.0);
@ -802,7 +780,6 @@ void Actor::State_Turret_RunAway
(
void
)
{
if (!PathExists() || PathComplete())
{
@ -828,7 +805,6 @@ void Actor::State_Turret_Charge
(
void
)
{
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
@ -881,7 +857,6 @@ void Actor::State_Turret_Grenade
(
void
)
{
GenericGrenadeTossThink();
}
@ -890,7 +865,6 @@ void Actor::State_Turret_FakeEnemy
(
void
)
{
AimAtTargetPos();
Anim_Aim();
@ -902,7 +876,6 @@ void Actor::State_Turret_Wait
(
void
)
{
PathNode *pNode;
if (CanSeeEnemy(500) || CanShootEnemy(500))
@ -977,7 +950,6 @@ void Actor::State_Turret_Retarget_Sniper_Node
(
void
)
{
PathNode *pSniperNode;
bool bTryAgain;
@ -1011,7 +983,6 @@ void Actor::State_Turret_Retarget_Path_Exact
(
void
)
{
AimAtEnemyBehavior();
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
@ -1030,7 +1001,6 @@ void Actor::State_Turret_Retarget_Path_Near
(
void
)
{
AimAtEnemyBehavior();
FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared);
@ -1048,7 +1018,6 @@ void Actor::State_Turret_Retarget_Step_Side_Small
(
void
)
{
int iRand; // esi
@ -1073,7 +1042,6 @@ void Actor::State_Turret_Retarget_Step_Side_Medium
(
void
)
{
int iRand; // esi
@ -1098,7 +1066,6 @@ void Actor::State_Turret_Retarget_Step_Side_Large
(
void
)
{
int iRand; // esi
@ -1123,7 +1090,6 @@ void Actor::State_Turret_Retarget_Step_Face_Medium
(
void
)
{
int iRand; // esi
@ -1148,7 +1114,6 @@ void Actor::State_Turret_Retarget_Step_Face_Large
(
void
)
{
int iRand; // esi

View file

@ -28,7 +28,6 @@ void Actor::InitWeaponless
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Weaponless;
func->BeginState = &Actor::Begin_Weaponless;
@ -42,7 +41,6 @@ void Actor::Begin_Weaponless
(
void
)
{
DoForceActivate();
@ -67,7 +65,6 @@ void Actor::Suspend_Weaponless
(
void
)
{
if (m_State <= 902)
{
@ -80,7 +77,6 @@ void Actor::Think_Weaponless
(
void
)
{
if (RequireThink())
@ -131,7 +127,6 @@ void Actor::FinishedAnimation_Weaponless
(
void
)
{
if (m_State <= 902)
{
@ -143,7 +138,6 @@ void Actor::State_Weaponless_Normal
(
void
)
{
int iStateTime;
if (m_bScriptGoalValid)
@ -192,7 +186,6 @@ void Actor::State_Weaponless_Grenade
(
void
)
{
GenericGrenadeTossThink();
}

View file

@ -44,7 +44,6 @@ float ActorEnemy::UpdateVisibility
bool *pbInFovAndRange,
bool *pbVisible
)
{
float fLMRF, fFrameTime;
@ -80,7 +79,6 @@ int ActorEnemy::UpdateThreat
(
Actor *pSelf
)
{
//FIXME: macro
static float fRangeThreatSquared[15];
@ -237,7 +235,6 @@ Sentient *ActorEnemy::GetEnemy
(
void
) const
{
return m_pEnemy;
}
@ -246,7 +243,6 @@ float ActorEnemy::GetVisibility
(
void
) const
{
return m_fVisibility;
}
@ -255,7 +251,6 @@ int ActorEnemy::GetThreat
(
void
) const
{
return m_iThreat;
}
@ -264,7 +259,6 @@ float ActorEnemy::GetRangeSquared
(
void
) const
{
return m_fCurrentRangeSquared;
}
@ -365,7 +359,6 @@ ActorEnemy *ActorEnemySet::AddPotentialEnemy
(
Sentient *pEnemy
)
{
ActorEnemy NewEnemy;
@ -408,7 +401,6 @@ void ActorEnemySet::FlagBadEnemy
(
Sentient *pEnemy
)
{
ActorEnemy *pActorEnemy;
for (int i = 0; i < m_Enemies.NumObjects(); i++)
@ -447,7 +439,6 @@ void ActorEnemySet::CheckEnemies
(
Actor *pSelf
)
{
float fRangeSquared;
bool bVisible;
@ -588,7 +579,6 @@ Sentient *ActorEnemySet::GetCurrentEnemy
(
void
) const
{
return m_pCurrentEnemy;
}
@ -597,7 +587,6 @@ float ActorEnemySet::GetCurrentVisibility
(
void
) const
{
return m_fCurrentVisibility;
}
@ -606,7 +595,6 @@ int ActorEnemySet::GetCurrentThreat
(
void
) const
{
return m_iCurrentThreat;
}
@ -615,7 +603,6 @@ qboolean ActorEnemySet::IsEnemyConfirmed
(
void
) const
{
// not found in ida
return false;
@ -625,7 +612,6 @@ bool ActorEnemySet::HasAlternateEnemy
(
void
) const
{
ActorEnemy *pActorEnemy;
for (int i = 0; i < m_Enemies.NumObjects(); i++)
@ -643,7 +629,6 @@ void ActorEnemySet::RemoveAll
(
void
)
{
m_Enemies.ClearObjectList();
m_iCheckCount = 0;
@ -661,7 +646,6 @@ void ActorEnemySet::ConfirmEnemy
Actor *pSelf,
Sentient *pEnemy
)
{
pSelf->m_bEnemyIsDisguised = false;
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
@ -685,7 +669,6 @@ void ActorEnemySet::ConfirmEnemyIfCanSeeSharerOrEnemy
Actor *pSharer,
Sentient *pEnemy
)
{
pSelf->m_bEnemyIsDisguised = false;
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
@ -720,7 +703,6 @@ bool ActorEnemySet::CaresAboutPerfectInfo
(
Sentient *pEnemy
)
{
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
if (pActorEnemy)

View file

@ -64,7 +64,6 @@ inline void ActorEnemy::Archive
(
Archiver& arc
)
{
Class::Archive( arc );
@ -111,7 +110,6 @@ inline void ActorEnemySet::Archive
(
Archiver& arc
)
{
Class::Archive( arc );

View file

@ -45,7 +45,6 @@ void ActorPath::Clear
(
void
)
{
m_startpathpos = 0;
m_pathpos = 0;
@ -64,7 +63,6 @@ bool ActorPath::DoesTheoreticPathExist
float *vLeashHome,
float fLeashDistSquared
)
{
return PathSearch::FindPath( start, end, ent, maxPath, NULL, 0, m_FallHeight ) != 0;
}
@ -78,7 +76,6 @@ void ActorPath::FindPath
float *vLeashHome,
float fLeashDistSquared
)
{
int depth = PathManager.FindPath( start, end, ent, maxPath, vLeashHome, fLeashDistSquared, m_FallHeight );
@ -116,7 +113,6 @@ void ActorPath::FindPathAway
float *vLeashHome,
float fLeashDistSquared
)
{
int depth = PathManager.FindPathAway( start, avoid, vPreferredDir, ent, fMinSafeDist, vLeashHome, fLeashDistSquared, m_FallHeight );
@ -154,7 +150,6 @@ void ActorPath::FindPathNear
float *vLeashHome,
float fLeashDistSquared
)
{
int depth = PathManager.FindPathNear( start, nearby, ent, maxPath, fRadiusSquared, vLeashHome, fLeashDistSquared, m_FallHeight );
@ -187,7 +182,6 @@ void ActorPath::ReFindPath
float *start,
Entity *ent
)
{
int depth = PathManager.FindPath( start, m_path->point, ent, 0, NULL, 0, m_FallHeight );
@ -221,7 +215,6 @@ float ActorPath::PathLookAhead
Vector& end,
float *origin
)
{
float area = total_area;
float s;
@ -286,7 +279,6 @@ void ActorPath::UpdatePos
float *origin,
float fNodeRadius
)
{
Vector end;
float s = 0;
@ -477,7 +469,6 @@ bool ActorPath::Complete
(
const float *origin
) const
{
if( !m_HasCompleteLookahead )
return false;
@ -498,7 +489,6 @@ PathInfo *ActorPath::StartNode
(
void
) const
{
return m_startpathpos;
}
@ -507,7 +497,6 @@ PathInfo *ActorPath::CurrentNode
(
void
) const
{
return m_pathpos;
}
@ -516,7 +505,6 @@ int ActorPath::CurrentNodeIndex
(
void
) const
{
return m_pathpos ? m_pathpos - m_path : -1;
}
@ -525,7 +513,6 @@ PathInfo *ActorPath::NextNode
(
void
) const
{
return m_pathpos == m_path ? NULL : m_pathpos - 1;
}
@ -534,7 +521,6 @@ PathInfo *ActorPath::LastNode
(
void
) const
{
return m_path;
}
@ -543,7 +529,6 @@ Vector ActorPath::CurrentPathDir
(
void
) const
{
return Vector( m_pathpos->dir[ 0 ], m_pathpos->dir[ 1 ], 0 );
}
@ -552,7 +537,6 @@ float *ActorPath::CurrentPathGoal
(
void
) const
{
return m_pathpos->point;
}
@ -561,7 +545,6 @@ int ActorPath::Time
(
void
) const
{
return m_Time;
}
@ -570,7 +553,6 @@ Vector ActorPath::CurrentDelta
(
void
) const
{
return Vector( m_delta[ 0 ], m_delta[ 1 ], 0 );
}
@ -579,7 +561,6 @@ bool ActorPath::IsAccurate
(
void
) const
{
return m_pathpos->bAccurate;
}
@ -588,7 +569,6 @@ float ActorPath::TotalDist
(
void
) const
{
return m_TotalDist;
}
@ -597,7 +577,6 @@ void ActorPath::SetFallHeight
(
float fHeight
)
{
m_FallHeight = fHeight;
}
@ -606,7 +585,6 @@ float ActorPath::GetFallHeight
(
void
) const
{
return m_FallHeight;
}
@ -615,7 +593,6 @@ void ActorPath::TrimPathFromEnd
(
int nNodesPop
)
{
int iLastPos = m_path - m_pathpos;
@ -636,7 +613,6 @@ void ActorPath::Shorten
(
float fDistRemove
)
{
if( m_path->dist > fDistRemove )
{
@ -661,7 +637,6 @@ bool ActorPath::HasCompleteLookahead
(
void
) const
{
return m_HasCompleteLookahead;
}
@ -678,7 +653,6 @@ void ActorPath::ForceShortLookahead
(
void
)
{
m_fLookAhead = 4096.0f;
}

View file

@ -88,7 +88,6 @@ inline void ActorPath::Archive
(
Archiver& arc
)
{
int pos;
int startpathpos;

View file

@ -681,7 +681,6 @@ void Animate::DumpAnimInfo
(
void
)
{
MPrintf( "----------------------------------------\n" );
@ -704,7 +703,6 @@ void Animate::ForwardExec
(
Event *ev
)
{
int slot = 0;
float weight = 1.0f;
@ -737,7 +735,6 @@ void Animate::EventSetSyncTime
(
Event *ev
)
{
SetSyncTime( ev->GetFloat( 1 ) );
}
@ -746,7 +743,6 @@ void Animate::EventIsLoopingAnim
(
Event *ev
)
{
str anim_name = ev->GetString( 1 );
int animnum;

View file

@ -73,7 +73,6 @@ void FileRead::Close
(
bool bDoCompression
)
{
if( bDoCompression )
{
@ -115,7 +114,6 @@ const char *FileRead::Filename
(
void
)
{
return filename.c_str();
}
@ -124,7 +122,6 @@ size_t FileRead::Length
(
void
)
{
return length;
}
@ -133,7 +130,6 @@ size_t FileRead::Pos
(
void
)
{
return pos - buffer;
}
@ -142,7 +138,6 @@ qboolean FileRead::Seek
(
size_t newpos
)
{
if( !buffer )
{
@ -163,7 +158,6 @@ qboolean FileRead::Open
(
const char *name
)
{
byte *tempbuf;
assert( name );
@ -228,7 +222,6 @@ qboolean FileRead::Read
void *dest,
size_t size
)
{
assert( dest );
assert( buffer );
@ -285,7 +278,6 @@ void Archiver::FileError
const char *fmt,
...
)
{
va_list argptr;
char text[ 1024 ];
@ -324,7 +316,6 @@ void Archiver::Close
(
void
)
{
if( file )
{
@ -391,7 +382,6 @@ qboolean Archiver::Read
const char *name,
qboolean harderror
)
{
unsigned header;
unsigned version;
@ -467,7 +457,6 @@ qboolean Archiver::Create
const char *name,
qboolean harderror
)
{
unsigned header;
unsigned version;
@ -516,7 +505,6 @@ inline void Archiver::CheckRead
(
void
)
{
assert( archivemode == ARCHIVE_READ );
if( !fileerror && ( archivemode != ARCHIVE_READ ) )
@ -529,7 +517,6 @@ inline void Archiver::CheckWrite
(
void
)
{
assert( archivemode == ARCHIVE_WRITE );
if( !fileerror && ( archivemode != ARCHIVE_WRITE ) )
@ -542,7 +529,6 @@ inline fileSize_t Archiver::ReadSize
(
void
)
{
fileSize_t s;
@ -560,7 +546,6 @@ inline void Archiver::CheckSize
int type,
fileSize_t size
)
{
fileSize_t s;
@ -584,7 +569,6 @@ inline int Archiver::ReadType
(
void
)
{
int t;
@ -602,7 +586,6 @@ inline void Archiver::WriteType
(
int type
)
{
glbs.FS_Write( &type, sizeof( type ), file );
}
@ -612,7 +595,6 @@ inline void Archiver::CheckType
(
int type
)
{
int t;
@ -650,7 +632,6 @@ inline void Archiver::ArchiveData
void *data,
size_t size
)
{
if( archivemode == ARCHIVE_READ )
{
@ -714,7 +695,6 @@ void Archiver::ArchiveSvsTime
(
int *time
)
{
#ifdef GAME_DLL
if( archivemode == ARCHIVE_READ )
@ -735,7 +715,6 @@ void Archiver::ArchiveVec2
(
vec2_t vec
)
{
ArchiveData( ARC_Vec2, vec, sizeof( vec2_t ) );
}
@ -744,7 +723,6 @@ void Archiver::ArchiveVec3
(
vec3_t vec
)
{
ArchiveData( ARC_Vec3, vec, sizeof( vec3_t ) );
}
@ -753,7 +731,6 @@ void Archiver::ArchiveVec4
(
vec4_t vec
)
{
ArchiveData( ARC_Vec4, vec, sizeof( vec4_t ) );
}
@ -762,7 +739,6 @@ void Archiver::ArchiveObjectPointer
(
Class ** ptr
)
{
int index = 0;
@ -831,7 +807,6 @@ void Archiver::ArchiveSafePointer
(
SafePtrBase * ptr
)
{
int index = 0;
@ -889,7 +864,6 @@ void Archiver::ArchiveEventPointer
(
Event ** ev
)
{
int index;
@ -947,7 +921,6 @@ void Archiver::ArchiveRaw
void *data,
size_t size
)
{
ArchiveData( ARC_Raw, data, size );
}
@ -956,7 +929,6 @@ void Archiver::ArchiveString
(
str * string
)
{
if( archivemode == ARCHIVE_READ )
{
@ -1026,7 +998,6 @@ Class * Archiver::ReadObject
(
void
)
{
ClassDef *cls;
Class *obj;
@ -1117,7 +1088,6 @@ void Archiver::ArchiveObject
(
Class *obj
)
{
str classname;
int index;

View file

@ -162,7 +162,6 @@ inline qboolean Archiver::Read
str &name,
qboolean harderror
)
{
return Read( name.c_str(), harderror );
}
@ -172,7 +171,6 @@ inline qboolean Archiver::Create
str &name,
qboolean harderror
)
{
return Create( name.c_str(), harderror );
}
@ -207,7 +205,6 @@ inline void Container<Type>::Archive
Archiver& arc,
void( *ArchiveFunc )( Archiver& arc, Type *obj )
)
{
int num;
int i;
@ -339,7 +336,6 @@ inline void ArchiveClass
Archiver& arc,
c *obj
)
{
arc.ArchiveObject( obj );
}
@ -351,7 +347,6 @@ void con_set< key, value >::Archive
(
Archiver& arc
)
{
Entry< key, value > *e;
int hash;
@ -399,7 +394,6 @@ void con_map< key, value >::Archive
(
Archiver& arc
)
{
m_con_set.Archive( arc );
}

