Fix TFE warnings and lots of unused variable warnings

.. still, didn't look at unused variable warnings from *.es because
so many are generated.
This commit is contained in:
Daniel Gibson 2016-04-25 01:44:09 +02:00
parent de4f96d208
commit b64df456b6
27 changed files with 88 additions and 67 deletions

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@ -119,13 +119,12 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
add_compile_options(-Wno-unused-value) # same here (the Scripts generate tons of unused variables and values)
add_compile_options(-Wno-missing-braces)
add_compile_options(-Wno-overloaded-virtual)
add_compile_options(-Wno-invalid-offsetof)
MESSAGE(WARNING, "re-enable some of the warnings some day!")
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" OR CMAKE_CXX_COMPILER_ID MATCHES "AppleClang")
add_compile_options(-Wno-tautological-undefined-compare) # don't complain about if(this!=NULL)
add_compile_options(-Wno-c++11-compat-deprecated-writable-strings)
else() # most probably GCC
add_compile_options(-Wno-unused-but-set-variable) # my clang doesn't know this FIXME: re-enable?
endif()
if(MACOSX)

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@ -934,7 +934,7 @@ void CTFileStream::Create_t(const CTFileName &fnFileName,
}
CTFileName fnmFullFileName;
INDEX iFile = ExpandFilePath(EFP_WRITE, fnFileNameAbsolute, fnmFullFileName);
/* INDEX iFile = */ ExpandFilePath(EFP_WRITE, fnFileNameAbsolute, fnmFullFileName);
// check parameters
ASSERT(strlen(fnFileNameAbsolute)>0);
@ -1317,7 +1317,7 @@ BOOL FileExistsForWriting(const CTFileName &fnmFile)
}
// expand the filename to full path for writing
CTFileName fnmFullFileName;
INDEX iFile = ExpandFilePath(EFP_WRITE, fnmFile, fnmFullFileName);
/* INDEX iFile = */ ExpandFilePath(EFP_WRITE, fnmFile, fnmFullFileName);
// check if it exists
FILE *f = fopen(fnmFullFileName, "rb");

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@ -337,7 +337,7 @@ void CTriangularizer::MakeEdgesForTriangularization(void)
// get number of edges in polygon
INDEX ctEdges = tr_abpeOriginalEdges.Count();
// create that much edges in the array
CBrushEdge *pbedEdges = tr_abedEdges.New(ctEdges);
/* CBrushEdge *pbedEdges = */ tr_abedEdges.New(ctEdges);
tr_abedEdges.Lock();

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@ -2863,7 +2863,7 @@ out:;
_pfPhysicsProfile.IncrementCounter((INDEX) CPhysicsProfile::PCI_DOMOVING);
FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
//FLOAT fTickQuantum=_pTimer->TickQuantum; // used for normalizing from SI units to game ticks
// if rotation and translation are synchronized
if (en_ulPhysicsFlags&EPF_RT_SYNCHRONIZED) {
@ -2878,7 +2878,7 @@ out:;
if ((en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
penPusher = this;
}
BOOL bMoveSuccessfull = TryToMove(penPusher, TRUE, TRUE);
/* BOOL bMoveSuccessfull = */ TryToMove(penPusher, TRUE, TRUE);
// if rotation and translation are asynchronious
} else {

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@ -799,7 +799,7 @@ void CDrawPort::Fill( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight,
// thru OpenGL
gfxResetArrays();
GFXVertex *pvtx = _avtxCommon.Push(4);
GFXTexCoord *ptex = _atexCommon.Push(4);
/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
GFXColor *pcol = _acolCommon.Push(4);
const GFXColor glcolUL(colUL); const GFXColor glcolUR(colUR);
const GFXColor glcolDL(colDL); const GFXColor glcolDR(colDR);
@ -1617,7 +1617,7 @@ void CDrawPort::AddTriangle( const FLOAT fI0, const FLOAT fJ0,
const GFXColor glCol( AdjustColor( col, _slTexHueShift, _slTexSaturation));
const INDEX iStart = _avtxCommon.Count();
GFXVertex *pvtx = _avtxCommon.Push(3);
GFXTexCoord *ptex = _atexCommon.Push(3);
/* GFXTexCoord *ptex = */ _atexCommon.Push(3);
GFXColor *pcol = _acolCommon.Push(3);
INDEX *pelm = _aiCommonElements.Push(3);
pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0;
@ -1699,7 +1699,7 @@ void CDrawPort::BlendScreen(void)
// set arrays
gfxResetArrays();
GFXVertex *pvtx = _avtxCommon.Push(4);
GFXTexCoord *ptex = _atexCommon.Push(4);
/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
GFXColor *pcol = _acolCommon.Push(4);
const INDEX iW = dp_Width;
const INDEX iH = dp_Height;

