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https://github.com/openmoh/openmohaa.git
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Reduced compile warnings (especially on clang)
This commit is contained in:
parent
de40d640d5
commit
f9e7f344be
15 changed files with 60 additions and 56 deletions
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@ -6632,7 +6632,7 @@ void Actor::VoiceSound
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{
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bool bFriendly;
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//FIXME: macros
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if (m_ThinkStates[THINKLEVEL_NORMAL] != THINKSTATE_IDLE && m_ThinkStates[THINKLEVEL_NORMAL] != THINKSTATE_CURIOUS || !m_bEnableEnemy)
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if ((m_ThinkStates[THINKLEVEL_NORMAL] != THINKSTATE_IDLE && m_ThinkStates[THINKLEVEL_NORMAL] != THINKSTATE_CURIOUS) || !m_bEnableEnemy)
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return;
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bFriendly = m_Team == TEAM_GERMAN;
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@ -9673,7 +9673,7 @@ void Actor::MovePath
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VectorCopy2D(mm.obstacle_normal, m_PrevObstacleNormal);
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if (m_WallDir == uint8_t(~0u))
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if (m_WallDir == char(-1))
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{
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mm.desired_dir[0] = -mm.obstacle_normal[1];
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mm.desired_dir[1] = mm.obstacle_normal[0];
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@ -634,13 +634,13 @@ void Actor::Turret_SideStep
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AimAtEnemyBehavior();
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//v3 = iStepSize;
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StrafeToAttack(iStepSize, vDir);
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if (PathExists()
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&& !PathComplete()
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&& PathAvoidsSquadMates()
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|| (StrafeToAttack(-iStepSize, vDir),
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PathExists())
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if ((PathExists()
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&& !PathComplete()
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&& PathAvoidsSquadMates())
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|| ((StrafeToAttack(-iStepSize, vDir),
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PathExists())
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&& !PathComplete()
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&& PathAvoidsSquadMates()))
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{
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TransitionState(101, 0);
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}
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@ -1055,11 +1055,11 @@ void Actor::State_Turret_Retarget_Step_Side_Small
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iRand = (rand() & 64) - 32;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[1]);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()
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|| (Actor::StrafeToAttack(-iRand, orientation[1]),
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[1]),
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PathExists())
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&& !PathComplete()
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&& PathAvoidsSquadMates())
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&& PathAvoidsSquadMates()))
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{
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TransitionState(101, 0);
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}
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@ -1080,11 +1080,11 @@ void Actor::State_Turret_Retarget_Step_Side_Medium
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iRand = (rand() & 256) - 128;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[1]);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()
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|| (Actor::StrafeToAttack(-iRand, orientation[1]),
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[1]),
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PathExists())
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&& !PathComplete()
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&& PathAvoidsSquadMates())
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&& PathAvoidsSquadMates()))
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{
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TransitionState(101, 0);
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}
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@ -1105,11 +1105,11 @@ void Actor::State_Turret_Retarget_Step_Side_Large
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iRand = (rand() & 512) - 256;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[1]);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()
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|| (Actor::StrafeToAttack(-iRand, orientation[1]),
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[1]),
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PathExists())
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&& !PathComplete()
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&& PathAvoidsSquadMates())
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&& PathAvoidsSquadMates()))
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{
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TransitionState(101, 0);
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}
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@ -1130,11 +1130,11 @@ void Actor::State_Turret_Retarget_Step_Face_Medium
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iRand = (rand() & 256) - 128;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[0]);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()
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|| (Actor::StrafeToAttack(-iRand, orientation[0]),
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[0]),
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PathExists())
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&& !PathComplete()
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&& PathAvoidsSquadMates())
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&& PathAvoidsSquadMates()))