View file

@ -117,7 +117,6 @@ int BarrelObject::PickBarrelLeak
(
void
)
{
int iHighest;
float fHighestHeight;
@ -148,7 +147,6 @@ void BarrelObject::BarrelSetup
(
Event *ev
)
{
setMoveType( MOVETYPE_PUSH );
setSolidType( SOLID_BSP );
@ -167,7 +165,6 @@ void BarrelObject::BarrelSetType
(
Event *ev
)
{
str sType = ev->GetString( 1 );
@ -210,7 +207,6 @@ void BarrelObject::BarrelThink
(
Event *ev
)
{
int i;
int iBiggestLeak;
@ -415,7 +411,6 @@ void BarrelObject::BarrelDamaged
(
Event *ev
)
{
Vector vDir;
Vector vForward;
@ -532,7 +527,6 @@ void BarrelObject::BarrelKilled
(
Event *ev
)
{
float fFluidTop;
Vector vPos;

View file

@ -71,7 +71,6 @@ inline void BarrelObject::Archive
(
Archiver& arc
)
{
Entity::Archive( arc );

View file

@ -442,7 +442,6 @@ void FuncBeam::setAngles
(
Vector angles
)
{
trace_t trace;
Vector endpoint;
@ -467,7 +466,6 @@ void FuncBeam::SetEndPoint
(
Event *ev
)
{
trace_t trace;
@ -483,7 +481,6 @@ void FuncBeam::SetModel
(
Event *ev
)
{
setModel( ev->GetString( 1 ) );
edict->s.renderfx &= ~RF_BEAM;
@ -688,7 +685,6 @@ void FuncBeam::SetIgnoreWalls
(
Event *ev
)
{
if( ev->NumArgs() > 0 )
{
@ -704,7 +700,6 @@ void FuncBeam::Activate
(
Event *ev
)
{
Vector forward;
trace_t trace;

View file

@ -315,7 +315,6 @@ void PM_CheckTerminalVelocity
(
void
)
{
float oldspeed;
float speed;
@ -403,7 +402,6 @@ void PM_GetMove
float *pfForward,
float *pfRight
)
{
*pfForward = pm->cmd.forwardmove;
if( *pfForward < 0 )
@ -469,7 +467,6 @@ qboolean PM_FeetOnGround
(
vec3_t pos
)
{
vec3_t start;
vec3_t end;
@ -489,7 +486,6 @@ qboolean PM_FindBestFallPos
vec3_t pos,
vec3_t bestdir
)
{
trace_t trace;
vec3_t ang;
@ -547,7 +543,6 @@ void PM_CheckFeet
(
vec3_t vWishdir
)
{
vec3_t temp;
trace_t trace;

View file

@ -78,7 +78,6 @@ void CameraMoveState::DoNodeEvents
(
Camera * camera
)
{
SplinePath *node;
Entity *ent;
@ -1030,7 +1029,6 @@ Vector Camera::CalculateOrientation
(
void
)
{
int i;
float t;
@ -1173,7 +1171,6 @@ void Camera::CameraThink
(
Event *ev
)
{
UpdateStates();

View file

@ -294,7 +294,6 @@ void State::readAction
(
Script &script
)
{
str token;
@ -584,7 +583,6 @@ const char *State::getLegAnim
Entity &ent,
Container<Conditional *> *sent_conditionals
)
{
int i;
Expression *exp;
@ -615,7 +613,6 @@ const char *State::getActionAnim
Container<Conditional *> *sent_conditionals,
int *piAnimType
)
{
int i;
Expression *exp;
@ -807,7 +804,6 @@ State::State
Script &script,
StateMap &map
) : statemap( map )
{
str cmd;

View file

@ -172,7 +172,6 @@ inline bool Conditional::getResult
testcondition_t test,
Entity &ent
)
{
if ( condition.func && !checked )
{

View file

@ -132,7 +132,6 @@ void CrateObject::TellNeighborsToFall
(
void
)
{
Entity *pEnt;
Entity *pNext;
@ -179,7 +178,6 @@ void CrateObject::TellNeighborsToJitter
(
Vector vJitterAdd
)
{
Entity *pEnt;
@ -251,7 +249,6 @@ void CrateObject::CrateSetup
(
Event *ev
)
{
Vector vMins;
Vector vMaxs;
@ -298,7 +295,6 @@ void CrateObject::CrateDebrisType
(
Event *ev
)
{
m_iDebrisType = ev->GetInteger( 1 );
@ -312,7 +308,6 @@ void CrateObject::StartFalling
(
Event *ev
)
{
setMoveType( MOVETYPE_FLY );
m_fMoveTime = 0;
@ -329,7 +324,6 @@ void CrateObject::CrateFalling
(
Event *ev
)
{
if( velocity != vec_zero || !groundentity || edict->solid != SOLID_BSP )
{
@ -351,7 +345,6 @@ void CrateObject::CrateDamaged
(
Event *ev
)
{
Vector vDir;
Vector vForward;
@ -440,7 +433,6 @@ void CrateObject::CrateKilled
(
Event *ev
)
{
Vector vCenter;
Entity *attacker = ev->GetEntity( 1 );
@ -485,7 +477,6 @@ void CrateObject::CrateThink
(
Event *ev
)
{
// Shake the create if it's on fire

View file

@ -60,7 +60,6 @@ inline void CrateObject::Archive
(
Archiver& arc
)
{
Entity::Archive( arc );

View file

@ -45,7 +45,6 @@ void G_InitDebugLines
(
void
)
{
if( g_numdebuglinedelays->integer <= 0 )
{
@ -94,7 +93,6 @@ void G_InitDebugStrings
(
void
)
{
*gi.DebugStrings = DebugStrings;
*gi.numDebugStrings = 0;
@ -104,7 +102,6 @@ void G_AllocDebugLines
(
void
)
{
// we do a malloc here so that we don't interfere with the game's memory footprint
DebugLines = ( debugline_t * )malloc( ( int )g_numdebuglines->integer * sizeof( debugline_t ) );
@ -123,7 +120,6 @@ void G_AllocDebugStrings
(
void
)
{
DebugStrings = ( debugstring_t * )malloc( ( int )g_numdebugstrings->integer * sizeof( debugstring_t ) );
@ -134,7 +130,6 @@ void G_DeAllocDebugLines
(
void
)
{
if( DebugLines )
{
@ -150,7 +145,6 @@ void G_ShiftDebugLines
(
void
)
{
int iNewPos;
int iOldPos;
@ -170,7 +164,6 @@ void G_DeAllocDebugStrings
(
void
)
{
if( DebugStrings )
{
@ -191,7 +184,6 @@ void G_DebugLine
float b,
float alpha
)
{
debugline_t *line;
static int printTime = 0;
@ -453,7 +445,6 @@ void G_DrawDebugNumber
float b,
int precision
)
{
int i;
int j;
@ -732,7 +723,6 @@ void G_DrawCSystem
Vector up,
int length
)
{
G_DebugLine( pos, pos + forward * length, 1.0, 0, 0, 1 );
G_DebugLine( pos, pos + right * length, 0, 1.0, 0, 1 );

View file

@ -650,7 +650,6 @@ void DM_Team::InitSpawnPoints
(
void
)
{
int i;

View file

@ -488,7 +488,6 @@ void Door::SetMessageSound
(
Event *ev
)
{
SetMessageSound( ev->GetString( 1 ) );
}
@ -497,7 +496,6 @@ void Door::SetLockedSound
(
Event *ev
)
{
SetLockedSound( ev->GetString( 1 ) );
}
@ -506,7 +504,6 @@ void Door::SetWait
(
Event *ev
)
{
wait = ev->GetFloat( 1 );
}
@ -515,7 +512,6 @@ void Door::SetDmg
(
Event *ev
)
{
dmg = ev->GetInteger( 1 );
}
@ -524,7 +520,6 @@ void Door::EventAlwaysAway
(
Event *ev
)
{
qboolean bAlwaysAway = true;
@ -538,7 +533,6 @@ void Door::EventTrySolid
(
Event *ev
)
{
Entity *check;
gentity_t *ent;
@ -577,7 +571,6 @@ void Door::EventDoorType
(
Event *ev
)
{
str s = ev->GetString( 1 );
@ -599,7 +592,6 @@ qboolean Door::isOpen
(
void
)
{
return ( state == STATE_OPEN );
}
@ -608,7 +600,6 @@ qboolean Door::isCompletelyClosed
(
void
)
{
return ( state == STATE_CLOSED );
}
@ -617,7 +608,6 @@ void Door::OpenEnd
(
Event *ev
)
{
if( edict->r.contents != CONTENTS_SOLID )
{
@ -652,7 +642,6 @@ void Door::CloseEnd
(
Event *ev
)
{
if( sound_close_end.length() > 1 )
{
@ -680,7 +669,6 @@ void Door::Close
(
Event *ev
)
{
Door *door;
@ -720,7 +708,6 @@ void Door::Open
(
Event *ev
)
{
Door *door;
Event *e;
@ -893,7 +880,6 @@ void Door::DoorBlocked
(
Event *ev
)
{
Event *e;
Entity *other;
@ -1111,7 +1097,6 @@ void Door::LinkDoors
(
Event *ev
)
{
Entity *entptr;
Door *ent;
@ -1276,7 +1261,6 @@ void Door::LockDoor
(
Event *ev
)
{
if( !level.PreSpawned() )
ScriptError( "Cannot lock door before level prespawn" );
@ -1288,7 +1272,6 @@ void Door::UnlockDoor
(
Event *ev
)
{
SetLocked( false );
}
@ -1297,7 +1280,6 @@ qboolean Door::DoorTouches
(
Door *e1
)
{
if( e1->absmin.x > absmax.x )
{
@ -1331,7 +1313,6 @@ void Door::UpdatePathConnection
(
void
)
{
if( BlocksAIMovement() )
{
@ -1347,7 +1328,6 @@ void Door::SetLocked
(
qboolean newLocked
)
{
if( locked == newLocked )
return;
@ -1361,7 +1341,6 @@ void Door::SetState
(
int newState
)
{
if( state == newState )
return;
@ -1375,7 +1354,6 @@ qboolean Door::BlocksAIMovement
(
void
) const
{
return ( locked || state == STATE_OPEN );
}
@ -1384,7 +1362,6 @@ qboolean Door::AIDontFace
(
void
) const
{
return ( locked || state == STATE_OPEN );
}
@ -1513,7 +1490,6 @@ void RotatingDoor::DoClose
(
Event *ev
)
{
MoveTo( origin, startangle, fabs( speed*angle ), EV_Door_CloseEnd );
}

View file

@ -164,7 +164,6 @@ void ViewJitter::EventActivateJitter
(
Event *ev
)
{
m_fTimeRunning = 0;
PostEvent( EV_ViewJitter_Think, 0 );
@ -174,7 +173,6 @@ void ViewJitter::EventJitterThink
(
Event *ev
)
{
int i;
int iNumSents;
@ -254,7 +252,6 @@ void ViewJitter::EventSetRadius
(
Event *ev
)
{
float rad = ev->GetFloat( 1 );
@ -269,7 +266,6 @@ void ViewJitter::EventSetEdgeEffect
(
Event *ev
)
{
m_fEdgeEffect = ev->GetFloat( 1 );
}
@ -278,7 +274,6 @@ void ViewJitter::EventSetAmount
(
Event *ev
)
{
m_vJitterStrength = ev->GetVector( 1 );
}
@ -287,7 +282,6 @@ void ViewJitter::EventSetDuration
(
Event *ev
)
{
m_fDuration = ev->GetFloat( 1 );
}
@ -296,7 +290,6 @@ void ViewJitter::EventSetTimeDecay
(
Event *ev
)
{
m_vTimeDecay = ev->GetVector( 1 );
}
@ -305,7 +298,6 @@ void ViewJitter::EventSetDoneDeath
(
Event *ev
)
{
m_bDoneDeath = qtrue;
}

View file

@ -64,7 +64,6 @@ inline void ViewJitter::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );

View file

@ -33,7 +33,6 @@ EffectEntity::EffectEntity
(
void
)
{
edict->s.eType = ET_MODELANIM;
}