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@ -816,6 +816,7 @@ static void RSSetTextureCoords( ScenePolygon *pspoGroup, INDEX iLayer, INDEX iUn
// generate tex coord for all scene polygons in list
const FLOATmatrix3D &mViewer = _ppr->pr_ViewerRotationMatrix;
const INDEX iMappingOffset = iLayer * sizeof(CMappingVectors);
(void)iMappingOffset; // shut up compiler, this is used if inline ASM is used
for( ScenePolygon *pspo=pspoGroup; pspo!=NULL; pspo=pspo->spo_pspoSucc)
{
@ -1979,7 +1980,7 @@ void RenderSceneBackground(CDrawPort *pDP, COLOR col)
// set arrays
gfxResetArrays();
GFXVertex *pvtx = _avtxCommon.Push(4);
GFXTexCoord *ptex = _atexCommon.Push(4);
/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
GFXColor *pcol = _acolCommon.Push(4);
pvtx[0].x = 0; pvtx[0].y = 0; pvtx[0].z = 1;
pvtx[1].x = 0; pvtx[1].y = iH; pvtx[1].z = 1;

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@ -665,6 +665,7 @@ void DitherBitmap( INDEX iDitherType, ULONG *pulSrc, ULONG *pulDst, PIX pixWidth
ASSERT( pixCanvasWidth>=pixWidth && pixCanvasHeight>=pixHeight);
SLONG slModulo = (pixCanvasWidth-pixWidth) *BYTES_PER_TEXEL;
SLONG slWidthModulo = pixWidth*BYTES_PER_TEXEL +slModulo;
(void)slWidthModulo; // shut up compiler, this is used if inline ASM is used
// if bitmap is smaller than 4x2 pixels
if( pixWidth<4 || pixHeight<2)

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@ -1397,9 +1397,11 @@ void CModelData::Read_t( CTStream *pFile) // throw char *
if( cidVerticesChunk == CChunkID("AV16"))
{
CChunkID cidDummy = pFile->GetID_t();
(void)cidDummy; // shut up about unused variable, compiler.
ULONG ulDummy;
// skip chunk size
*pFile >> ulDummy;
(void)ulDummy; // shut up about unused variable, compiler.
for( INDEX iVtx=0; iVtx<md_VerticesCt * md_FramesCt; iVtx++)
{
(*pFile)>>md_FrameVertices16[iVtx];
@ -2859,22 +2861,26 @@ void CModelObject::AutoSetTextures(void)
if( id == CChunkID("WTEX"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> ctDiffuseTextures;
strmIni >> fnDiffuse;
}
else if( id == CChunkID("FXTR"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> fnReflection;
}
else if( id == CChunkID("FXTS"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> fnSpecular;
}
else if( id == CChunkID("FXTB"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
strmIni >> fnBump;
}
else
@ -2914,6 +2920,7 @@ void CModelObject::AutoSetAttachments(void)
if( id == CChunkID("ATTM"))
{
CChunkID idDummy = strmIni.GetID_t();
(void)idDummy; // shut up about unused variable, compiler.
// try to load attached models
INDEX ctAttachedModels;
strmIni >> ctAttachedModels;

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@ -763,7 +763,7 @@ CScreenPolygon *CRenderer::ScanOneLine(void)
}
// remove all left-over polygons from stack
do {
BOOL bWasTop = RemPolygonFromSurfaceStack(*pspoTop);
/* BOOL bWasTop = */ RemPolygonFromSurfaceStack(*pspoTop);
pspoTop = LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack);
} while (&re_spoFarSentinel != pspoTop);
// mark start of background span at right border

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@ -154,7 +154,7 @@ void CRenderer::DrawBrushPolygonVerticesAndEdges(CBrushPolygon &bpo)
*/
void CRenderer::DrawBrushSectorVerticesAndEdges(CBrushSector &bscSector)
{
CBrushMip *pbm = bscSector.bsc_pbmBrushMip;
//CBrushMip *pbm = bscSector.bsc_pbmBrushMip;
//CBrush3D &br = *pbm->bm_pbrBrush;
// clear all vertex drawn flags