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{
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TransitionState(101, 0);
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}
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@ -1155,11 +1155,11 @@ void Actor::State_Turret_Retarget_Step_Face_Large
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iRand = (rand() & 512) - 256;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[0]);
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()
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|| (Actor::StrafeToAttack(-iRand, orientation[0]),
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[0]),
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PathExists())
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&& !PathComplete()
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&& PathAvoidsSquadMates())
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&& PathAvoidsSquadMates()))
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{
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TransitionState(101, 0);
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}
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@ -566,7 +566,7 @@ void ActorEnemySet::CheckEnemies
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{
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pActorEnemy = &m_Enemies[i-1];
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pActorEnemy->UpdateThreat(pSelf);
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if (m_iCurrentThreat < pActorEnemy->m_iThreat || m_iCheckCount == pActorEnemy->m_iThreat && fRangeSquared > pActorEnemy->m_fCurrentRangeSquared)
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if (m_iCurrentThreat < pActorEnemy->m_iThreat || (m_iCheckCount == pActorEnemy->m_iThreat && fRangeSquared > pActorEnemy->m_fCurrentRangeSquared))
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{
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m_iCurrentThreat = pActorEnemy->m_iThreat;
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m_pCurrentEnemy = pActorEnemy->m_pEnemy;
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@ -579,7 +579,8 @@ void Animate::PostAnimate( void )
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if( animtimes[ i ] == 0.0f )
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{
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animFlags[ i ] = animFlags[ i ] & ~ANIM_NODELTA | ANIM_FINISHED;
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animFlags[i] &= ~ANIM_NODELTA;
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animFlags[i] |= ANIM_FINISHED;
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edict->s.frameInfo[ i ].time = 0.0f;
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}
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else
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@ -1203,7 +1203,7 @@ void Hud::SetBroadcast( int clientNumber )
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clientNumber = clientnum;
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}
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if(clientnum == uint8_t(~0u)) {
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if(clientnum == char(-1)) {
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gi.SetBroadcastAll();
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} else {
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gi.MSG_SetClient( clientnum );
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@ -1428,17 +1428,17 @@ PathNode *PathSearch::NearestStartNode
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}
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}
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if (ent->m_NearestNode &&
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if ((ent->m_NearestNode &&
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(G_SightTrace(
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Vector(start),
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vMins,
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vMaxs,
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ent->m_vNearestNodePos,
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(gentity_t *)ent,
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(gentity_t *)NULL,
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(gentity_t*)ent,
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(gentity_t*)NULL,
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1073883393, //FIXME: macro
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qtrue,
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"PathSearch::NearestStartNode 2"))
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"PathSearch::NearestStartNode 2")))
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|| node_count <= 0
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)
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{
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@ -7268,7 +7268,7 @@ void Player::Think
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if (dmManager.AllowRespawn())
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{
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if (((server_new_buttons & BUTTON_ATTACK) || (server_new_buttons & BUTTON_ATTACK2)) ||
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g_forcerespawn->integer > 0 && level.time > g_forcerespawn->integer + respawn_time)
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(g_forcerespawn->integer > 0 && level.time > g_forcerespawn->integer + respawn_time))
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{
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m_bSpectator = false;
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m_bTempSpectator = false;
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@ -10365,8 +10365,9 @@ void Player::UpdateStats
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{
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if( iItem <= 3 )
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{
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client->ps.activeItems[ iItem + 2 ] = weapon->getIndex();
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weapon->weapon_class = ( 256 << iItem ) & WEAPON_CLASS_ITEMINDEX | weapon->weapon_class & ~WEAPON_CLASS_ITEMINDEX;
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client->ps.activeItems[iItem + 2] = weapon->getIndex();
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weapon->weapon_class = (256 << iItem) & WEAPON_CLASS_ITEMINDEX;
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weapon->weapon_class |= weapon->weapon_class & ~WEAPON_CLASS_ITEMINDEX;
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if( activeweap && weapon == activeweap )