View file

@ -1794,7 +1794,6 @@ bool Entity::AutoArchiveModel
(
void
)
{
return true;
}
@ -1916,7 +1915,6 @@ qboolean Entity::setModel
(
void
)
{
level.skel_index[ edict->s.number ] = -1;
return gi.setmodel( edict, model );
@ -1926,7 +1924,6 @@ void Entity::SetSize
(
void
)
{
mins = edict->r.mins;
maxs = edict->r.maxs;
@ -1941,7 +1938,6 @@ void Entity::setModel
(
const char *mdl
)
{
if( strcmp( mdl, "" ) )
{
@ -2099,7 +2095,6 @@ void Entity::TriggerEvent
(
Event *ev
)
{
const char *name;
Event *event;
@ -2179,7 +2174,6 @@ void Entity::setScale
(
float scale
)
{
edict->s.scale = scale;
}
@ -2188,7 +2182,6 @@ void Entity::setContentsSolid
(
void
)
{
setContents( CONTENTS_BBOX );
}
@ -2197,7 +2190,6 @@ void Entity::setSolidType
(
solid_t type
)
{
if(
( !LoadingSavegame ) &&
@ -2242,7 +2234,6 @@ void Entity::setSize
Vector min,
Vector max
)
{
Vector delta;
@ -2313,7 +2304,6 @@ void Entity::link
(
void
)
{
gi.LinkEntity( edict );
absmin = edict->r.absmin;
@ -2333,7 +2323,6 @@ void Entity::addOrigin
(
Vector add
)
{
setLocalOrigin( localorigin + add );
}
@ -2342,7 +2331,6 @@ void Entity::setOrigin
(
void
)
{
Entity *ent;
@ -2377,7 +2365,6 @@ void Entity::setLocalOrigin
(
Vector org
)
{
if( m_pGlueMaster )
{
@ -2411,7 +2398,6 @@ void Entity::setOrigin
(
Vector org
)
{
if( m_pGlueMaster )
{
@ -2451,7 +2437,6 @@ void Entity::setOriginEvent
(
Vector org
)
{
velocity = vec_zero;
setOrigin( org );
@ -2461,7 +2446,6 @@ void Entity::updateOrigin
(
void
)
{
Entity *ent;
int i, num;
@ -2496,7 +2480,6 @@ void Entity::ShowInfo
float fDot,
float fDist
)
{
int i;
char szText[512];
@ -2522,7 +2505,6 @@ void Entity::GetRawTag
int tagnum,
orientation_t *orient
)
{
*orient = G_TIKI_Orientation( edict, tagnum & TAG_MASK );
}
@ -2532,7 +2514,6 @@ qboolean Entity::GetRawTag
const char *name,
orientation_t * orient
)
{
int tagnum;
@ -2550,7 +2531,6 @@ void Entity::GetTag
int tagnum,
orientation_t *orient
)
{
orientation_t o;
int i;
@ -2571,7 +2551,6 @@ qboolean Entity::GetTag
const char *name,
orientation_t * orient
)
{
int tagnum;
@ -2592,7 +2571,6 @@ void Entity::GetTag
Vector *left,
Vector *up
)
{
orientation_t orient;
@ -2624,7 +2602,6 @@ qboolean Entity::GetTag
Vector *left,
Vector *up
)
{
int tagnum;
@ -2642,7 +2619,6 @@ qboolean Entity::GetTagPositionAndOrientation
str tagname,
orientation_t *new_or
)
{
int tagnum;
@ -2660,7 +2636,6 @@ void Entity::GetTagPositionAndOrientation
int tagnum,
orientation_t *new_or
)
{
int i;
orientation_t tag_or;
@ -2684,7 +2659,6 @@ void Entity::GetTagAngles
(
Event *ev
)
{
orientation_t orient;
Vector ang;
@ -2713,7 +2687,6 @@ void Entity::GetTagPosition
(
Event *ev
)
{
Vector pos;
str tagname;
@ -2750,7 +2723,6 @@ void Entity::addAngles
(
Vector add
)
{
if( bindmaster )
{
@ -2766,7 +2738,6 @@ void Entity::setAngles
(
void
)
{
if( bindmaster )
{
@ -2782,7 +2753,6 @@ void Entity::setAngles
(
Vector ang
)
{
Entity * ent;
int num, i;
@ -2902,7 +2872,6 @@ void Entity::Damage
int meansofdeath,
int location
)
{
Event *ev;
@ -2939,7 +2908,6 @@ void Entity::DamageEvent
(
Event *ev
)
{
Entity *inflictor;
Entity *attacker;
@ -3080,7 +3048,6 @@ void Entity::Delete
(
void
)
{
// Delete the entity the next frame
@ -3094,7 +3061,6 @@ void Entity::Remove
(
Event *ev
)
{
if( ev->NumArgs() )
ScriptError( "Arguments not allowed." );
@ -3106,7 +3072,6 @@ void Entity::EventSoundDone
(
Event *ev
)
{
int channelNum = ev->GetInteger( 1 );
str sfxName = ev->GetString( 2 );
@ -3129,7 +3094,6 @@ void Entity::VolumeDamage
(
float damage
)
{
int i;
int numtouch;
@ -3158,7 +3122,6 @@ void Entity::EventVolumeDamage
(
Event *ev
)
{
VolumeDamage( ev->GetFloat( 1 ) );
}
@ -3167,7 +3130,6 @@ void Entity::AddImmunity
(
Event *ev
)
{
str immune_string;
int new_immunity;
@ -3192,7 +3154,6 @@ void Entity::RemoveImmunity
(
Event *ev
)
{
str immune_string;
int old_immunity;
@ -3217,7 +3178,6 @@ qboolean Entity::Immune
(
int meansofdeath
)
{
int number_of_immunities, i;
@ -3256,7 +3216,6 @@ qboolean Entity::CanDamage
Entity *target,
Entity *skip_ent
)
{
trace_t trace;
Vector pos;
@ -3304,7 +3263,6 @@ void Entity::EventInPVS
(
Event *ev
)
{
ev->AddInteger( gi.AreasConnected( edict->r.areanum, ev->GetEntity( 1 )->edict->r.areanum ) != 0 );
}
@ -3313,7 +3271,6 @@ qboolean Entity::IsDead
(
void
)
{
return deadflag != DEAD_NO;
}
@ -3356,7 +3313,6 @@ void Entity::IsTouching
(
Event *ev
)
{
Entity *ent = ev->GetEntity( 1 );
@ -3373,7 +3329,6 @@ qboolean Entity::FovCheck
float *delta,
float fovdot
)
{
float deltadot = delta[ 0 ] * orientation[ 0 ][ 0 ] + delta[ 1 ] * orientation[ 0 ][ 1 ];
@ -3399,7 +3354,6 @@ bool Entity::CanSee
float fov,
float vision_distance
)
{
float delta[ 2 ];
@ -3431,7 +3385,6 @@ void Entity::CanSee
(
Event *ev
)
{
Entity *ent;
float fov = 0.0f;
@ -3473,7 +3426,6 @@ void Entity::GetVelocity
(
Event *ev
)
{
ev->AddVector( velocity );
}
@ -3482,7 +3434,6 @@ void Entity::GetAVelocity
(
Event *ev
)
{
ev->AddVector( avelocity );
}
@ -3491,7 +3442,6 @@ void Entity::SetVelocity
(
Event *ev
)
{
velocity = ev->GetVector( 1 );
}
@ -3684,7 +3634,6 @@ void Entity::CheckGround
(
void
)
{
Vector point;
trace_t trace;
@ -3743,7 +3692,6 @@ void Entity::BecomeNonSolid
(
Event *ev
)
{
setSolidType( SOLID_NOT );
}
@ -3772,7 +3720,6 @@ void Entity::Sound
int checkSubtitle,
float max_dist
)
{
const char *name = NULL;
vec3_t org;
@ -3901,7 +3848,6 @@ void Entity::LoopSound
(
Event *ev
)
{
str sound_name;
float volume = DEFAULT_VOL;
@ -4046,7 +3992,6 @@ void Entity::Sound
(
Event *ev
)
{
if( level.spawning )
{
@ -4196,7 +4141,6 @@ void Entity::EventSetHealthOnly
(
Event *ev
)
{
if( IsDead() )
{
@ -4218,7 +4162,6 @@ void Entity::EventSetMaxHealth
(
Event *ev
)
{
max_health = ev->GetFloat( 1 );
if( max_health <= 0.0f )
@ -4235,7 +4178,6 @@ void Entity::EventGetMaxHealth
(
Event *ev
)
{
ev->AddFloat( max_health );
}
@ -4244,7 +4186,6 @@ void Entity::SetHealth
(
Event *ev
)
{
if( IsDead() )
{
@ -4265,7 +4206,6 @@ void Entity::GetHealth
(
Event *ev
)
{
ev->AddFloat( health );
}
@ -4321,7 +4261,6 @@ void Entity::SetSize
(
Event *ev
)
{
Vector min, max;
@ -4334,7 +4273,6 @@ void Entity::SetMins
(
Event *ev
)
{
Vector min;
@ -4346,7 +4284,6 @@ void Entity::SetMaxs
(
Event *ev
)
{
Vector max;
@ -4358,7 +4295,6 @@ void Entity::SetScale
(
Event *ev
)
{
setScale( ev->GetFloat( 1 ) );
}
@ -4367,7 +4303,6 @@ void Entity::GetScale
(
Event *ev
)
{
ev->AddFloat( edict->s.scale );
}
@ -4403,7 +4338,6 @@ void Entity::SetAngles
(
Event *ev
)
{
setAngles( ev->GetVector( 1 ) );
}
@ -4412,7 +4346,6 @@ Vector Entity::GetControllerAngles
(
int num
)
{
Vector controller_angles;
@ -4433,7 +4366,6 @@ void Entity::GetControllerAngles
(
Event *ev
)
{
int num = ev->GetInteger( 1 );
@ -4451,7 +4383,6 @@ void Entity::SetControllerAngles
int num,
vec3_t angles
)
{
assert( ( num >= 0 ) && ( num < NUM_BONE_CONTROLLERS ) );
if( ( num < 0 ) || ( num >= NUM_BONE_CONTROLLERS ) )
@ -4468,7 +4399,6 @@ void Entity::SetControllerAngles
(
Event *ev
)
{
int num;
Vector angles;
@ -4491,7 +4421,6 @@ void Entity::SetControllerTag
int num,
int tag_num
)
{
assert( ( num >= 0 ) && ( num < NUM_BONE_CONTROLLERS ) );
@ -4511,7 +4440,6 @@ qboolean Entity::attach
qboolean use_angles,
Vector offset
)
{
int i;
Entity * parent;
@ -4599,7 +4527,6 @@ void Entity::detach
(
void
)
{
int i;
int num;
@ -4754,7 +4681,6 @@ void Entity::RenderEffects
(
Event *ev
)
{
const char *flag;
int mask = 0;
@ -4836,7 +4762,6 @@ void Entity::SVFlags
(
Event *ev
)
{
const char *flag;
int mask = 0;
@ -4951,7 +4876,6 @@ void Entity::BroadcastAIEvent
int iType,
float rad
)
{
G_BroadcastAIEvent( this, origin, iType, rad );
}
@ -4960,7 +4884,6 @@ void Entity::BroadcastAIEvent
(
Event *ev
)
{
int iType;
float rad;
@ -4986,7 +4909,6 @@ void Entity::PreAnimate
(
void
)
{
}
@ -4994,7 +4916,6 @@ void Entity::DoForceActivate
(
void
)
{
edict->r.lastNetTime = level.inttime;
}
@ -5003,7 +4924,6 @@ void Entity::ClientThink
(
void
)
{
}
@ -5012,7 +4932,6 @@ void Entity::Think
(
void
)
{
}
@ -5072,7 +4991,6 @@ void Entity::SurfaceCommand
const char * surf_name,
const char * token
)
{
const char * current_surface_name;
int surface_num;
@ -5183,7 +5101,6 @@ void Entity::SurfaceModelEvent
(
Event *ev
)
{
const char * surf_name;
const char * token;
@ -5202,7 +5119,6 @@ void Entity::SetShaderData
(
Event *ev
)
{
edict->s.shader_data[ 0 ] = ev->GetFloat( 1 );
edict->s.shader_data[ 1 ] = ev->GetFloat( 2 );
@ -5440,7 +5356,6 @@ void Entity::UseBoundingBoxEvent
(
Event *ev
)
{
edict->r.svFlags |= SVF_USEBBOX;
}
@ -5449,7 +5364,6 @@ void Entity::HurtEvent
(
Event *ev
)
{
Vector normal;
float dmg;
@ -5488,7 +5402,6 @@ void Entity::HealEvent
(
Event *ev
)
{
if( IsDead() )
{
@ -5691,7 +5604,6 @@ void Entity::bind
qboolean use_my_angles,
qboolean bBindChilds
)
{
float mat[ 3 ][ 3 ];
float local[ 3 ][ 3 ];
@ -5740,7 +5652,6 @@ void Entity::unbind
(
void
)
{
Entity *prev;
Entity *next;
@ -5843,7 +5754,6 @@ void Entity::glue
Entity *master,
qboolean use_my_angles
)
{
int iNumGlues;
@ -5903,7 +5813,6 @@ void Entity::unglue
(
void
)
{
int iNumGlues;
int i;
@ -5950,7 +5859,6 @@ void Entity::BindEvent
(
Event *ev
)
{
Entity *ent;
bool bBindChilds;
@ -5975,7 +5883,6 @@ void Entity::EventUnglue
(
Event *ev
)
{
unglue();
}
@ -5984,7 +5891,6 @@ void Entity::GlueEvent
(
Event *ev
)
{
Entity *ent;
qboolean glueAngles;
@ -6009,7 +5915,6 @@ Vector Entity::getParentVector
(
Vector vec
)
{
Vector pos;
@ -6033,7 +5938,6 @@ void Entity::joinTeam
(
Entity *teammember
)
{
Entity *ent;
Entity *master;
@ -6109,7 +6013,6 @@ void Entity::quitTeam
(
void
)
{
Entity *ent;
@ -6200,7 +6103,6 @@ inline qboolean Entity::HitSky
(
trace_t *trace
)
{
assert( trace );
if( trace->surfaceFlags & SURF_SKY )
@ -6214,7 +6116,6 @@ qboolean Entity::HitSky
(
void
)
{
return HitSky( &level.impact_trace );
}
@ -6300,7 +6201,6 @@ void Entity::EndFrame
(
void
)
{
}
@ -6308,7 +6208,6 @@ void Entity::CalcBlend
(
void
)
{
}
@ -6316,7 +6215,6 @@ void Entity::VelocityModified
(
void
)
{
}
@ -6324,7 +6222,6 @@ void Entity::DetachAllChildren
(
void
)
{
int i;
@ -6346,7 +6243,6 @@ void Entity::DetachAllChildren
(
Event *ev
)
{
DetachAllChildren();
}
@ -6367,7 +6263,6 @@ void Entity::EventMovementStealth
(
Event *ev
)
{
SetMovementStealth( ev->GetFloat( 1 ) );
}
@ -6376,7 +6271,6 @@ void Entity::GetYaw
(
Event *ev
)
{
ev->AddFloat( angles[ 1 ] );
}
@ -6385,7 +6279,6 @@ void Entity::PusherEvent
(
Event *ev
)
{
Entity *inflictor;
Entity *attacker;
@ -6423,7 +6316,6 @@ void Entity::AlwaysDraw
(
Event *ev
)
{
edict->s.renderfx |= RF_ALWAYSDRAW;
}
@ -6432,7 +6324,6 @@ void Entity::NormalDraw
(
Event *ev
)
{
edict->s.renderfx &= RF_DONTDRAW | RF_ALWAYSDRAW;
}
@ -6441,7 +6332,6 @@ void Entity::NeverDraw
(
Event *ev
)
{
edict->s.renderfx |= RF_DONTDRAW;
}
@ -6450,7 +6340,6 @@ void Entity::GetMins
(
Event *ev
)
{
ev->AddVector( mins );
}
@ -6459,7 +6348,6 @@ void Entity::GetMaxs
(
Event *ev
)
{
ev->AddVector( maxs );
}
@ -6468,7 +6356,6 @@ void Entity::ForceActivate
(
Event *ev
)
{
DoForceActivate();
}
@ -6477,7 +6364,6 @@ void Entity::EventTrace
(
Event *ev
)
{
Vector start, end, mins, maxs;
int mask = 0x2000B01;
@ -6527,7 +6413,6 @@ void Entity::EventSightTrace
(
Event *ev
)
{
Vector start, end, mins, maxs;
int mask = 0x2000B01;
@ -6578,7 +6463,6 @@ void Entity::ConnectPaths
(
void
)
{
PathNode *node;
int to;
@ -6616,7 +6500,6 @@ void Entity::DisconnectPaths
(
void
)
{
int i;
int j;
@ -6691,7 +6574,6 @@ void Entity::EventDisconnectPaths
(
Event *ev
)
{
DisconnectPaths();
}
@ -6700,7 +6582,6 @@ void Entity::EventConnectPaths
(
Event *ev
)
{
ConnectPaths();
}
@ -6709,7 +6590,6 @@ void Entity::EventGetEntnum
(
Event *ev
)
{
ev->AddInteger( entnum );
}
@ -6718,7 +6598,6 @@ void Entity::EventSetRadnum
(
Event *ev
)
{
radnum = ev->GetInteger( 1 );
}
@ -6727,7 +6606,6 @@ void Entity::EventGetRadnum
(
Event *ev
)
{
ev->AddInteger( radnum );
}
@ -6736,7 +6614,6 @@ void Entity::EventSetRotatedBbox
(
Event *ev
)
{
if( ev->GetInteger( 1 ) )
{
@ -6754,7 +6631,6 @@ void Entity::EventGetRotatedBbox
(
Event *ev
)
{
ev->AddInteger( ( edict->s.eFlags & EF_LINKANGLES ) ? 1 : 0 );
}
@ -6763,7 +6639,6 @@ void Entity::DrawBoundingBox
(
int showbboxes
)
{
if( showbboxes >= 100 )
{
@ -6821,7 +6696,6 @@ void Entity::PathnodeClaimRevoked
(
PathNode *node
)
{
return node->Relinquish();
}
@ -6830,7 +6704,6 @@ qboolean Entity::BlocksAIMovement
(
void
) const
{
return true;
}
@ -6839,7 +6712,6 @@ qboolean Entity::AIDontFace
(
void
) const
{
return true;
}
@ -6943,7 +6815,6 @@ void Entity::SetShader
(
Event *ev
)
{
str shadername = ev->GetString( 1 );
qboolean fReset = false;

View file

@ -617,7 +617,6 @@ inline qboolean Entity::DistanceTo
(
Entity *ent
)
{
Vector delta;
@ -638,7 +637,6 @@ inline qboolean Entity::WithinDistance
Vector pos,
float dist
)
{
Vector delta;
@ -696,7 +694,6 @@ inline qboolean Entity::hidden
(
void
)
{
if( edict->s.renderfx & RF_DONTDRAW )
{
@ -727,7 +724,6 @@ inline void Entity::GetBrushModelEvent
(
Event *ev
)
{
ev->AddString( model );
}
@ -736,7 +732,6 @@ inline void Entity::GetModelEvent
(
Event *ev
)
{
if( !edict->tiki )
{
@ -768,7 +763,6 @@ inline void Entity::hideModel
(
void
)
{
edict->s.renderfx |= RF_DONTDRAW;
if( getSolidType() <= SOLID_TRIGGER )
@ -781,7 +775,6 @@ inline void Entity::showModel
(
void
)
{
edict->s.renderfx &= ~RF_DONTDRAW;
edict->r.svFlags &= ~SVF_NOCLIENT;
@ -836,7 +829,6 @@ inline int Entity::getContents
(
void
)
{
return edict->r.contents;
}
@ -845,7 +837,6 @@ inline qboolean Entity::isClient
(
void
)
{
if( client )
{

View file

@ -87,7 +87,6 @@ void CreateExplosion
const char *explosionModel,
float scale
)
{
Explosion *explosion;
Event *ev;

View file

@ -29,7 +29,6 @@ void G_BotBegin
(
gentity_t *ent
)
{
level.m_bSpawnBot = true;
G_ClientBegin( ent, NULL );
@ -40,7 +39,6 @@ void G_BotThink
gentity_t *ent,
int msec
)
{
usercmd_t ucmd;
usereyes_t eyeinfo;

View file

@ -716,7 +716,6 @@ void G_ClientDrawBoundingBoxes
(
void
)
{
gentity_t *edict;
Entity *ent;
@ -861,7 +860,6 @@ void G_ArchivePersistantData
(
Archiver &arc
)
{
gentity_t *ed;
int i;
@ -927,7 +925,6 @@ qboolean G_ReadPersistant
(
const char *name
)
{
try
{
@ -956,7 +953,6 @@ void G_WritePersistant
(
const char *name
)
{
try
{
@ -979,7 +975,6 @@ qboolean LevelArchiveValid
(
Archiver &arc
)
{
int version;
int savegame_version;
@ -1025,7 +1020,6 @@ void ArchiveAliases
(
Archiver &arc
)
{
int i;
byte another;
@ -1135,7 +1129,6 @@ qboolean G_ArchiveLevel
qboolean autosave,
qboolean loading
)
{
try
{
@ -1360,7 +1353,6 @@ void G_WriteLevel
const char *filename,
qboolean autosave
)
{
game.autosaved = autosave;
G_ArchiveLevel( filename, autosave, qfalse );
@ -1386,7 +1378,6 @@ qboolean G_ReadLevel
(
const char *filename
)
{
qboolean status;
@ -1409,7 +1400,6 @@ qboolean G_LevelArchiveValid
(
const char *filename
)
{
try
{