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@ -44,7 +44,7 @@ void CTerrainArchive::Read_t( CTStream *istrFile) // throw char *
// if there are some terrains
if (ctTerrains!=0) {
// create that much terrains
CTerrain *atrBrushes = ta_atrTerrains.New(ctTerrains);
/* CTerrain *atrBrushes = */ ta_atrTerrains.New(ctTerrains);
// for each of the new terrains
for (INDEX iTerrain=0; iTerrain<ctTerrains; iTerrain++) {
// read it from stream

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@ -1008,12 +1008,14 @@ void CheckOnePolygon(CBrushSector &bsc, CBrushPolygon &bpo)
// "try to access stuff and make sure it doesn't segfault", so keep it
// like it is even if the compiler complains about unused values?
CBrushPlane *pbplPlane=bpo.bpo_pbplPlane;
(void)pbplPlane; // shut up, compiler - I know this is unused, but I think it's intended like that.
INDEX ctEdges=bpo.bpo_abpePolygonEdges.Count();
INDEX ctVertices=bpo.bpo_apbvxTriangleVertices.Count();
for(INDEX iEdge=0;iEdge<ctEdges;iEdge++)
{
CBrushPolygonEdge &edg=bpo.bpo_abpePolygonEdges[iEdge];
CBrushEdge &be=*edg.bpe_pbedEdge;
(void)be; // shut up, compiler
CBrushVertex *pbvx0, *pbvx1;
edg.GetVertices(pbvx0, pbvx1);
}
@ -1025,11 +1027,13 @@ void CheckOnePolygon(CBrushSector &bsc, CBrushPolygon &bpo)
DOUBLE3D vdRel=vtx.bvx_vdPreciseRelative;
DOUBLE3D *pvdPreciseAbsolute=vtx.bvx_pvdPreciseAbsolute;
CBrushSector &bsc=*vtx.bvx_pbscSector;
(void)vAbs; (void)vRel; (void)vdRel; (void)pvdPreciseAbsolute; (void)bsc; // shut up, compiler
}
for(INDEX ite=0;ite<bpo.bpo_aiTriangleElements.Count();ite++)
{
INDEX iTriangleVtx=bpo.bpo_aiTriangleElements[ite];
CBrushSector &bsc=*bpo.bpo_pbscSector;
(void)iTriangleVtx; (void)bsc; // ...
}
}

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@ -384,7 +384,7 @@ void CWorld::ReadState_veryold_t( CTStream *istr) // throw char *
// read entity class index and entity placement
(*istr)>>iEntityClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
/* CEntity *penNew = */ CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
}}
// for each entity
@ -498,7 +498,7 @@ void CWorld::ReadState_old_t( CTStream *istr) // throw char *
// read entity class index and entity placement
(*istr)>>iEntityClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
/* CEntity *penNew = */ CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
}}
// for each entity

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@ -234,6 +234,7 @@ static int qsort_CompareDeaths( const void *ppPEN0, const void *ppPEN1) {
else return 0;
}
#if 0 // DG: unused
static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
CPlayer &en0 = **(CPlayer**)ppPEN0;
CPlayer &en1 = **(CPlayer**)ppPEN1;
@ -243,6 +244,7 @@ static int qsort_CompareLatencies( const void *ppPEN0, const void *ppPEN1) {
else if( sl0>sl1) return -1;
else return 0;
}
#endif // 0 (unused)
// prepare color transitions
static void PrepareColorTransitions( COLOR colFine, COLOR colHigh, COLOR colMedium, COLOR colLow,
@ -690,7 +692,7 @@ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOO
_fCustomScaling = ClampDn( _fCustomScaling*0.8f, 0.5f);
const FLOAT fOneUnitS = fOneUnit *0.8f;
const FLOAT fAdvUnitS = fAdvUnit *0.8f;
const FLOAT fNextUnitS = fNextUnit *0.8f;
//const FLOAT fNextUnitS = fNextUnit *0.8f;
const FLOAT fHalfUnitS = fHalfUnit *0.8f;
// prepare postition and ammo quantities
@ -868,7 +870,7 @@ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOO
if( iHealth>25) colHealth = _colHUD;
if( iArmor >25) colArmor = _colHUD;
// eventually print it out
if( hud_iShowPlayers==1 || hud_iShowPlayers==-1 && !bSinglePlay) {
if( hud_iShowPlayers==1 || (hud_iShowPlayers==-1 && !bSinglePlay)) {
// printout location and info aren't the same for deathmatch and coop play
const FLOAT fCharWidth = (PIX)((_pfdDisplayFont->GetWidth()-2) *fTextScale);
if( bCooperative) {