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{
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@ -10425,9 +10426,9 @@ void Player::UpdateStats
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client->ps.stats[ STAT_INZOOM ] = 0;
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}
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client->ps.stats[ STAT_CROSSHAIR ] = ( !client->ps.stats[ STAT_INZOOM ] || client->ps.stats[ STAT_INZOOM ] > 30 ) &&
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( activeweap && !activeweap->IsSubclassOfInventoryItem() && activeweap->HasCrosshair() ) ||
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pTurret || ( m_pVehicle && m_pVehicle->IsSubclassOfVehicleTank() );
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client->ps.stats[STAT_CROSSHAIR] = ((!client->ps.stats[STAT_INZOOM] || client->ps.stats[STAT_INZOOM] > 30) &&
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(activeweap && !activeweap->IsSubclassOfInventoryItem() && activeweap->HasCrosshair())) ||
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pTurret || (m_pVehicle && m_pVehicle->IsSubclassOfVehicleTank());
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client->ps.stats[ STAT_COMPASSNORTH ] = ANGLE2SHORT( world->m_fNorth );
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if( !pPlayer->IsDead() && !pPlayer->IsSpectator() && IsValidSpectatePlayer( pPlayer ) )
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{
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m_iPlayerSpectating = i + 1;
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client->ps.camera_flags = client->ps.camera_flags & ~CF_CAMERA_CUT_BIT | client->ps.camera_flags & CF_CAMERA_CUT_BIT ^ CF_CAMERA_CUT_BIT;
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client->ps.camera_flags &= ~CF_CAMERA_CUT_BIT;
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client->ps.camera_flags |= (client->ps.camera_flags & CF_CAMERA_CUT_BIT) ^ CF_CAMERA_CUT_BIT;
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return;
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}
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}
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@ -11754,9 +11756,9 @@ void Player::CallVote
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}
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}
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if( i == game.maxclients )
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if (i == game.maxclients)
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{
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HUDPrint(va("%s %s", gi.LV_ConvertString("is not a valid player name to kick.")));
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HUDPrint(va("%s %s", ent->client->pers.netname, gi.LV_ConvertString("is not a valid player name to kick.")));
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}
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}
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else if( !Q_stricmp( arg1.c_str(), "map" ) && *sv_nextmap->string )
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@ -4837,8 +4837,8 @@ void ScriptThread::FadeSound
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time = delaytime * 1000.0f;
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gi.SendServerCommand( player != NULL ? player->edict - g_entities : NULL,
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"fadesound2 %0.2f %f", time, min_vol );
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gi.SendServerCommand(player != nullptr ? player->edict - g_entities : 0,
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"fadesound2 %0.2f %f", time, min_vol);
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}
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void ScriptThread::RestoreSound
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@ -2278,14 +2278,14 @@ void Sentient::ArmorDamage
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return;
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}
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if( ( takedamage == DAMAGE_NO ) || ( movetype == MOVETYPE_NOCLIP ) )
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if ((takedamage == DAMAGE_NO) || (movetype == MOVETYPE_NOCLIP))
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{
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return;
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}
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if( client && !g_gametype->integer || location < 0 || location > 18 )
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if ((client && !g_gametype->integer) || (location < 0 || location > 18))
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{
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if( attacker && attacker->IsSubclassOfActor() )
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if (attacker && attacker->IsSubclassOfActor())
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{
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damage *= AIDamageMult->value;
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}
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@ -327,8 +327,8 @@ void SimpleActor::SetPath
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{
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if (description)
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{
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int thinkState = ((Actor *)this)->m_ThinkState;
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if (g_patherror->integer == 1 || g_patherror->integer == 2 && (thinkState == THINKSTATE_IDLE || thinkState == THINKSTATE_CURIOUS))
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int thinkState = ((Actor*)this)->m_ThinkState;
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if (g_patherror->integer == 1 || (g_patherror->integer == 2 && (thinkState == THINKSTATE_IDLE || thinkState == THINKSTATE_CURIOUS)))
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{
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if (m_bPathErrorTime + 5000 < level.inttime)
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{
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@ -3935,8 +3935,8 @@ void Vehicle::MoveVehicle
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tr.ent->entity->CheckGround();
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if( !tr.ent->entity->groundentity || tr.ent->entity->groundentity == edict &&
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( !m_pCollisionEntity || tr.ent->entity != m_pCollisionEntity ) )
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if (!tr.ent->entity->groundentity || (tr.ent->entity->groundentity == edict &&