View file

@ -44,7 +44,6 @@ void MM_ClipVelocity
float *out,
float overbounce
)
{
float backoff;
float dir_z;
@ -89,7 +88,6 @@ qboolean MM_AddTouchEnt
(
int entityNum
)
{
int i;
qboolean blockEnt;
@ -133,7 +131,6 @@ qboolean MM_SlideMove
(
qboolean gravity
)
{
int bumpcount;
vec3_t dir;
@ -324,7 +321,6 @@ void MM_GroundTraceInternal
(
void
)
{
if( mml.groundTrace.fraction == 1.0f )
{
@ -376,7 +372,6 @@ void MM_GroundTrace
(
void
)
{
float point[ 3 ];
@ -392,7 +387,6 @@ void MM_StepSlideMove
(
void
)
{
vec3_t start_o;
vec3_t start_v;
@ -524,7 +518,6 @@ void MM_ClipVelocity2D
float *out,
float overbounce
)
{
float backoff;
float dir_z;
@ -569,7 +562,6 @@ void MmoveSingle
(
mmove_t *mmove
)
{
float point[ 3 ];
trace_t trace;

View file

@ -62,7 +62,6 @@ Entity *G_FixEntityPosition
(
Entity *ent
)
{
int mask;
trace_t trace;
@ -119,7 +118,6 @@ Entity *G_TestEntityPosition
(
Entity *ent
)
{
int mask;
trace_t trace;
@ -190,7 +188,6 @@ void G_Impact
Entity *e1,
trace_t *trace
)
{
gentity_t *e2;
Event *ev;
@ -247,7 +244,6 @@ Entity *G_TestEntityPosition
Entity *ent,
Vector vOrg
)
{
int mask;
trace_t trace;
@ -346,7 +342,6 @@ int G_FlyMove
float time,
int mask
)
{
Entity *hit;
gentity_t *edict;
@ -573,7 +568,6 @@ trace_t G_PushEntity
Entity *ent,
Vector push
)
{
trace_t trace;
Vector start;
@ -1094,7 +1088,6 @@ void G_Physics_Pusher
(
Entity *ent
)
{
Vector move, amove;
Entity *part, *mv;
@ -1191,7 +1184,6 @@ void G_Physics_Toss
(
Entity *ent
)
{
trace_t trace;
Vector move;
@ -1425,7 +1417,6 @@ void G_CheckWater
(
Entity *ent
)
{
ent->watertype = gi.PointContents( ent->origin, 0 );
if( ent->watertype & MASK_WATER )

View file

@ -245,7 +245,6 @@ float G_Random
(
void
)
{
return ( ( float )( rand() & 0x7fff ) ) / ( ( float )0x8000 );
}
@ -264,7 +263,6 @@ float G_Random
(
float n
)
{
return G_Random() * n;
}
@ -283,7 +281,6 @@ float G_CRandom
(
void
)
{
return G_Random( 2 ) - 1;
}
@ -302,7 +299,6 @@ float G_CRandom
(
float n
)
{
return G_CRandom() * n;
}
@ -378,7 +374,6 @@ void G_SetTrajectory
gentity_t *ent,
vec3_t org
)
{
ent->s.pos.trTime = 0;
VectorClear( ent->s.pos.trDelta );
@ -402,7 +397,6 @@ float * blue,
float * radius,
int * lightStyle
)
{
int ir, ig, ib, iradius;
@ -653,7 +647,6 @@ Entity *G_NextEntity
(
Entity *ent
)
{
gentity_t *from;
@ -861,7 +854,6 @@ qboolean KillBox
(
Entity *ent
)
{
int i;
int num;
@ -918,7 +910,6 @@ void G_TouchSolids
(
Entity *ent
)
{
int i;
int num;
@ -955,7 +946,6 @@ void G_ShowSightTrace
gentity_t *passent2,
const char *reason
)
{
str text;
str pass1;
@ -1000,7 +990,6 @@ void G_ShowTrace
gentity_t *passent,
const char *reason
)
{
str text;
str pass;
@ -1049,7 +1038,6 @@ Vector &maxs,
Vector *minbounds,
Vector *maxbounds
)
{
Vector bmin;
Vector bmax;
@ -1083,7 +1071,6 @@ int contentmask,
qboolean cylinder,
const char *reason
)
{
int entnum, entnum2;
bool result;
@ -1137,7 +1124,6 @@ bool G_SightTrace
qboolean cylinder,
const char *reason
)
{
gentity_t *ent, *ent2;
int entnum, entnum2;
@ -1196,7 +1182,6 @@ trace_t G_Trace
const char *reason,
qboolean tracedeep
)
{
int entnum;
trace_t trace;
@ -1248,7 +1233,6 @@ trace_t G_Trace
const char *reason,
qboolean tracedeep
)
{
gentity_t *ent;
int entnum;
@ -1303,7 +1287,6 @@ void G_TraceEntities
int contentmask,
qboolean bIncludeTriggers
)
{
trace_t trace;
vec3_t boxmins;
@ -1355,7 +1338,6 @@ float PlayersRangeFromSpot
(
Entity *ent
)
{
float bestplayerdistance = 9999999.0f;
Vector vDist;
@ -1416,7 +1398,6 @@ Entity *startent,
Vector org,
float rad
)
{
Vector eorg;
gentity_t *from;
@ -1485,7 +1466,6 @@ Entity *startent,
Vector org,
float rad
)
{
Vector eorg;
gentity_t *ed;
@ -1586,7 +1566,6 @@ void G_DebugDamage
Entity *attacker,
Entity *inflictor
)
{
gi.DPrintf( "Victim:%s Attacker:%s Inflictor:%s Damage:%f\n", victim->getClassname(), attacker->getClassname(), inflictor->getClassname(), damage );
}
@ -1602,7 +1581,6 @@ void G_DebugString
const char *pszText,
...
)
{
debugstring_t *string;
va_list va;
@ -1641,7 +1619,6 @@ void G_FadeOut
(
float delaytime
)
{
// Fade the screen out
level.m_fade_color = Vector( 0, 0, 0 );
@ -1656,7 +1633,6 @@ void G_AutoFadeIn
(
void
)
{
level.m_fade_time_start = 1;
level.m_fade_time = 1;
@ -1672,7 +1648,6 @@ void G_ClearFade
(
void
)
{
level.m_fade_time = -1;
level.m_fade_type = fadein;
@ -1694,7 +1669,6 @@ void G_MissionFailed
(
void
)
{
// Make the music system play the failure music for this level
ChangeMusic( "failure", "normal", true );
@ -1711,7 +1685,6 @@ void G_StartCinematic
(
void
)
{
level.cinematic = true;
gi.Cvar_Set( "sv_cinematic", "1" );
@ -1721,7 +1694,6 @@ void G_StopCinematic
(
void
)
{
// clear out the skip thread
level.cinematic = false;
@ -2030,7 +2002,6 @@ int G_AIEventTypeFromString
(
const char *pszType
)
{
if( !Q_stricmp( pszType, "weapon_fire" ) )
return AI_EVENT_WEAPON_FIRE;
@ -2062,7 +2033,6 @@ float G_AIEventRadius
(
int iType
)
{
static float fRadius[] =
{
@ -2100,7 +2070,6 @@ void G_BroadcastAIEvent
Vector origin,
char *pszType
)
{
G_BroadcastAIEvent( originator, origin, G_AIEventTypeFromString( pszType ), -1.0f );
}
@ -2112,7 +2081,6 @@ void G_BroadcastAIEvent
int iType,
float radius
)
{
Sentient *ent;
Vector delta;
@ -2195,7 +2163,6 @@ void CloneEntity
Entity *dest,
Entity *src
)
{
int i, num;
@ -2241,7 +2208,6 @@ weaponhand_t WeaponHandNameToNum
(
str side
)
{
if( !side.length() )
{
@ -2267,7 +2233,6 @@ const char *WeaponHandNumToName
(
weaponhand_t hand
)
{
switch( hand )
{
@ -2284,7 +2249,6 @@ firemode_t WeaponModeNameToNum
(
str mode
)
{
if( !mode.length() )
{
@ -2456,7 +2420,6 @@ void G_ArchiveEdict
Archiver &arc,
gentity_t *edict
)
{
int i;
str tempStr;
@ -2641,7 +2604,6 @@ str G_WeaponClassNumToName
(
int num
)
{
if( num & WEAPON_CLASS_PISTOL )
{
@ -2702,7 +2664,6 @@ int G_WeaponClassNameToNum
(
str name
)
{
int weaponindex = 0;
@ -2773,7 +2734,6 @@ void G_MoveClientToIntermission
(
Entity *ent
)
{
G_DisplayScores( ent );
ent->flags |= FL_IMMOBILE;
@ -2783,7 +2743,6 @@ void G_DisplayScores
(
Entity *ent
)
{
ent->client->ps.pm_flags |= PMF_INTERMISSION;
}
@ -2792,7 +2751,6 @@ void G_HideScores
(
Entity *ent
)
{
ent->client->ps.pm_flags &= ~PMF_INTERMISSION;
}
@ -2801,7 +2759,6 @@ void G_DisplayScoresToAllClients
(
void
)
{
gentity_t *ent;
int i;
@ -2820,7 +2777,6 @@ void G_HideScoresToAllClients
(
void
)
{
gentity_t *ent;
int i;

View file

@ -43,7 +43,6 @@ void VM_ClipVelocity
float *out,
float overbounce
)
{
float backoff;
float dir_z;
@ -88,7 +87,6 @@ void VM_AddTouchEnt
(
int entityNum
)
{
int i;
@ -118,7 +116,6 @@ qboolean VM_SlideMove
(
qboolean gravity
)
{
int bumpcount;
vec3_t dir;
@ -287,7 +284,6 @@ void VM_GroundTraceInternal
(
void
)
{
VM_GroundTraceInternal2();
VM_AddTouchEnt( vm->vs->groundTrace.entityNum );
@ -297,7 +293,6 @@ void VM_GroundTraceInternal2
(
void
)
{
if( vm->vs->groundTrace.fraction == 1.0f )
{
@ -349,7 +344,6 @@ void VM_GroundTrace
(
void
)
{
float point[ 3 ];
@ -365,7 +359,6 @@ void VM_StepSlideMove
(
void
)
{
vec3_t start_o;
vec3_t start_v;
@ -546,7 +539,6 @@ void VM_ClipVelocity2D
float *out,
float overbounce
)
{
float backoff;
float dir_z;
@ -591,7 +583,6 @@ void VmoveSingle
(
vmove_t *vmove
)
{
float point[ 3 ];
trace_t trace;

View file

@ -38,7 +38,6 @@ void G_BeginIntermission
const char *map_name,
INTTYPE_e transtype
)
{
Entity *camera;
Entity *node;
@ -155,7 +154,6 @@ void G_ExitLevel
(
void
)
{
static const char *seps = " ,\n\r";
char command[ 256 ];

View file

@ -75,7 +75,6 @@ void G_InitConsoleCommands
(
void
)
{
consolecmd_t *cmds;
@ -149,7 +148,6 @@ qboolean G_ProcessClientCommand
(
gentity_t *ent
)
{
const char *cmd;
consolecmd_t *cmds;
@ -552,7 +550,6 @@ qboolean G_ShowVarCmd
(
gentity_t *ent
)
{
return qtrue;
}
@ -616,7 +613,6 @@ qboolean G_CompileScript
(
gentity_t *ent
)
{
if( gi.Argc() <= 2 )
{
@ -634,7 +630,6 @@ qboolean G_AddBot
(
gentity_t *ent
)
{
int numbots;
int n;
@ -724,7 +719,6 @@ qboolean G_RemoveBot
(
gentity_t *ent
)
{
if( gi.Argc() <= 1 )
{
@ -750,7 +744,6 @@ qboolean G_BotCommand
(
gentity_t *ent
)
{
const char *command;
PlayerBot *bot;

View file

@ -41,7 +41,6 @@ void GrenadeHint::ResetHints
(
void
)
{
gm_pFirst = NULL;
}
@ -53,7 +52,6 @@ int GrenadeHint::GetClosestSet
Vector& vOrg,
float fMaxRangeSquared
)
{
int i;
int nFound = 0;

View file

@ -48,7 +48,6 @@ inline void GrenadeHint::Archive
(
Archiver& arc
)
{
SimpleEntity::Archive( arc );

View file

@ -52,7 +52,6 @@ void Health::PickupHealth
(
Event *ev
)
{
Sentient *sen;
Entity *other;

View file

@ -72,7 +72,6 @@ void InventoryItem::ActivateItem
(
Event *ev
)
{
if( firetype[ FIRE_PRIMARY ] == FT_CLICKITEM )
{
@ -93,7 +92,6 @@ void InventoryItem::ActivatePapers
(
Event *ev
)
{
GetOwner()->m_ShowPapersTime = level.inttime;
}

View file

@ -456,7 +456,6 @@ void Item::PlaceItem
(
void
)
{
setSolidType( SOLID_TRIGGER );
setMoveType( MOVETYPE_TOSS );
@ -478,7 +477,6 @@ void Item::DropToFloor
(
Event *ev
)
{
str fullname;
Vector save;
@ -515,7 +513,6 @@ qboolean Item::Drop
(
void
)
{
if( !owner )
{
@ -578,7 +575,6 @@ void Item::SetOwner
(
Sentient *ent
)
{
assert( ent );
if( !ent )
@ -606,7 +602,6 @@ Sentient *Item::GetOwner
(
void
)
{
return owner;
}
@ -615,7 +610,6 @@ void Item::Delete
(
void
)
{
if( g_iInThinks )
{
@ -634,7 +628,6 @@ void Item::RemoveFromOwner
(
void
)
{
owner->RemoveItem( this );
owner = NULL;
@ -645,7 +638,6 @@ Item * Item::ItemPickup
Entity *other,
qboolean add_to_inventory
)
{
Sentient * sent;
Item * item = NULL;
@ -723,7 +715,6 @@ void Item::Respawn
(
Event *ev
)
{
showModel();
@ -793,7 +784,6 @@ void Item::setRespawn
(
qboolean flag
)
{
respawnable = flag;
}
@ -811,7 +801,6 @@ void Item::setRespawnTime
(
float time
)
{
respawntime = time;
}
@ -847,7 +836,6 @@ qboolean Item::Pickupable
(
Entity *other
)
{
if( !other->IsSubclassOfSentient() )
{
@ -875,7 +863,6 @@ void Item::Pickup
(
Event * ev
)
{
ItemPickup( ev->GetEntity( 1 ) );
}
@ -884,7 +871,6 @@ void Item::setName
(
const char *i
)
{
const char *prefix;
@ -944,7 +930,6 @@ void Item::SetAmountEvent
(
Event *ev
)
{
setAmount( ev->GetInteger( 1 ) );
}
@ -953,7 +938,6 @@ void Item::SetDMAmountEvent
(
Event *ev
)
{
if (!g_gametype->integer)
return;
@ -1083,7 +1067,6 @@ void Item::CoolItemEvent
(
Event *ev
)
{
}
@ -1092,7 +1075,6 @@ void Item::ForceCoolItemEvent
(
Event *ev
)
{
}
@ -1101,7 +1083,6 @@ void Item::SetPickupSound
(
Event *ev
)
{
sPickupSound = ev->GetString( 1 );
}
@ -1110,7 +1091,6 @@ void Item::EventViewModelPrefix
(
Event *ev
)
{
int i;
gentity_t *ent;
@ -1139,7 +1119,6 @@ void Item::updatePrefix
(
Event *ev
)
{
if( !level.reborn ) {
return;