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@ -276,7 +276,7 @@ void Particles_RomboidTrail(CEntity *pen)
for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
{
FLOAT3D vPos = plp->GetPosition(iPos);
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = fSeconds*256+iPos*2.0f*PI/ROMBOID_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
vPos(2) += fSin*iPos/ROMBOID_TRAIL_POSITIONS;
@ -437,7 +437,7 @@ void Particles_WhiteLineTrail(CEntity *pen)
vPos(1) += fSin*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
vPos(2) += fCos*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
//UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
FLOAT fLerpFactor = FLOAT(iPos)/WHITE_LINE_TRAIL_POSITIONS;
COLOR colColor = LerpColor( C_YELLOW, C_dRED, fLerpFactor);
Particle_RenderLine( vPos, vOldPos, 0.05f, colColor);
@ -533,7 +533,7 @@ void Particles_CannonBall_Prepare(CEntity *pen)
void Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio)
{
CLastPositions *plp = pen->GetLastPositions(CANNON_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
// FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toCannonBall, PBT_BLEND);
Particle_SetTexturePart( 512, 512, 0, 0);
@ -718,9 +718,9 @@ void Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, I
fT *= 1/BEAST_PROJECTILE_TOTAL_TIME;
// get fraction part
fT = fT-int(fT);
FLOAT fFade;
if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
else fFade=1.0f;
//FLOAT fFade;
//if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
//else fFade=1.0f;
#define GET_POS( time) vCenter + \
vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\
@ -816,7 +816,7 @@ void Particles_RocketTrail_Prepare(CEntity *pen)
void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
{
CLastPositions *plp = pen->GetLastPositions(ROCKET_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
//FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toRocketTrail, PBT_ADD);
Particle_SetTexturePart( 512, 512, 0, 0);
@ -835,7 +835,7 @@ void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
}
for (INDEX iInter=0; iInter<ROCKET_TRAIL_INTERPOSITIONS; iInter++)
{
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = 0.0f;
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/ROCKET_TRAIL_INTERPOSITIONS);
FLOAT fSize = iParticle*0.5f/iParticlesLiving*fStretch+0.25f;
@ -888,9 +888,9 @@ void Particles_BloodTrail(CEntity *pen)
{
Particle_SetTexturePart( 256, 256, iPos%8, 0);
FLOAT3D vPos = plp->GetPosition(iPos);
FLOAT fRand = rand()/FLOAT(RAND_MAX);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = iPos*2.0f*PI/BLOOD01_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
//FLOAT fSin = FLOAT(sin(fAngle));
FLOAT fT = iPos*_pTimer->TickQuantum;
vPos += vGDir*fGA*fT*fT/8.0f;
FLOAT fSize = 0.2f-iPos*0.15f/BLOOD01_TRAIL_POSITIONS;
@ -1709,7 +1709,7 @@ void Particles_Rain(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
pixRainMapH = ptdRainMap->GetPixHeight();
}
INDEX ctDiscarded=0;
//INDEX ctDiscarded=0;
for( INDEX iZ=0; iZ<ctGrids; iZ++)
{
INDEX iRndZ = (ULONG(vPos(3)+iZ)) % CT_MAX_PARTICLES_TABLE;
@ -1803,7 +1803,7 @@ void Particles_Snow( CEntity *pen, FLOAT fGridSize, INDEX ctGrids)
UBYTE ubR = 128+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][2]*64;
COLOR colDrop = RGBToColor(ubR, ubR, ubR)|CT_OPAQUE;
FLOAT3D vRender = FLOAT3D( fX, fY, fZ);
FLOAT fSize = 1.75f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1];
//FLOAT fSize = 1.75f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1];
Particle_RenderSquare( vRender, 0.1f, 0, colDrop);
}
}
@ -2113,9 +2113,9 @@ void Particles_BulletSpray(CEntity *pen, FLOAT3D vGDir, enum EffectParticlesType
fSpeedStart = 1.75f;
fConeMultiplier = 0.125f;
FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
FLOAT fFadeLen = fLifeTotal-fFadeStart;
//FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
//FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
//FLOAT fFadeLen = fLifeTotal-fFadeStart;
break;
}
@ -2321,7 +2321,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
{
// render smoke
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -2342,7 +2342,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
{
// render smoke
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -2369,7 +2369,7 @@ void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
FLOAT3D vUp( m(1,2), m(2,2), m(3,2));
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
FLOAT fTRatio = fT/fLife;
//FLOAT fTRatio = fT/fLife;
INDEX iColumn = 4+INDEX( iShell)%4;
Particle_SetTexturePart( 256, 256, iColumn, 2);
@ -2495,7 +2495,7 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
if( (fTime<APPEAR_IN_START) || (fTime>APPEAR_OUT_END)) {
return;
}
FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
//FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
@ -2505,7 +2505,7 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
//FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
SetupParticleTexture( PT_STAR07);
@ -2524,12 +2524,12 @@ void Particles_Appearing(CEntity *pen, TIME tmStart)
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
INDEX ctVtx = avVertices.Count();
FLOAT fSpeedFactor = 1.0f/ctVtx;
//FLOAT fSpeedFactor = 1.0f/ctVtx;
// get corp size
FLOATaabbox3D box;
pen->en_pmoModelObject->GetCurrentFrameBBox(box);
FLOAT fHeightStretch = box.Size()(2);
//FLOAT fHeightStretch = box.Size()(2);
FLOAT fStep = ClampDn( fMipFactor, 1.0f);
for( FLOAT fVtx=0.0f; fVtx<ctVtx; fVtx+=fStep)
@ -2733,7 +2733,7 @@ void Particles_BloodSpray(enum SprayParticlesType sptType, CEntity *penSpray, FL
else
{
UBYTE ubRndH = UBYTE( 32+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
//UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
UBYTE ubRndV = UBYTE( 159+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*192);
col = HSVToColor(ubRndH, 0, ubRndV)|ubAlpha;
fSize/=2.0f;