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(!m_pCollisionEntity || tr.ent->entity != m_pCollisionEntity)))
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{
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Event *event = new Event( EV_Touch );
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event->AddEntity( this );
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@ -4131,8 +4131,8 @@ _label1:
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tr.ent->entity->CheckGround();
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if( !tr.ent->entity->groundentity || tr.ent->entity->groundentity == edict &&
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( !m_pCollisionEntity || tr.ent->entity != m_pCollisionEntity ) )
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if (!tr.ent->entity->groundentity || (tr.ent->entity->groundentity == edict &&
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(!m_pCollisionEntity || tr.ent->entity != m_pCollisionEntity)))
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{
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Event *event = new Event( EV_Touch );
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event->AddEntity( this );
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@ -737,7 +737,7 @@ void TurretGun::Think
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)
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{
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if( owner || !m_bHadOwner && aim_target )
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if (owner || (!m_bHadOwner && aim_target))
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{
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ThinkActive();
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}
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@ -245,7 +245,7 @@ unsigned int cLZ77::CompressData( unsigned char *in, size_t in_len, unsigned cha
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}
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else
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{
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v13 = this->dindex & 0x7FF ^ 0x201F;
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v13 = (this->dindex & 0x7FF) ^ 0x201F;
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this->dindex = v13;
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v14 = m_pDictionary[v13];
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this->m_off = v14;
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@ -378,7 +378,7 @@ unsigned int cLZ77::CompressData( unsigned char *in, size_t in_len, unsigned cha
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this->m_off = v48;
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if (v44 <= 9)
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{
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*this->op = (this->m_len - 2) | (v48 >> 11) & 8 | 0x10;
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*this->op = (this->m_len - 2) | ((v48 >> 11) & 8) | 0x10;
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LABEL_65:
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v57 = this->op + 1;
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v58 = 4 * this->m_off;
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@ -389,7 +389,7 @@ unsigned int cLZ77::CompressData( unsigned char *in, size_t in_len, unsigned cha
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}
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v49 = this->m_off >> 11;
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this->m_len = v44 - 9;
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*this->op = v49 & 8 | 0x10;
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*this->op = (v49 & 8) | 0x10;
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m_len = this->m_len;
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v51 = this->op + 1;
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this->op = v51;
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@ -454,7 +454,7 @@ unsigned int cLZ77::CompressData( unsigned char *in, size_t in_len, unsigned cha
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v56 = this->m_len;
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v44 -= 0x4000;
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this->m_off = v44;
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v44 = (v56 - 2) | (v44 >> 11) & 8 | 0x10;
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v44 = (v56 - 2) | ((v44 >> 11) & 8) | 0x10;
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}
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else
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{
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@ -1180,7 +1180,7 @@ inline int operator==( const Quat &a, const Quat &b )
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inline int operator!=( const Quat &a, const Quat &b )
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{
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return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) && ( a.w != b.w ) );
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return (((a.x != b.x) || (a.y != b.y)) || ((a.z != b.z) && (a.w != b.w)));
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}
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inline float Quat::length( void ) const
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@ -251,6 +251,7 @@ bool SkelQuat::IsValid() const
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inline
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void Slerp( SkelQuat &from, SkelQuat &to, float t, SkelQuat *out )
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{
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static_assert(sizeof(float) == sizeof(int), "Float must be the same size as Int");
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float f;
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float f2;
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@ -258,7 +259,7 @@ void Slerp( SkelQuat &from, SkelQuat &to, float t, SkelQuat *out )
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f2 = 1.0 - t;
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// little hack because I don't know how can this operation be converted to float...
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*( int * )&f = *( int * )&f & 0x80000000 ^ *( int * )&f2;
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*(int*)&f = (*(int*)&f & 0x80000000) ^ *(int*)&f2;
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out->x = to.x * t + from.x * f;
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out->y = to.y * t + from.y * f;
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