View file

@ -1189,7 +1189,6 @@ void Level::ResetEdicts( void )
}
qboolean Level::inhibitEntity( int spawnflags )
{
if( !developer->integer && ( spawnflags & SPAWNFLAG_DEVELOPMENT ) )
{
@ -1593,7 +1592,6 @@ void Level::CheckVote
(
void
)
{
// FIXME: show the vote HUD like in SH and BT
@ -1629,7 +1627,6 @@ void Level::GetTime
(
Event *ev
)
{
ev->AddFloat( level.time );
}
@ -1638,7 +1635,6 @@ void Level::GetTotalSecrets
(
Event *ev
)
{
ev->AddInteger( total_secrets );
}
@ -1647,7 +1643,6 @@ void Level::GetFoundSecrets
(
Event *ev
)
{
ev->AddInteger( found_secrets );
}
@ -1656,7 +1651,6 @@ void Level::GetAlarm
(
Event *ev
)
{
ev->AddInteger( m_bAlarm );
}
@ -1665,7 +1659,6 @@ void Level::SetAlarm
(
Event *ev
)
{
m_bAlarm = ev->GetInteger( 1 );
}
@ -1674,7 +1667,6 @@ void Level::SetNoDropHealth
(
Event *ev
)
{
mbNoDropHealth = ev->GetInteger( 1 );
}
@ -1683,7 +1675,6 @@ void Level::GetLoopProtection
(
Event *ev
)
{
ev->AddInteger( m_LoopProtection );
}
@ -1692,7 +1683,6 @@ void Level::SetLoopProtection
(
Event *ev
)
{
m_LoopProtection = ev->GetInteger( 1 );
}
@ -1701,7 +1691,6 @@ void Level::GetPapersLevel
(
Event *ev
)
{
ev->AddInteger( m_iPapersLevel );
}
@ -1710,7 +1699,6 @@ void Level::SetPapersLevel
(
Event *ev
)
{
m_iPapersLevel = ev->GetInteger( 1 );
}
@ -1719,7 +1707,6 @@ void Level::EventGetDMRespawning
(
Event *ev
)
{
ev->AddInteger( dmManager.GameAllowsRespawns() );
}
@ -1728,7 +1715,6 @@ void Level::EventSetDMRespawning
(
Event *ev
)
{
dmManager.SetGameAllowsRespawns( ev->GetBoolean( 1 ) );
}
@ -1737,7 +1723,6 @@ void Level::EventGetDMRoundLimit
(
Event *ev
)
{
ev->AddInteger( dmManager.GetRoundLimit() );
}
@ -1746,7 +1731,6 @@ void Level::EventSetDMRoundLimit
(
Event *ev
)
{
int round_limit = ev->GetInteger( 1 );
@ -1762,7 +1746,6 @@ void Level::EventGetClockSide
(
Event *ev
)
{
ev->AddConstString( dmManager.GetClockSide() );
}
@ -1771,7 +1754,6 @@ void Level::EventSetClockSide
(
Event *ev
)
{
const_str clockside = ev->GetConstString( 1 );
@ -1787,7 +1769,6 @@ void Level::EventGetBombPlantTeam
(
Event *ev
)
{
ev->AddConstString( dmManager.GetBombPlantTeam() );
}
@ -1796,7 +1777,6 @@ void Level::EventSetBombPlantTeam
(
Event *ev
)
{
const_str plant_team = ev->GetConstString( 1 );
@ -1812,7 +1792,6 @@ void Level::EventGetTargetsToDestroy
(
Event *ev
)
{
ev->AddInteger( dmManager.GetTargetsToDestroy() );
}
@ -1821,7 +1800,6 @@ void Level::EventSetTargetsToDestroy
(
Event *ev
)
{
dmManager.SetTargetsToDestroy( ev->GetInteger( 1 ) );
}
@ -1830,7 +1808,6 @@ void Level::EventGetTargetsDestroyed
(
Event *ev
)
{
ev->AddInteger( dmManager.GetTargetsDestroyed() );
}
@ -1839,7 +1816,6 @@ void Level::EventSetTargetsDestroyed
(
Event *ev
)
{
dmManager.SetTargetsDestroyed( ev->GetInteger( 1 ) );
}
@ -1848,7 +1824,6 @@ void Level::EventGetBombsPlanted
(
Event *ev
)
{
ev->AddInteger( dmManager.GetBombsPlanted() );
}
@ -1857,7 +1832,6 @@ void Level::EventSetBombsPlanted
(
Event *ev
)
{
dmManager.SetBombsPlanted( ev->GetInteger( 1 ) );
}
@ -1866,7 +1840,6 @@ void Level::EventGetRoundBased
(
Event *ev
)
{
ev->AddInteger( g_gametype->integer >= GT_TEAM_ROUNDS );
}
@ -1875,7 +1848,6 @@ void Level::EventRainDensitySet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_DENSITY, ev->GetString( 1 ) );
}
@ -1884,7 +1856,6 @@ void Level::EventRainDensityGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_DENSITY ) );
}
@ -1893,7 +1864,6 @@ void Level::EventRainSpeedSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_SPEED, ev->GetString( 1 ) );
}
@ -1902,7 +1872,6 @@ void Level::EventRainSpeedGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_SPEED ) );
}
@ -1911,7 +1880,6 @@ void Level::EventRainSpeedVarySet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_SPEEDVARY, ev->GetString( 1 ) );
}
@ -1920,7 +1888,6 @@ void Level::EventRainSpeedVaryGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_SPEEDVARY ) );
}
@ -1929,7 +1896,6 @@ void Level::EventRainSlantSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_SLANT, ev->GetString( 1 ) );
}
@ -1938,7 +1904,6 @@ void Level::EventRainSlantGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_SLANT ) );
}
@ -1947,7 +1912,6 @@ void Level::EventRainLengthSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_LENGTH, ev->GetString( 1 ) );
}
@ -1956,7 +1920,6 @@ void Level::EventRainLengthGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_LENGTH ) );
}
@ -1965,7 +1928,6 @@ void Level::EventRainMin_DistSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_MINDIST, ev->GetString( 1 ) );
}
@ -1974,7 +1936,6 @@ void Level::EventRainMin_DistGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_MINDIST ) );
}
@ -1983,7 +1944,6 @@ void Level::EventRainWidthSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_WIDTH, ev->GetString( 1 ) );
}
@ -1992,7 +1952,6 @@ void Level::EventRainWidthGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_WIDTH ) );
}
@ -2001,7 +1960,6 @@ void Level::EventRainShaderSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_SHADER, ev->GetString( 1 ) );
}
@ -2010,7 +1968,6 @@ void Level::EventRainShaderGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_SHADER ) );
}
@ -2019,7 +1976,6 @@ void Level::EventRainNumShadersSet
(
Event *ev
)
{
gi.SetConfigstring( CS_RAIN_NUMSHADERS, ev->GetString( 1 ) );
}
@ -2028,7 +1984,6 @@ void Level::EventRainNumShadersGet
(
Event *ev
)
{
ev->AddString( gi.GetConfigstring( CS_RAIN_NUMSHADERS ) );
}
@ -2037,7 +1992,6 @@ void Level::EventGetFlags
(
Event *ev
)
{
}

View file

@ -286,7 +286,6 @@ qboolean Level::Reborn
(
void
)
{
return reborn;
}

View file

@ -99,7 +99,6 @@ void LODMaster::Init
(
void
)
{
gi.AddCommand( "lod_spawn", NULL );
gi.AddCommand( "lod_yaw", NULL );
@ -113,7 +112,6 @@ void LODMaster::Spawn
(
Event *ev
)
{
const char *mdl;
Vector forward, up, delta;
@ -186,7 +184,6 @@ void LODMaster::PassEvent
(
Event *ev
)
{
if( !m_current )
{
@ -210,7 +207,6 @@ void LODSlave::UpdateCvars
qboolean quiet,
qboolean updateFrame
)
{
}
@ -219,7 +215,6 @@ LODSlave::LODSlave
(
void
)
{
m_baseorigin = origin;
LODModel.m_current = this;
@ -237,7 +232,6 @@ void LODSlave::ThinkEvent
(
Event *ev
)
{
cvar_t *cvar;
Entity *ent;
@ -277,7 +271,6 @@ void LODSlave::SetModelEvent
(
Event *ev
)
{
str modelname = ev->GetString( 1 );
@ -294,7 +287,6 @@ void LODSlave::Delete
(
Event *ev
)
{
ScriptError( "DELETE" );
}

View file

@ -41,7 +41,6 @@ inline void LODMaster::Archive
(
Archiver& arc
)
{
Listener::Archive( arc );
@ -69,7 +68,6 @@ inline void LODSlave::Archive
(
Archiver& arc
)
{
Animate::Archive( arc );

View file

@ -2549,7 +2549,6 @@ void VehiclePoint::SetSpawnFlags
(
Event *ev
)
{
spawnflags = ev->GetInteger( 1 );
}
@ -3222,7 +3221,6 @@ void FallingRock::SetBounceSound
(
str sound
)
{
bouncesound = sound;
// cache the sound in

View file

@ -364,7 +364,6 @@ inline void VehiclePoint::Archive
(
Archiver &arc
)
{
SimpleArchivedEntity::Archive( arc );

View file

@ -45,7 +45,6 @@ void cMoveGrid::SetOrientation
(
float( *v )[ 3 ]
)
{
for( int i = 0; i < 3; i++ )
{
@ -57,7 +56,6 @@ void cMoveGrid::SetMoveInfo
(
vmove_t *vm
)
{
memcpy( &v, vm, sizeof( vmove_t ) );
}
@ -66,7 +64,6 @@ void cMoveGrid::CalculateBoxPoints
(
void
)
{
int x, y, z;
int rx, ry, rz;
@ -155,7 +152,6 @@ gridpoint_t *cMoveGrid::GetGridPoint
int y,
int z
)
{
return &GridPoints[ x * m_iZRes + y * m_iXRes + z ];
}
@ -164,7 +160,6 @@ void cMoveGrid::Move
(
void
)
{
int x;
int y;
@ -193,7 +188,6 @@ qboolean cMoveGrid::CheckStuck
(
void
)
{
int x;
int y;
@ -223,7 +217,6 @@ void cMoveGrid::GetMoveInfo
(
vmove_t *vm
)
{
memcpy( vm, &v, sizeof( vmove_t ) );
}

View file

@ -97,7 +97,6 @@ inline void cMoveGrid::Archive
(
Archiver& arc
)
{
arc.ArchiveInteger( &m_iXRes );
arc.ArchiveInteger( &m_iYRes );

View file

@ -55,7 +55,6 @@ void Mover::MoveDone
(
Event *ev
)
{
Event * event;
Vector move;
@ -237,7 +236,6 @@ void Mover::LinearInterpolate
float time,
Event &event
)
{
Vector vdestdelta;
Vector angdestdelta;

View file

@ -119,7 +119,6 @@ void AI_AddNode
(
PathNode *node
)
{
int i = PathSearch::nodecount;
@ -147,7 +146,6 @@ qboolean CheckMove
short int *path_fallheight,
float size
)
{
mmove_t mm;
int i;
@ -348,7 +346,6 @@ void PathNode::Claim
(
Entity *pClaimer
)
{
pLastClaimer = pClaimer;
iAvailableTime = 0;
@ -358,7 +355,6 @@ const_str PathNode::GetSpecialAttack
(
Actor *pActor
)
{
int iSpecialAttack;
const_str csAnimation;
@ -446,7 +442,6 @@ Entity *PathNode::GetClaimHolder
(
void
) const
{
if( iAvailableTime )
return NULL;
@ -458,7 +453,6 @@ bool PathNode::IsClaimedByOther
(
Entity *pPossibleClaimer
) const
{
if( pLastClaimer == pPossibleClaimer )
return false;
@ -477,7 +471,6 @@ qboolean PathNode::IsTouching
(
Entity *e1
)
{
return e1->absmin[ 0 ] <= origin[ 0 ] + 15.5f &&
e1->absmin[ 1 ] <= origin[ 1 ] + 15.5f &&
@ -491,7 +484,6 @@ void PathNode::SetNodeFlags
(
Event *ev
)
{
nodeflags = ev->GetInteger( 1 );
}
@ -500,7 +492,6 @@ void PathNode::IsTouching
(
Event *ev
)
{
Entity *ent = ev->GetEntity( 1 );
@ -516,7 +507,6 @@ void PathNode::Remove
(
Event *ev
)
{
// Pathnodes mustn't be removed
ScriptError( "Not allowed to delete a path node" );
@ -526,7 +516,6 @@ void PathNode::setOriginEvent
(
Vector org
)
{
if( !PathManager.m_bNodesloaded )
{
@ -539,7 +528,6 @@ void PathNode::Archive
(
Archiver &arc
)
{
}
@ -547,7 +535,6 @@ void PathNode::ArchiveDynamic
(
Archiver &arc
)
{
SimpleEntity::SimpleArchive( arc );
@ -575,7 +562,6 @@ void PathNode::ArchiveStatic
(
Archiver &arc
)
{
arc.ArchiveVector( &origin );
arc.ArchiveVector( &centroid );
@ -608,7 +594,6 @@ void PathNode::ConnectChild
(
int i
)
{
int j;
pathway_t child = Child[ i ];
@ -626,7 +611,6 @@ void PathNode::DisconnectChild
(
int i
)
{
int j;
pathway_t child = Child[ i ];
@ -644,7 +628,6 @@ void PathNode::ConnectTo
(
PathNode *node
)
{
Child[ virtualNumChildren ].node = nodenum;
Child[ virtualNumChildren ].numBlockers = 0;
@ -656,7 +639,6 @@ bool PathNode::CheckPathTo
(
PathNode *node
)
{
if( virtualNumChildren < NUM_PATHSPERNODE )
@ -677,7 +659,6 @@ void PathNode::CheckPathToDefault
PathNode *node,
pathway_t *pathway
)
{
float dist;
float delta[ 2 ];
@ -740,7 +721,6 @@ void PathNode::MarkTemporarilyBad
(
void
)
{
iAvailableTime = level.inttime + 5000;
pLastClaimer = NULL;
@ -750,7 +730,6 @@ void PathNode::Relinquish
(
void
)
{
iAvailableTime = level.inttime + 4000;
}
@ -759,7 +738,6 @@ void PathNode::DrawConnections
(
void
)
{
int i;
pathway_t *path;
@ -778,7 +756,6 @@ static bool IsValidPathnode
(
int spawnflags
)
{
if( ( spawnflags & AI_DUCK ) && ( spawnflags & AI_COVERFLAGS2 ) )
return false;
@ -806,7 +783,6 @@ static void GetPathnodeColor
int spawnflags,
vec3_t color
)
{
if( IsValidPathnode( spawnflags ) )
{
@ -853,7 +829,6 @@ void DrawNode
(
int iNodeCount
)
{
Vector down;
Vector up;
@ -956,7 +931,6 @@ void DrawAllConnections
(
void
)
{
pathway_t *path;
pathway_t *path2;
@ -1087,7 +1061,6 @@ qboolean MapCell::AddNode
(
PathNode *node
)
{
nodes[ numnodes ] = ( short )node->nodenum;
numnodes++;
@ -1099,7 +1072,6 @@ int MapCell::NumNodes
(
void
)
{
return numnodes;
}
@ -1174,7 +1146,6 @@ void PathSearch::AddToGrid
int x,
int y
)
{
MapCell *cell;
@ -1196,7 +1167,6 @@ int PathSearch::NodeCoordinate
(
float coord
)
{
float c;
@ -1214,7 +1184,6 @@ int PathSearch::GridCoordinate
(
float coord
)
{
float c;
@ -1232,7 +1201,6 @@ void PathSearch::AddNode
(
PathNode *node
)
{
int x;
int y;
@ -1253,7 +1221,6 @@ void PathSearch::LoadAddToGrid
int x,
int y
)
{
MapCell *cell;
@ -1272,7 +1239,6 @@ void PathSearch::LoadAddToGrid2
int x,
int y
)
{
MapCell *cell;
@ -1290,7 +1256,6 @@ MapCell *PathSearch::GetNodesInCell
int x,
int y
)
{
if( ( x < 0 ) || ( x >= PATHMAP_GRIDSIZE ) || ( y < 0 ) || ( y >= PATHMAP_GRIDSIZE ) )
{
@ -1304,7 +1269,6 @@ MapCell *PathSearch::GetNodesInCell
(
float *pos
)
{
int x;
int y;
@ -1321,7 +1285,6 @@ PathNode *PathSearch::DebugNearestStartNode
float *pos,
Entity *ent
)
{
PathNode *node = NULL;
int i;
@ -1379,7 +1342,6 @@ PathNode *PathSearch::NearestStartNode
float *pos,
SimpleActor *ent
)
{
PathNode *node = NULL;
int i;
@ -1458,7 +1420,6 @@ PathNode *PathSearch::NearestEndNode
(
float *pos
)
{
PathNode *node = NULL;
int i;
@ -1518,7 +1479,6 @@ int PathSearch::DebugNearestNodeList
PathNode **nodelist,
int iMaxNodes
)
{
PathNode *node;
int i;
@ -1586,7 +1546,6 @@ int PathSearch::DebugNearestNodeList2
PathNode **nodelist,
int iMaxNodes
)
{
vec3_t delta;
PathNode *node;
@ -1636,7 +1595,6 @@ void PathSearch::ArchiveStaticLoad
(
Archiver& arc
)
{
int i;
PathNode *node;
@ -1720,7 +1678,6 @@ void PathSearch::ArchiveStaticSave
(
Archiver& arc
)
{
int i;
PathNode *node;
@ -1759,7 +1716,6 @@ void PathSearch::ArchiveLoadNodes
(
void
)
{
Archiver arc;
qboolean success;
@ -1807,7 +1763,6 @@ qboolean PathSearch::ArchiveSaveNodes
(
void
)
{
Archiver arc;
str maptime;
@ -1829,7 +1784,6 @@ void PathSearch::Connect
(
PathNode *node
)
{
int x;
int y;
@ -1873,7 +1827,6 @@ bool PathSearch::Connect
int x,
int y
)
{
MapCell *cell;
int i;
@ -1910,7 +1863,6 @@ void PathSearch::ShowNodes
(
void
)
{
if( g_entities->client )
{
@ -1979,7 +1931,6 @@ void PathSearch::LoadNodes
(
void
)
{
ai_showroutes = gi.Cvar_Get( "ai_showroutes", "0", 0 );
ai_showroutes_distance = gi.Cvar_Get( "ai_showroutes_distance", "1000", 0 );
@ -1999,7 +1950,6 @@ void PathSearch::CreatePaths
(
void
)
{
int i;
int j;
@ -2136,7 +2086,6 @@ void *PathSearch::AllocPathNode
(
void
)
{
if( bulkNavMemory && !m_bNodesloaded )
{
@ -2153,7 +2102,6 @@ void PathSearch::FreePathNode
(
void *ptr
)
{
if( !bulkNavMemory || m_bNodesloaded )
{
@ -2165,7 +2113,6 @@ void PathSearch::ResetNodes
(
void
)
{
int i;
int x;
@ -2222,7 +2169,6 @@ PathInfo *PathSearch::GeneratePath
(
PathInfo *path
)
{
PathNode *ParentNode;
pathway_t *pathway;
@ -2312,7 +2258,6 @@ PathInfo *PathSearch::GeneratePathNear
(
PathInfo *path
)
{
PathInfo *current_path = path;
pathway_t *pathway;
@ -2382,7 +2327,6 @@ PathInfo *PathSearch::GeneratePathAway
(
PathInfo *path
)
{
PathInfo *current_path = path;
pathway_t *pathway;
@ -2449,7 +2393,6 @@ PathNode *PathSearch::GetSpawnNode
(
ClassDef *cls
)
{
if( m_bNodesloaded )
{
@ -2472,7 +2415,6 @@ int PathSearch::FindPath
float fLeashDistSquared,
int fallheight
)
{
int i;
int g;
@ -2674,7 +2616,6 @@ int PathSearch::FindPathAway
float fLeashDistSquared,
int fallheight
)
{
int i;
int g;
@ -2862,7 +2803,6 @@ int PathSearch::FindPathNear
float fLeashDistSquared,
int fallheight
)
{
int i;
int g;
@ -3058,7 +2998,6 @@ PathNode *PathSearch::FindCornerNodeForWall
float maxPath,
float *plane
)
{
PathNode *ParentNode;
PathNode *OpenNode;
@ -3256,7 +3195,6 @@ PathNode *PathSearch::FindCornerNodeForExactPath
Sentient *enemy,
float fMaxPath
)
{
PathNode *pPathNode[4096];
@ -3330,7 +3268,6 @@ int PathSearch::FindPotentialCover
PathNode **ppFoundNodes,
int iMaxFind
)
{
Actor *pSelf = (Actor *)pEnt;
PathNode *pNode;
@ -3387,7 +3324,6 @@ void PathSearch::PlayerCover
(
Player *pPlayer
)
{
int i;
PathNode *node;
@ -3431,7 +3367,6 @@ PathNode *PathSearch::FindNearestCover
Vector& vPos,
Entity *pEnemy
)
{
// not found in ida
return NULL;
@ -3443,7 +3378,6 @@ PathNode *PathSearch::FindNearestSniperNode
Vector& vPos,
Entity *pEnemy
)
{
Actor *pSelf = (Actor *)pEnt;
PathNode *pNode;
@ -3506,7 +3440,6 @@ int PathSearch::NearestNodeSetup
int *nodes,
vec3_t *deltas
)
{
vec3_t delta;
PathNode *node;
@ -3558,7 +3491,6 @@ void PathSearch::Init
(
void
)
{
ai_showroutes = gi.Cvar_Get( "ai_showroutes", "0", 0 );
ai_showroutes_distance = gi.Cvar_Get( "ai_showroutes_distance", "1000", 0 );
@ -3723,7 +3655,6 @@ bool AttractiveNode::CheckTeam
(
Sentient *sent
)
{
if( !m_iTeam )
{
@ -3759,7 +3690,6 @@ void AttractiveNode::setMaxDist
(
float dist
)
{
m_fMaxDistance = dist;
@ -3777,7 +3707,6 @@ void AttractiveNode::GetPriority
(
Event *ev
)
{
ev->AddInteger( m_iPriority );
}
@ -3786,7 +3715,6 @@ void AttractiveNode::SetPriority
(
Event *ev
)
{
m_iPriority = ev->GetInteger( 1 );
}
@ -3795,7 +3723,6 @@ void AttractiveNode::GetDistance
(
Event *ev
)
{
ev->AddFloat( m_fMaxDistance );
}
@ -3804,7 +3731,6 @@ void AttractiveNode::SetDistance
(
Event *ev
)
{
setMaxDist( ev->GetFloat( 1 ) );
}
@ -3813,7 +3739,6 @@ void AttractiveNode::GetStayTime
(
Event *ev
)
{
ev->AddFloat( m_fMaxStayTime );
}
@ -3822,7 +3747,6 @@ void AttractiveNode::SetStayTime
(
Event *ev
)
{
m_fMaxStayTime = ev->GetFloat( 1 );
}
@ -3831,7 +3755,6 @@ void AttractiveNode::GetRespawnTime
(
Event *ev
)
{
ev->AddFloat( m_fRespawnTime );
}
@ -3840,7 +3763,6 @@ void AttractiveNode::SetRespawnTime
(
Event *ev
)
{
m_fRespawnTime = ev->GetFloat( 1 );
if( m_fRespawnTime < 1.0f )
@ -3853,7 +3775,6 @@ void AttractiveNode::GetTeam
(
Event *ev
)
{
ev->AddConstString( m_csTeam );
}
@ -3862,7 +3783,6 @@ void AttractiveNode::SetTeam
(
Event *ev
)
{
if( ev->IsNilAt( 1 ) )
{
@ -3902,7 +3822,6 @@ void AttractiveNode::SetUse
(
Event *ev
)
{
m_bUse = ev->GetBoolean( 1 );
}