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@ -66,7 +66,7 @@ functions:
{
// cannot be damaged immediately after spawning
if ((_pTimer->CurrentTick()-m_tmStarted<1.0f)
||(dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f)) {
||((dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f))) {
return;
}
CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);

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@ -444,8 +444,8 @@ procedures:
Hit(EVoid) : CEnemyBase::Hit {
// burn enemy
if (m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f ||
m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f) {
if ((m_EdtType == DT_SERGEANT && CalcDist(m_penEnemy) <= 6.0f) ||
(m_EdtType == DT_MONSTER && CalcDist(m_penEnemy) <= 20.0f)) {
jump BurnEnemy();
}

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@ -110,7 +110,7 @@ functions:
void AdjustMipFactor(FLOAT &fMipFactor)
{
if (m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL)
if (m_eetType==ET_DISAPPEAR_MODEL || (m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL))
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
@ -131,7 +131,7 @@ functions:
COLOR col = C_WHITE|ubAlpha;
pmo->mo_colBlendColor = col;
}
if (m_eetType==ET_APPEAR_MODEL || m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL)
if (m_eetType==ET_APPEAR_MODEL || (m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL))
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
@ -434,7 +434,7 @@ procedures:
// setup light source
if (m_bLightSource) { SetupLightSource(); }
while(_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime && m_bAlive || m_bWaitTrigger)
while((_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime && m_bAlive) || m_bWaitTrigger)
{
wait( 0.25f)
{