View file

@ -109,7 +109,6 @@ inline void PathInfo::Archive
(
Archiver& arc
)
{
arc.ArchiveBool( &bAccurate );
arc.ArchiveVec3( point );
@ -360,7 +359,6 @@ inline void AttractiveNode::Archive
(
Archiver& arc
)
{
arc.ArchiveInteger( &m_iPriority );
arc.ArchiveBool( &m_bUse );

File diff suppressed because it is too large Load diff

View file

@ -866,7 +866,6 @@ inline void Player::Archive
(
Archiver &arc
)
{
str tempStr;
@ -1143,7 +1142,6 @@ inline void Player::SetCamera
Camera *ent,
float switchTime
)
{
camera = ent;
client->ps.camera_time = switchTime;

View file

@ -197,7 +197,6 @@ void Player::useWeapon
Weapon *weapon,
weaponhand_t hand
)
{
Weapon * activeWeapon;
@ -258,7 +257,6 @@ void Player::AcquireHeadTarget
(
void
)
{
}

View file

@ -598,7 +598,6 @@ void Player::Stats
(
Event *ev
)
{
// FIXME: stub
}
@ -607,7 +606,6 @@ void ClosePlayerLogFile
(
void
)
{
if( logfile )
{
@ -620,7 +618,6 @@ void Player::SkipCinematic
(
Event *ev
)
{
if( level.cinematic && ( level.RegisterSize( STRING_SKIP ) ) )
{

View file

@ -91,7 +91,6 @@ void PlayerBot::Init
(
void
)
{
bot_manualmove = gi.Cvar_Get( "bot_manualmove", "0", 0 );
@ -125,7 +124,6 @@ void PlayerBot::TurnThink
(
void
)
{
float diff, factor, maxchange, anglespeed, desired_speed;
int i;
@ -185,7 +183,6 @@ void PlayerBot::CheckAttractiveNodes
(
void
)
{
for( int i = m_attractList.NumObjects(); i > 0; i-- )
{
@ -203,7 +200,6 @@ void PlayerBot::MoveThink
(
void
)
{
Vector vDir;
Vector vAngles;
@ -344,7 +340,6 @@ void PlayerBot::CheckJump
(
void
)
{
Vector start;
Vector end;
@ -412,7 +407,6 @@ void PlayerBot::CheckEndPos
(
void
)
{
Vector start;
Vector end;
@ -441,7 +435,6 @@ void PlayerBot::CheckUse
(
void
)
{
Vector dir;
Vector start;
@ -474,7 +467,6 @@ void PlayerBot::GetUsercmd
(
usercmd_t *ucmd
)
{
*ucmd = m_botCmd;
}
@ -483,7 +475,6 @@ void PlayerBot::GetEyeInfo
(
usereyes_t *eyeinfo
)
{
*eyeinfo = m_botEyes;
}
@ -492,7 +483,6 @@ void PlayerBot::UpdateBotStates
(
void
)
{
if( bot_manualmove->integer )
{
@ -528,7 +518,6 @@ void PlayerBot::SendCommand
(
const char *text
)
{
char *buffer;
char *data;
@ -593,7 +582,6 @@ void PlayerBot::setAngles
(
Vector ang
)
{
Entity::setAngles( ang );
SetTargetAngles( angles );
@ -603,7 +591,6 @@ void PlayerBot::updateOrigin
(
void
)
{
Entity::updateOrigin();
@ -633,7 +620,6 @@ void PlayerBot::SetTargetAngles
(
Vector vAngles
)
{
m_vTargetAng = vAngles;
}
@ -649,7 +635,6 @@ void PlayerBot::AimAt
(
Vector vPos
)
{
Vector vDelta = vPos - centroid;
@ -668,7 +653,6 @@ void PlayerBot::AimAtAimNode
(
void
)
{
if( m_Path.CurrentDelta() )
{
@ -693,7 +677,6 @@ void PlayerBot::CheckReload
(
void
)
{
Weapon *weap = GetActiveWeapon( WEAPON_MAIN );
@ -716,7 +699,6 @@ Vector vPos,
float *vLeashHome,
float fLeashRadius
)
{
m_bPathing = true;
m_vTargetPos = vPos;
@ -743,7 +725,6 @@ bool PlayerBot::MoveToBestAttractivePoint
(
int iMinPriority
)
{
Container< AttractiveNode * > list;
AttractiveNode *bestNode;
@ -866,7 +847,6 @@ bool PlayerBot::CanMoveTo
(
Vector vPos
)
{
return m_Path.DoesTheoreticPathExist( origin, vPos, NULL, 0, NULL, 0 );
}
@ -882,7 +862,6 @@ bool PlayerBot::MoveDone
(
void
)
{
return m_Path.Complete( origin );
}
@ -898,7 +877,6 @@ bool PlayerBot::IsMoving
(
void
)
{
return m_bPathing;
}
@ -914,7 +892,6 @@ void PlayerBot::ClearMove
(
void
)
{
m_Path.Clear();
m_bPathing = false;
@ -934,7 +911,6 @@ void PlayerBot::MoveNear
float *vLeashHome,
float fLeashRadius
)
{
m_bPathing = true;
m_Path.FindPathNear( origin, vNear, this, 0, fRadius * fRadius, vLeashHome, fLeashRadius * fLeashRadius );
@ -963,7 +939,6 @@ void PlayerBot::AvoidPath
float *vLeashHome,
float fLeashRadius
)
{
Vector vDir;
@ -1004,7 +979,6 @@ void PlayerBot::NoticeEvent
float fDistanceSquared,
float fRadiusSquared
)
{
// Ignore teammates
if( pEnt->IsSubclassOfPlayer() )
@ -1063,7 +1037,6 @@ void PlayerBot::ClearEnemy
(
void
)
{
m_iAttackTime = 0;
m_pEnemy = NULL;
@ -1089,7 +1062,6 @@ void PlayerBot::CheckStates
(
void
)
{
m_StateCount = 0;
@ -1159,7 +1131,6 @@ void PlayerBot::State_DefaultBegin
(
void
)
{
ClearMove();
}
@ -1168,7 +1139,6 @@ void PlayerBot::State_DefaultEnd
(
void
)
{
}
@ -1177,7 +1147,6 @@ void PlayerBot::State_Reset
(
void
)
{
m_iCuriousTime = 0;
m_iAttackTime = 0;
@ -1199,7 +1168,6 @@ void PlayerBot::InitState_Idle
(
botfunc_t *func
)
{
func->CheckCondition = &PlayerBot::CheckCondition_Idle;
func->ThinkState = &PlayerBot::State_Idle;
@ -1209,7 +1177,6 @@ bool PlayerBot::CheckCondition_Idle
(
void
)
{
if( m_iCuriousTime )
return false;
@ -1224,7 +1191,6 @@ void PlayerBot::State_Idle
(
void
)
{
AimAtAimNode();
CheckReload();
@ -1258,7 +1224,6 @@ void PlayerBot::InitState_Curious
(
botfunc_t *func
)
{
func->CheckCondition = &PlayerBot::CheckCondition_Curious;
func->ThinkState = &PlayerBot::State_Curious;
@ -1268,7 +1233,6 @@ bool PlayerBot::CheckCondition_Curious
(
void
)
{
if( m_iAttackTime )
{
@ -1294,7 +1258,6 @@ void PlayerBot::State_Curious
(
void
)
{
//AimAt( m_vLastCuriousPos );
AimAtAimNode();
@ -1321,7 +1284,6 @@ void PlayerBot::InitState_Attack
(
botfunc_t *func
)
{
func->CheckCondition = &PlayerBot::CheckCondition_Attack;
func->EndState = &PlayerBot::State_EndAttack;
@ -1359,7 +1321,6 @@ bool PlayerBot::CheckCondition_Attack
(
void
)
{
Container< Sentient * > sents = SentientList;
@ -1417,7 +1378,6 @@ void PlayerBot::State_EndAttack
(
void
)
{
m_botCmd.buttons &= ~( BUTTON_ATTACKLEFT | BUTTON_ATTACKRIGHT );
}
@ -1426,7 +1386,6 @@ void PlayerBot::State_Attack
(
void
)
{
Player *p = ( Player * )m_pEnemy.Pointer();
bool bMelee = false;
@ -1545,7 +1504,6 @@ void PlayerBot::InitState_Grenade
(
botfunc_t *func
)
{
func->CheckCondition = &PlayerBot::CheckCondition_Grenade;
func->ThinkState = &PlayerBot::State_Grenade;
@ -1555,7 +1513,6 @@ bool PlayerBot::CheckCondition_Grenade
(
void
)
{
// FIXME: TODO
return false;
@ -1565,7 +1522,6 @@ void PlayerBot::State_Grenade
(
void
)
{
// FIXME: TODO
}
@ -1581,7 +1537,6 @@ void PlayerBot::InitState_Weapon
(
botfunc_t *func
)
{
func->CheckCondition = &PlayerBot::CheckCondition_Weapon;
func->BeginState = &PlayerBot::State_BeginWeapon;
@ -1591,7 +1546,6 @@ bool PlayerBot::CheckCondition_Weapon
(
void
)
{
return GetActiveWeapon( WEAPON_MAIN ) != BestWeapon( NULL, false, WEAPON_CLASS_THROWABLE );
}
@ -1600,7 +1554,6 @@ void PlayerBot::State_BeginWeapon
(
void
)
{
Weapon *weap = BestWeapon( NULL, false, WEAPON_CLASS_THROWABLE );
@ -1617,7 +1570,6 @@ void PlayerBot::Spawned
(
void
)
{
ClearEnemy();
m_iCuriousTime = 0;
@ -1629,7 +1581,6 @@ void PlayerBot::Killed
(
Event *ev
)
{
Player::Killed( ev );
@ -1652,7 +1603,6 @@ void PlayerBot::GotKill
(
Event *ev
)
{
Player::GotKill( ev );
@ -1664,7 +1614,6 @@ void PlayerBot::EventStuffText
(
Event *ev
)
{
SendCommand( ev->GetString( 1 ) );
}

View file

@ -94,7 +94,6 @@ void PlayerStart::SetAngle
(
Event *ev
)
{
angles = Vector( 0, ev->GetFloat( 1 ), 0 );
}
@ -103,7 +102,6 @@ void PlayerStart::EventEnableSpawn
(
Event *ev
)
{
m_bForbidSpawns = false;
}
@ -112,7 +110,6 @@ void PlayerStart::EventDisableSpawn
(
Event *ev
)
{
m_bForbidSpawns = true;
}
@ -121,7 +118,6 @@ void PlayerStart::EventDeleteOnSpawn
(
Event *ev
)
{
m_bDeleteOnSpawn = true;
}
@ -130,7 +126,6 @@ void PlayerStart::EventKeepOnSpawn
(
Event *ev
)
{
m_bDeleteOnSpawn = false;
}

View file

@ -954,7 +954,6 @@ void ScriptMaster::RegisterAliasInternal
Event *ev,
bool bCache
)
{
#ifdef GAME_DLL
int i;
@ -1027,7 +1026,6 @@ void ScriptMaster::RegisterAlias
(
Event *ev
)
{
RegisterAliasInternal( ev );
}
@ -1036,7 +1034,6 @@ void ScriptMaster::RegisterAliasAndCache
(
Event *ev
)
{
RegisterAliasInternal( ev, true );
}
@ -1045,7 +1042,6 @@ void ScriptMaster::Cache
(
Event *ev
)
{
#ifdef GAME_DLL
if( !precache->integer )

View file

@ -190,7 +190,6 @@ inline void ScriptEvent::Archive
(
Archiver& arc
)
{
label.Archive( arc );
}
@ -199,7 +198,6 @@ inline bool ScriptEvent::IsRegistered
(
void
)
{
return label.IsSet();
}
@ -208,7 +206,6 @@ inline void ScriptEvent::Trigger
(
Event *ev
)
{
if( label.IsSet() )
{

View file

@ -720,7 +720,6 @@ void ScriptSlave::CheckNewOrders
(
void
)
{
// make sure position and angles are current
if( !commandswaiting )
@ -735,7 +734,6 @@ void ScriptSlave::NewMove
(
void
)
{
float dist;
@ -808,7 +806,6 @@ void ScriptSlave::DoMove
(
Event *ev
)
{
NewMove();
}
@ -862,7 +859,6 @@ void ScriptSlave::SetModelEvent
(
Event *ev
)
{
const char *m;
@ -944,7 +940,6 @@ void ScriptSlave::JumpTo
(
Event *ev
)
{
Entity *part;
@ -1045,7 +1040,6 @@ void ScriptSlave::MoveUp
(
Event *ev
)
{
CheckNewOrders();
NewPos[ 2 ] += ev->GetFloat( 1 );
@ -1055,7 +1049,6 @@ void ScriptSlave::MoveDown
(
Event *ev
)
{
CheckNewOrders();
NewPos[ 2 ] -= ev->GetFloat( 1 );
@ -1065,7 +1058,6 @@ void ScriptSlave::MoveNorth
(
Event *ev
)
{
CheckNewOrders();
NewPos[ 1 ] += ev->GetFloat( 1 );
@ -1075,7 +1067,6 @@ void ScriptSlave::MoveSouth
(
Event *ev
)
{
CheckNewOrders();
NewPos[ 1 ] -= ev->GetFloat( 1 );
@ -1085,7 +1076,6 @@ void ScriptSlave::MoveEast
(
Event *ev
)
{
CheckNewOrders();
NewPos[ 0 ] += ev->GetFloat( 1 );
@ -1095,7 +1085,6 @@ void ScriptSlave::MoveWest
(
Event *ev
)
{
CheckNewOrders();
NewPos[ 0 ] -= ev->GetFloat( 1 );
@ -1105,7 +1094,6 @@ void ScriptSlave::MoveForward
(
Event *ev
)
{
Vector v;
Vector t;
@ -1122,7 +1110,6 @@ void ScriptSlave::MoveBackward
(
Event *ev
)
{
Vector v;
Vector t;
@ -1139,7 +1126,6 @@ void ScriptSlave::MoveLeft
(
Event *ev
)
{
Vector v;
Vector t;
@ -1156,7 +1142,6 @@ void ScriptSlave::MoveRight
(
Event *ev
)
{
Vector t;
Vector v;
@ -1175,7 +1160,6 @@ void ScriptSlave::RotateXdownto
(
Event *ev
)
{
CheckNewOrders();
@ -1190,7 +1174,6 @@ void ScriptSlave::RotateYdownto
(
Event *ev
)
{
CheckNewOrders();
@ -1205,7 +1188,6 @@ void ScriptSlave::RotateZdownto
(
Event *ev
)
{
CheckNewOrders();
@ -1220,7 +1202,6 @@ void ScriptSlave::RotateAxisdownto
(
Event *ev
)
{
int axis;
CheckNewOrders();
@ -1237,7 +1218,6 @@ void ScriptSlave::RotateXupto
(
Event *ev
)
{
CheckNewOrders();
@ -1252,7 +1232,6 @@ void ScriptSlave::RotateYupto
(
Event *ev
)
{
CheckNewOrders();
@ -1267,7 +1246,6 @@ void ScriptSlave::RotateZupto
(
Event *ev
)
{
CheckNewOrders();
@ -1282,7 +1260,6 @@ void ScriptSlave::RotateAxisupto
(
Event *ev
)
{
int axis;
CheckNewOrders();
@ -1301,7 +1278,6 @@ void ScriptSlave::Rotatedownto
(
Event *ev
)
{
Vector ang;
@ -1330,7 +1306,6 @@ void ScriptSlave::Rotateupto
(
Event *ev
)
{
Vector ang;
@ -1359,7 +1334,6 @@ void ScriptSlave::Rotateto
(
Event *ev
)
{
Vector ang;
@ -1376,7 +1350,6 @@ void ScriptSlave::RotateXdown
(
Event *ev
)
{
CheckNewOrders();
NewAngles[ 0 ] = localangles[ 0 ] - ev->GetFloat( 1 );
@ -1386,7 +1359,6 @@ void ScriptSlave::RotateYdown
(
Event *ev
)
{
CheckNewOrders();
NewAngles[ 1 ] = localangles[ 1 ] - ev->GetFloat( 1 );
@ -1396,7 +1368,6 @@ void ScriptSlave::RotateZdown
(
Event *ev
)
{
CheckNewOrders();
NewAngles[ 2 ] = localangles[ 2 ] - ev->GetFloat( 1 );
@ -1406,7 +1377,6 @@ void ScriptSlave::RotateAxisdown
(
Event *ev
)
{
int axis;
CheckNewOrders();
@ -1419,7 +1389,6 @@ void ScriptSlave::RotateXup
(
Event *ev
)
{
CheckNewOrders();
NewAngles[ 0 ] = localangles[ 0 ] + ev->GetFloat( 1 );
@ -1429,7 +1398,6 @@ void ScriptSlave::RotateYup
(
Event *ev
)
{
CheckNewOrders();
NewAngles[ 1 ] = localangles[ 1 ] + ev->GetFloat( 1 );
@ -1439,7 +1407,6 @@ void ScriptSlave::RotateZup
(
Event *ev
)
{
CheckNewOrders();
NewAngles[ 2 ] = localangles[ 2 ] + ev->GetFloat( 1 );
@ -1449,7 +1416,6 @@ void ScriptSlave::RotateAxisup
(
Event *ev
)
{
int axis;
CheckNewOrders();
@ -1501,7 +1467,6 @@ void ScriptSlave::DamageFunc
(
Event *ev
)
{
Unregister( STRING_DAMAGE );
}
@ -1558,7 +1523,6 @@ void ScriptSlave::FollowPath
(
Event *ev
)
{
int i, argnum;
Entity * ent;
@ -1637,7 +1601,6 @@ void ScriptSlave::FollowingPath
(
Event *ev
)
{
Vector pos;
Vector orient;
@ -1978,7 +1941,6 @@ void ScriptSlave::EventFlyPath
(
Event *ev
)
{
SimpleEntity *path;
@ -2018,7 +1980,6 @@ void ScriptSlave::EventModifyFlyPath
(
Event *ev
)
{
m_fIdealDistance = 100.0f;
@ -2040,7 +2001,6 @@ void ScriptSlave::SetupPath
cSpline< 4, 512 > *pPath,
SimpleEntity *se
)
{
str name;
//int iObjNum;

View file

@ -162,7 +162,6 @@ inline void ScriptSlave::Archive
(
Archiver &arc
)
{
int tempInt;

File diff suppressed because it is too large Load diff

View file

@ -744,7 +744,6 @@ Vector Sentient::GunPosition
(
void
)
{
Vector vPos;
@ -764,7 +763,6 @@ Vector Sentient::GunTarget
(
bool bNoCollision
)
{
Vector vPos;
@ -848,7 +846,6 @@ void Sentient::ChargeWeapon
(
Event *ev
)
{
firemode_t mode = FIRE_PRIMARY;
weaponhand_t hand = WEAPON_MAIN;
@ -883,7 +880,6 @@ void Sentient::ChargeWeapon
weaponhand_t hand,
firemode_t mode
)
{
Weapon * activeWeapon;
@ -911,7 +907,6 @@ void Sentient::FireWeapon
(
Event *ev
)
{
firemode_t mode = FIRE_PRIMARY;
int number = 0;
@ -965,7 +960,6 @@ void Sentient::FireWeapon
int number,
firemode_t mode
)
{
Weapon *activeWeapon = activeWeaponList[ number ];
@ -994,7 +988,6 @@ void Sentient::StopFireWeapon
(
Event *ev
)
{
Weapon *activeWeapon;
int number = 0;
@ -1031,7 +1024,6 @@ void Sentient::ReleaseFireWeapon
int number,
firemode_t mode
)
{
float charge_time = level.time - charge_start_time;
@ -1055,7 +1047,6 @@ void Sentient::ReleaseFireWeapon
(
Event *ev
)
{
firemode_t mode = FIRE_PRIMARY;
int number = 0;
@ -1108,7 +1099,6 @@ void Sentient::AddItem
(
Item *object
)
{
inventory.AddObject( object->entnum );
}
@ -1117,7 +1107,6 @@ void Sentient::RemoveItem
(
Item *object
)
{
if( !inventory.IndexOfObject( object->entnum ) ) {
return;
@ -1138,7 +1127,6 @@ void Sentient::RemoveWeapons
(
void
)
{
for( int i = inventory.NumObjects(); i > 0; i-- )
{
@ -1156,7 +1144,6 @@ Weapon *Sentient::GetWeapon
(
int index
)
{
for( int i = inventory.NumObjects(); i > 0; i-- )
{
@ -1181,7 +1168,6 @@ Item *Sentient::FindItemByExternalName
(
const char *itemname
)
{
int num;
int i;
@ -1205,7 +1191,6 @@ Item *Sentient::FindItemByModelname
(
const char *mdl
)
{
int num;
int i;
@ -1236,7 +1221,6 @@ Item *Sentient::FindItemByClassName
(
const char *classname
)
{
int num;
int i;
@ -1260,7 +1244,6 @@ Item *Sentient::FindItem
(
const char *itemname
)
{
Item *item;
@ -1280,7 +1263,6 @@ void Sentient::AttachAllActiveWeapons
(
void
)
{
int i;
@ -1303,7 +1285,6 @@ void Sentient::DetachAllActiveWeapons
(
void
)
{
int i;
@ -1320,7 +1301,6 @@ void Sentient::FreeInventory
(
void
)
{
int num;
int i;
@ -1358,7 +1338,6 @@ qboolean Sentient::HasItem
(
const char *itemname
)
{
return ( FindItem( itemname ) != NULL );
}
@ -1367,7 +1346,6 @@ qboolean Sentient::HasWeaponClass
(
int iWeaponClass
)
{
int i;
Weapon *weapon;
@ -1394,7 +1372,6 @@ qboolean Sentient::HasPrimaryWeapon
(
void
)
{
int i;
Weapon *weapon;
@ -1421,7 +1398,6 @@ qboolean Sentient::HasSecondaryWeapon
(
void
)
{
int i;
Weapon *weapon;
@ -1474,7 +1450,6 @@ void Sentient::PutawayWeapon
(
Event *ev
)
{
Weapon * weapon;
weaponhand_t hand;
@ -1499,7 +1474,6 @@ void Sentient::WeaponCommand
(
Event *ev
)
{
weaponhand_t hand;
Weapon *weap;
@ -1528,7 +1502,6 @@ void Sentient::ChangeWeapon
Weapon *weapon,
weaponhand_t hand
)
{
if( ( hand > MAX_ACTIVE_WEAPONS ) || ( hand < 0 ) )
{
@ -1547,7 +1520,6 @@ void Sentient::DeactivateWeapon
(
weaponhand_t hand
)
{
int i;
@ -1589,7 +1561,6 @@ void Sentient::DeactivateWeapon
(
Weapon *weapon
)
{
int i;
@ -1609,7 +1580,6 @@ void Sentient::ActivateWeapon
Weapon *weapon,
weaponhand_t hand
)
{
int i;
@ -1710,7 +1680,6 @@ Weapon *Sentient::NextWeapon
(
Weapon *weapon
)
{
Item *item;
int i;
@ -1776,7 +1745,6 @@ Weapon *Sentient::PreviousWeapon
(
Weapon *weapon
)
{
Item *item;
int i;
@ -1927,7 +1895,6 @@ Item *Sentient::giveItem
str itemname,
int amount
)
{
ClassDef *cls;
Item *item;
@ -2007,7 +1974,6 @@ void Sentient::takeItem
(
const char *name
)
{
Item * item;
@ -2034,7 +2000,6 @@ void Sentient::takeAmmoType
(
const char *name
)
{
Ammo *ammo;
@ -2052,7 +2017,6 @@ void Sentient::useWeapon
const char *weaponname,
weaponhand_t hand
)
{
Weapon *weapon;
@ -2080,7 +2044,6 @@ void Sentient::useWeapon
Weapon *weapon,
weaponhand_t hand
)
{
assert( weapon );
@ -2122,7 +2085,6 @@ void Sentient::EventTake
(
Event *ev
)
{
takeItem( ev->GetString( 1 ) );
}
@ -2131,7 +2093,6 @@ void Sentient::EventFreeInventory
(
Event *ev
)
{
FreeInventory();
}
@ -2229,7 +2190,6 @@ void Sentient::ArmorDamage
(
Event *ev
)
{
Entity *inflictor;
Sentient *attacker;
@ -2898,7 +2858,6 @@ void Sentient::DropInventoryItems
(
void
)
{
int num;
int i;
@ -2972,7 +2931,6 @@ void Sentient::Archive
(
Archiver &arc
)
{
int i;
int num;
@ -3310,7 +3268,6 @@ int Sentient::AmmoCount
(
str type
)
{
Ammo *ammo;
@ -3329,7 +3286,6 @@ int Sentient::MaxAmmoCount
(
str type
)
{
Ammo *ammo;
@ -3347,7 +3303,6 @@ void Sentient::GiveAmmo
int amount,
int maxamount
)
{
Ammo *ammo;
@ -3417,7 +3372,6 @@ void Sentient::AmmoAmountInClipChanged
str type,
int amount_in_clip
)
{
int count, i;
@ -3568,7 +3522,6 @@ void Sentient::TryLightOnFire
int meansofdeath,
Entity *attacker
)
{
gi.Printf( "Sentient::TryLightOnFire not implemented. Needs fixed" );
}
@ -3577,7 +3530,6 @@ void Sentient::OnFire
(
Event *ev
)
{
gi.Printf( "Sentient::OnFire not implemented. Needs fixed" );
}
@ -3586,7 +3538,6 @@ void Sentient::StopOnFire
(
Event *ev
)
{
gi.Printf( "Sentient::StopOnFire not implemented. Needs fixed" );
}
@ -3761,7 +3712,6 @@ void Sentient::Holster
(
qboolean putaway
)
{
Weapon *rightWeap;
@ -3832,7 +3782,6 @@ void Sentient::ActivateNewWeapon
(
Event *ev
)
{
if( deadflag ) {
return;
@ -3853,7 +3802,6 @@ void Sentient::ActivateNewWeapon
(
void
)
{
// Change the weapon to the currently active weapon as specified by useWeapon
ChangeWeapon( newActiveWeapon.weapon, newActiveWeapon.hand );
@ -3869,7 +3817,6 @@ void Sentient::UpdateWeapons
(
void
)
{
GetActiveWeapon( WEAPON_MAIN );
}
@ -3881,7 +3828,6 @@ void Sentient::DeactivateWeapon
(
Event *ev
)
{
// Deactivate the weapon
weaponhand_t hand;
@ -3902,7 +3848,6 @@ void Sentient::EventUseItem
(
Event *ev
)
{
str name;
weaponhand_t hand = WEAPON_MAIN;
@ -3941,7 +3886,6 @@ void Sentient::EventDontDropWeapons
(
Event *ev
)
{
if( ev->NumArgs() > 0 )
{
@ -4092,7 +4036,6 @@ void Sentient::ReceivedItem
(
Item * item
)
{
}
@ -4100,7 +4043,6 @@ void Sentient::RemovedItem
(
Item *item
)
{
}
@ -4109,7 +4051,6 @@ void Sentient::AmmoAmountChanged
Ammo *ammo,
int ammo_in_clip
)
{
}
@ -4117,7 +4058,6 @@ void Sentient::EventGerman
(
Event *ev
)
{
bool bRejoinSquads = false;
@ -4170,7 +4110,6 @@ void Sentient::EventAmerican
(
Event *ev
)
{
bool bRejoinSquads = false;
@ -4231,7 +4170,6 @@ void Sentient::EventGetTeam
(
Event *ev
)
{
if( m_Team == TEAM_AMERICAN )
{
@ -4256,7 +4194,6 @@ void Sentient::EventGetThreatBias
(
Event *ev
)
{
ev->AddInteger( m_iThreatBias );
}
@ -4265,7 +4202,6 @@ void Sentient::EventSetThreatBias
(
Event *ev
)
{
str sBias;
@ -4287,7 +4223,6 @@ void Sentient::SetDamageMult
(
Event *ev
)
{
int index = ev->GetInteger( 1 );
if( index < 0 || index >= MAX_DAMAGE_MULTIPLIERS )
@ -4306,7 +4241,6 @@ void Sentient::SetupHelmet
str sHelmetSurface1,
str sHelmetSurface2
)
{
m_sHelmetTiki = sHelmetTiki;
m_sHelmetSurface1 = sHelmetSurface1;
@ -4320,7 +4254,6 @@ void Sentient::EventSetupHelmet
(
Event *ev
)
{
// FIXME
}
@ -4329,7 +4262,6 @@ void Sentient::EventPopHelmet
(
Event *ev
)
{
// FIXME
}
@ -4338,7 +4270,6 @@ bool Sentient::WearingHelmet
(
void
)
{
if( !m_sHelmetSurface1.length() ) {
return false;
@ -4359,7 +4290,6 @@ int Sentient::CheckHitLocation
(
int iLocation
)
{
if( iLocation == 1 )
{
@ -4380,7 +4310,6 @@ bool Sentient::IsTeamMate
(
Sentient *pOther
)
{
return ( pOther->m_bIsDisguised || pOther->m_Team == m_Team );
}
@ -4389,7 +4318,6 @@ void Sentient::JoinNearbySquads
(
float fJoinRadius
)
{
float fJoinRadiusSquared = Square(fJoinRadius);
@ -4412,7 +4340,6 @@ void Sentient::MergeWithSquad
(
Sentient *pFriendly
)
{
Sentient *pFriendNext;
Sentient *pSelfPrev;
@ -4435,7 +4362,6 @@ void Sentient::DisbandSquadMate
(
Sentient *pExFriendly
)
{
Sentient *pPrev;
Sentient *pNext;
@ -4454,7 +4380,6 @@ bool Sentient::IsSquadMate
(
Sentient *pFriendly
)
{
Sentient *pSquadMate = this;
@ -4479,7 +4404,6 @@ bool Sentient::CanSee
float fov,
float vision_distance
)
{
float delta[ 2 ];
@ -4534,7 +4458,6 @@ void Sentient::SetViewAngles
(
Vector angles
)
{
}
@ -4543,7 +4466,6 @@ Vector Sentient::GetViewAngles
(
void
)
{
return angles;
}
@ -4567,7 +4489,6 @@ void Sentient::UpdateFootsteps
(
void
)
{
//FIXME: macros
int iTagNum, iAnimFlags = 0, iAnimNum;