View File

@ -425,6 +425,7 @@ functions:
default: iAnim = ELEMENTALLAVA_ANIM_WOUND03; break;
}
} else {
iAnim = 0; // DG: should at least have deterministic value
/* switch (IRnd()%3) {
case 0: iAnim = STONEMAN_ANIM_WOUND01; break;
case 1: iAnim = STONEMAN_ANIM_WOUND02; break;
@ -494,6 +495,7 @@ functions:
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_DEATH03;
} else {
iAnim = 0; // DG: should at least have deterministic value
// iAnim = STONEMAN_ANIM_DEATH03;
}
StartModelAnim(iAnim, 0);
@ -821,20 +823,23 @@ functions:
GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm()/2;
/*
INDEX iCount = 1;
switch (m_EecChar) {
case ELC_SMALL: iCount = 3; break;
case ELC_BIG: iCount = 5; break;
case ELC_LARGE: iCount = 7; break;
}
*/
FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(m_fBlowUpAmount/m_vDamage.Length());
vNormalizedDamage /= Sqrt(vNormalizedDamage.Length());
vNormalizedDamage *= 1.75f;
/*
FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute);
// spawn debris
/*
switch (m_EetType) {
case ELT_ICE: {
Debris_Begin(EIBT_ICE, DPT_NONE, BET_NONE, fEntitySize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f);
@ -1213,6 +1218,7 @@ procedures:
if (m_EetType == ELT_LAVA) {
iAnim = ELEMENTALLAVA_ANIM_MELTUP;
} else {
iAnim = 0; // DG: should at least have deterministic value
// iAnim = STONEMAN_ANIM_MORPHPLANEUP;
}
StartModelAnim(iAnim, 0);
@ -1318,7 +1324,7 @@ procedures:
autocall FallOnFloor() EReturn;
}
if (m_EecChar==ELC_LARGE || m_EecChar==ELC_BIG && m_EetType==ELT_LAVA)
if (m_EecChar==ELC_LARGE || (m_EecChar==ELC_BIG && m_EetType==ELT_LAVA))
{
PlaySound(m_soBackground, SOUND_LAVA_LAVABURN, SOF_3D|SOF_LOOP);
}

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@ -125,7 +125,7 @@ functions:
// render one lightning toward enemy
FLOAT3D vSource = GetPlacement().pl_PositionVector;
FLOAT3D vTarget = m_penEnemy->GetPlacement().pl_PositionVector;
FLOAT3D vDirection = (vTarget-vSource).Normalize();
//FLOAT3D vDirection = (vTarget-vSource).Normalize();
Particles_Ghostbuster(vSource, vTarget, 32, 1.0f);
// random lightnings arround

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@ -56,7 +56,7 @@ functions:
return;
}
BOOL bFlare = TRUE;
//BOOL bFlare = TRUE;
// if current player has already picked this item
if (_ulPlayerRenderingMask&m_ulPickedMask) {
// if picked items are not rendered
@ -67,10 +67,10 @@ functions:
}
// if picked item particles are not rendered
extern INDEX plr_bRenderPickedParticles;
if (!plr_bRenderPickedParticles) {
/*if (!plr_bRenderPickedParticles) {
// kill flare
bFlare = FALSE;
}
bFlare = FALSE; // DG: bFlare is not otherwise used!
}*/
}
// implement flare on/off ?

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@ -173,7 +173,7 @@ functions:
} else {
vDirectionFixed = FLOAT3D(0,1,0);
}
FLOAT3D vDamageOld = m_vDamage;
//FLOAT3D vDamageOld = m_vDamage;
m_vDamage += vDirectionFixed*fKickDamage;
// NOTE: we don't receive damage here, but handle death differently