View file

@ -105,7 +105,6 @@ void SimpleActor::Archive
(
Archiver& arc
)
{
Sentient::Archive( arc );
@ -220,7 +219,6 @@ void SimpleActor::SetMoveInfo
(
mmove_t *
)
{
OVERLOADED_ERROR();
}
@ -229,7 +227,6 @@ void SimpleActor::GetMoveInfo
(
mmove_t *
)
{
OVERLOADED_ERROR();
}
@ -238,7 +235,6 @@ void SimpleActor::StopAnimating
(
int slot
)
{
int index = 0;
@ -264,7 +260,6 @@ void SimpleActor::AnimFinished
(
int slot
)
{
assert( !DumpCallTrace("") );
}
@ -273,7 +268,6 @@ bool SimpleActor::CanTarget
(
void
)
{
OVERLOADED_ERROR();
return false;
@ -283,7 +277,6 @@ bool SimpleActor::IsImmortal
(
void
)
{
OVERLOADED_ERROR();
return false;
@ -294,7 +287,6 @@ bool SimpleActor::DoesTheoreticPathExist
Vector vDestPos,
float fMaxPath
)
{
return m_Path.DoesTheoreticPathExist( origin, vDestPos, this, fMaxPath, NULL, 0 );
}
@ -307,7 +299,6 @@ void SimpleActor::SetPath
float *vLeashHome,
float fLeashDistSquared
)
{
if (!PathExists()
|| ( ( level.inttime >= m_Path.Time() + iMaxDirtyTime
@ -362,7 +353,6 @@ void SimpleActor::SetPath
const char *description,
int iMaxDirtyTime
)
{
if (pDestNode)
{
@ -396,7 +386,6 @@ void SimpleActor::SetPathWithinDistance
float fMaxPath,
int iMaxDirtyTime
)
{
SetPath(vDestPos, description, iMaxDirtyTime, NULL, 0);
}
@ -407,7 +396,6 @@ void SimpleActor::FindPathAway
vec_t *vDirPreferred,
float fMinSafeDist
)
{
m_Path.FindPathAway(origin, vAwayFrom, vDirPreferred, this, fMinSafeDist, NULL, 0);
@ -418,7 +406,6 @@ void SimpleActor::ClearPath
(
void
)
{
m_Path.Clear();
}
@ -427,7 +414,6 @@ bool SimpleActor::PathComplete
(
void
) const
{
if( level.time >= m_fPathGoalTime )
{
@ -442,7 +428,6 @@ bool SimpleActor::PathExists
(
void
) const
{
return m_Path.CurrentNode() != NULL;
}
@ -451,7 +436,6 @@ bool SimpleActor::PathIsValid
(
void
) const
{
//Called by SetPath...
return true;
@ -461,7 +445,6 @@ bool SimpleActor::PathAvoidsSquadMates
(
void
) const
{
Entity* player;
float fDelta;
@ -637,7 +620,6 @@ void SimpleActor::ShortenPathToAvoidSquadMates
(
void
)
{
if (PathExists() && !PathComplete())
{
@ -686,7 +668,6 @@ PathInfo *SimpleActor::CurrentPathNode
(
void
) const
{
return m_Path.CurrentNode();
}
@ -695,7 +676,6 @@ PathInfo *SimpleActor::LastPathNode
(
void
) const
{
return m_Path.LastNode();
}
@ -704,7 +684,6 @@ float SimpleActor::PathDist
(
void
) const
{
return m_Path.TotalDist();
}
@ -713,7 +692,6 @@ bool SimpleActor::PathHasCompleteLookahead
(
void
) const
{
return m_Path.HasCompleteLookahead();
}
@ -722,7 +700,6 @@ Vector SimpleActor::PathGoal
(
void
) const
{
return LastPathNode()->point;
}
@ -731,7 +708,6 @@ float *SimpleActor::PathDelta
(
void
) const
{
return m_Path.CurrentDelta();
}
@ -740,7 +716,6 @@ bool SimpleActor::PathGoalSlowdownStarted
(
void
) const
{
return m_fPathGoalTime >= level.time;
}
@ -749,7 +724,6 @@ void SimpleActor::SetDest
(
vec3_t dest
)
{
VectorCopy(dest, m_Dest);
}
@ -758,7 +732,6 @@ void SimpleActor::StopTurning
(
void
)
{
m_YawAchieved = true;
}
@ -767,7 +740,6 @@ void SimpleActor::SetDesiredYaw
(
float yaw
)
{
m_YawAchieved = false;
m_DesiredYaw = yaw;
@ -777,7 +749,6 @@ void SimpleActor::SetDesiredYawDir
(
vec3_t vec
)
{
m_YawAchieved = false;
m_DesiredYaw = vectoyaw(vec);
@ -787,7 +758,6 @@ void SimpleActor::SetDesiredYawDest
(
vec3_t vec
)
{
float facedir[2];
VectorSub2D(vec, origin, facedir);
@ -802,7 +772,6 @@ void SimpleActor::UpdateEmotion
(
void
)
{
int anim;
if (IsDead())
@ -831,7 +800,6 @@ int SimpleActor::GetEmotionAnim
(
void
)
{
const char *emotionanim = NULL;
int anim;
@ -929,7 +897,6 @@ int SimpleActor::GetMotionSlot
(
int slot
)
{
if( m_AnimMotionHigh )
return slot + 3;
@ -941,7 +908,6 @@ int SimpleActor::GetActionSlot
(
int slot
)
{
if( m_AnimActionHigh )
return slot + 9;
@ -953,7 +919,6 @@ int SimpleActor::GetSaySlot
(
void
)
{
return m_AnimDialogHigh ? 13 : 12;
}
@ -962,7 +927,6 @@ void SimpleActor::StartCrossBlendAnimSlot
(
int slot
)
{
if (m_weightType[slot] == 1)
{
@ -987,7 +951,6 @@ void SimpleActor::StartMotionAnimSlot
int anim,
float weight
)
{
int iSlot = GetMotionSlot(slot);
@ -1008,7 +971,6 @@ void SimpleActor::StartAimMotionAnimSlot
int slot,
int anim
)
{
int iSlot = GetMotionSlot(slot);
@ -1027,7 +989,6 @@ void SimpleActor::StartActionAnimSlot
(
int anim
)
{
int iSlot = GetActionSlot(0);
@ -1046,7 +1007,6 @@ void SimpleActor::StartSayAnimSlot
(
int anim
)
{
int iSlot = GetSaySlot();
@ -1066,7 +1026,6 @@ void SimpleActor::StartAimAnimSlot
int slot,
int anim
)
{
int iSlot = GetActionSlot(slot);
@ -1084,7 +1043,6 @@ void SimpleActor::SetBlendedWeight
(
int slot
)
{
m_bUpdateAnimDoneFlags |= 1 << slot;
if (m_weightCrossBlend[slot] < 1.0)
@ -1104,7 +1062,6 @@ void SimpleActor::EventSetAnimLength
(
Event *ev
)
{
int slot;
float length;
@ -1154,7 +1111,6 @@ void SimpleActor::UpdateNormalAnimSlot
(
int slot
)
{
m_weightCrossBlend[slot] += m_fCrossblendTime == 0.0 ? 1.0 : level.frametime / m_fCrossblendTime;
@ -1165,7 +1121,6 @@ void SimpleActor::UpdateCrossBlendAnimSlot
(
int slot
)
{
m_weightCrossBlend[slot] -= m_fCrossblendTime == 0.0 ? 1.0 : level.frametime / m_fCrossblendTime;
@ -1184,7 +1139,6 @@ void SimpleActor::UpdateCrossBlendDialogAnimSlot
(
int slot
)
{
m_weightCrossBlend[slot] -= m_iSaySlot < 0 ? level.frametime + level.frametime : level.frametime / 0.1;
@ -1203,7 +1157,6 @@ void SimpleActor::UpdateSayAnimSlot
(
int slot
)
{
m_weightCrossBlend[slot] += m_iSaySlot < 0 ? level.frametime + level.frametime : level.frametime / 0.1;
@ -1214,7 +1167,6 @@ void SimpleActor::UpdateLastFrameSlot
(
int slot
)
{
StopAnimating(slot);
}
@ -1223,7 +1175,6 @@ void SimpleActor::UpdateAnimSlot
(
int slot
)
{
int weightType = m_weightType[slot];
switch (weightType)
@ -1258,7 +1209,6 @@ void SimpleActor::StopAllAnimating
(
void
)
{
SetSyncTime(0);
@ -1272,7 +1222,6 @@ void SimpleActor::ChangeMotionAnim
(
void
)
{
//int lastMotionSlot;
//int firstMotionSlot;
@ -1306,7 +1255,6 @@ void SimpleActor::ChangeActionAnim
(
void
)
{
int iSlot;
int i;
@ -1343,7 +1291,6 @@ void SimpleActor::ChangeSayAnim
(
void
)
{
int iSlot;
@ -1372,7 +1319,6 @@ void SimpleActor::UpdateAim
(
void
)
{
float dir;
@ -1421,7 +1367,6 @@ void SimpleActor::UpdateAimMotion
(
void
)
{
int slot = GetMotionSlot(0);
@ -1443,7 +1388,6 @@ void SimpleActor::EventAIOn
(
Event *ev
)
{
m_bDoAI = true;
}
@ -1452,7 +1396,6 @@ void SimpleActor::EventAIOff
(
Event *ev
)
{
m_bDoAI = false;
}
@ -1461,7 +1404,6 @@ void SimpleActor::EventGetWeaponGroup
(
Event *ev
)
{
const_str csWeaponGroup;
Weapon *weapon = GetActiveWeapon(WEAPON_MAIN);
@ -1484,7 +1426,6 @@ void SimpleActor::EventGetWeaponType
(
Event *ev
)
{
Weapon *weapon;
const_str csWeaponType;
@ -1551,7 +1492,6 @@ void SimpleActor::EventGetPainHandler
(
Event *ev
)
{
ScriptVariable var;
@ -1564,7 +1504,6 @@ void SimpleActor::EventSetPainHandler
(
Event *ev
)
{
if (ev->IsFromScript())
{
@ -1583,7 +1522,6 @@ void SimpleActor::EventGetDeathHandler
(
Event *ev
)
{
ScriptVariable var;
@ -1596,7 +1534,6 @@ void SimpleActor::EventSetDeathHandler
(
Event *ev
)
{
if (ev->IsFromScript())
{
@ -1615,7 +1552,6 @@ void SimpleActor::EventGetAttackHandler
(
Event *ev
)
{
ScriptVariable var;
@ -1628,7 +1564,6 @@ void SimpleActor::EventSetAttackHandler
(
Event *ev
)
{
if (ev->IsFromScript())
{
@ -1647,7 +1582,6 @@ void SimpleActor::EventGetSniperHandler
(
Event *ev
)
{
ScriptVariable var;
@ -1660,7 +1594,6 @@ void SimpleActor::EventSetSniperHandler
(
Event *ev
)
{
if (ev->IsFromScript())
{
@ -1679,7 +1612,6 @@ void SimpleActor::EventSetCrossblendTime
(
Event *ev
)
{
m_fCrossblendTime = ev->GetFloat(1);
}
@ -1688,7 +1620,6 @@ void SimpleActor::EventGetCrossblendTime
(
Event *ev
)
{
ev->AddFloat(m_fCrossblendTime);
}
@ -1697,7 +1628,6 @@ void SimpleActor::EventSetEmotion
(
Event *ev
)
{
switch (ev->GetConstString(1))
{
@ -1744,7 +1674,6 @@ void SimpleActor::EventGetPosition
(
Event *ev
)
{
ev->AddConstString(m_csCurrentPosition);
}
@ -1753,7 +1682,6 @@ void SimpleActor::EventSetPosition
(
Event *ev
)
{
m_csCurrentPosition = ev->GetConstString(1);
}
@ -1762,7 +1690,6 @@ void SimpleActor::EventGetAnimMode
(
Event *ev
)
{
// not found in ida
}
@ -1771,7 +1698,6 @@ void SimpleActor::EventSetAnimMode
(
Event *ev
)
{
// not found in ida
}
@ -1780,7 +1706,6 @@ void SimpleActor::EventSetAnimFinal
(
Event *ev
)
{
ScriptError("animfinal is obsolete");
}
@ -1790,7 +1715,6 @@ void SimpleActor::DesiredAnimation
int eAnimMode,
const_str csAnimString
)
{
//fixme: this is an inline function.
m_eNextAnimMode = eAnimMode;
@ -1803,7 +1727,6 @@ void SimpleActor::StartAnimation
int eAnimMode,
const_str csAnimString
)
{
//fixme: this is an inline function.
m_eNextAnimMode = eAnimMode;
@ -1816,7 +1739,6 @@ void SimpleActor::DesiredAnimation
int eAnimMode,
ScriptThreadLabel AnimLabel
)
{
//fixme: this is an inline function.
m_eNextAnimMode = eAnimMode;
@ -1830,7 +1752,6 @@ void SimpleActor::StartAnimation
int eAnimMode,
ScriptThreadLabel AnimLabel
)
{
//fixme: this is an inline function.
m_eNextAnimMode = eAnimMode;
@ -1843,7 +1764,6 @@ void SimpleActor::ContinueAnimationAllowNoPath
(
void
)
{
if (m_eNextAnimMode < 0)
{
@ -1858,7 +1778,6 @@ void SimpleActor::ContinueAnimation
(
void
)
{
int eAnimMode = m_eNextAnimMode;
if (eAnimMode < 0)
@ -1881,7 +1800,6 @@ void SimpleActor::SetPathGoalEndAnim
(
const_str csEndAnim
)
{
//fixme: this is an inline function
m_csPathGoalEndAnimScript = csEndAnim;
@ -1891,7 +1809,6 @@ bool SimpleActor::UpdateSelectedAnimation
(
void
)
{
if (m_csNextAnimString == STRING_NULL)
{
@ -1984,7 +1901,6 @@ const char *SimpleActor::DumpCallTrace
const char *pszFmt,
...
) const
{
OVERLOADED_ERROR();
return "overloaded version should always get called";

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