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@ -462,10 +462,10 @@ DECL_DLL void ctl_ComposeActionPacket(const CPlayerCharacter &pc, CPlayerAction
}
// add button movement/rotation/look actions to the axis actions
if(pctlCurrent.bMoveForward || pctlCurrent.bStrafeFB&&pctlCurrent.bTurnUp ) paAction.pa_vTranslation(3) -= plr_fSpeedForward;
if(pctlCurrent.bMoveBackward || pctlCurrent.bStrafeFB&&pctlCurrent.bTurnDown) paAction.pa_vTranslation(3) += plr_fSpeedBackward;
if(pctlCurrent.bMoveLeft || pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft) paAction.pa_vTranslation(1) -= plr_fSpeedSide;
if(pctlCurrent.bMoveRight || pctlCurrent.bStrafe&&pctlCurrent.bTurnRight) paAction.pa_vTranslation(1) += plr_fSpeedSide;
if(pctlCurrent.bMoveForward || (pctlCurrent.bStrafeFB&&pctlCurrent.bTurnUp) ) paAction.pa_vTranslation(3) -= plr_fSpeedForward;
if(pctlCurrent.bMoveBackward || (pctlCurrent.bStrafeFB&&pctlCurrent.bTurnDown)) paAction.pa_vTranslation(3) += plr_fSpeedBackward;
if(pctlCurrent.bMoveLeft || (pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft) ) paAction.pa_vTranslation(1) -= plr_fSpeedSide;
if(pctlCurrent.bMoveRight || (pctlCurrent.bStrafe&&pctlCurrent.bTurnRight)) paAction.pa_vTranslation(1) += plr_fSpeedSide;
if(pctlCurrent.bMoveUp ) paAction.pa_vTranslation(2) += plr_fSpeedUp;
if(pctlCurrent.bMoveDown ) paAction.pa_vTranslation(2) -= plr_fSpeedUp;
@ -3702,7 +3702,7 @@ functions:
}
// if just started swimming
if (m_pstState == PST_SWIM && _pTimer->CurrentTick()<m_fSwimTime+0.5f
if ((m_pstState == PST_SWIM && _pTimer->CurrentTick()<m_fSwimTime+0.5f)
||_pTimer->CurrentTick()<m_tmOutOfWater+0.5f) {
// no up/down change
vTranslation(2)=0;
@ -3852,7 +3852,8 @@ functions:
void DeathActions(const CPlayerAction &paAction) {
// set heading, pitch and banking from the normal rotation into the camera view rotation
if (m_penView!=NULL) {
ASSERT(IsPredicted()&&m_penView->IsPredicted()||IsPredictor()&&m_penView->IsPredictor()||!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor());
ASSERT((IsPredicted()&&m_penView->IsPredicted()) || (IsPredictor()&&m_penView->IsPredictor())
|| (!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor()));
en_plViewpoint.pl_PositionVector = FLOAT3D(0, 1, 0);
en_plViewpoint.pl_OrientationAngle += (ANGLE3D(
(ANGLE)((FLOAT)paAction.pa_aRotation(1)*_pTimer->TickQuantum),

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@ -981,7 +981,7 @@ functions:
FLOAT3D vDesiredTranslation = pl.en_vDesiredTranslationRelative;
FLOAT3D vCurrentTranslation = pl.en_vCurrentTranslationAbsolute * !pl.en_mRotation;
ANGLE3D aDesiredRotation = pl.en_aDesiredRotationRelative;
ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
//ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
// if player is moving
if (vDesiredTranslation.ManhattanNorm()>0.01f

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@ -908,7 +908,7 @@ functions:
}
}
// apply cannon draw
else if( (m_iCurrentWeapon == WEAPON_IRONCANNON) /*||
else if( m_iCurrentWeapon == WEAPON_IRONCANNON /*||
(m_iCurrentWeapon == WEAPON_NUKECANNON) */)
{
FLOAT fLerpedMovement = Lerp(m_fWeaponDrawPowerOld, m_fWeaponDrawPower, _pTimer->GetLerpFactor());
@ -3385,7 +3385,7 @@ procedures:
GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRESHORT, AOF_LOOPING);
} else if (m_iCurrentWeapon==WEAPON_TOMMYGUN) {
autocall TommyGunStart() EEnd;
} else if ((m_iCurrentWeapon==WEAPON_IRONCANNON) /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) {
} else if (m_iCurrentWeapon==WEAPON_IRONCANNON /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) {
jump CannonFireStart();
}

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@ -2281,7 +2281,7 @@ procedures:
ANGLE aHeading = GetRotationSpeed( aWantedHeading, m_aRotateSpeed, fWaitFrequency);
// factor used to decrease speed of projectiles oriented opposite of its target
FLOAT fSpeedDecreasingFactor = ((180-abs(aWantedHeading))/180.0f);
FLOAT fSpeedDecreasingFactor = ((180-fabsf(aWantedHeading))/180.0f);
// factor used to increase speed when far away from target
FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
@ -2302,7 +2302,7 @@ procedures:
FLOAT fRNDPitch = (FRnd()-0.5f)*90*fDistanceFactor;
// if we are looking near direction of target
if( abs( aWantedHeading) < 30.0f)
if( fabsf( aWantedHeading) < 30.0f)
{
// calculate pitch speed
ANGLE aWantedPitch = GetRelativePitch( vDesiredDirection);

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@ -461,7 +461,7 @@ functions:
void SpawnBeamMachineMainFlare(void)
{
// spawn main flare
CPlacement3D plSpaceShip = GetPlacement();
//CPlacement3D plSpaceShip = GetPlacement();
CPlacement3D plFlare = CPlacement3D( FLOAT3D(0, BM_MASTER_Y+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
plFlare.RelativeToAbsolute(GetPlacement());
CEntity *penFlare = CreateEntity( plFlare, CLASS_EFFECTOR);