Browse Source

Remove useless casts.

half-screwed
Andrey Akhmichin 5 years ago
parent
commit
4f08cd4c47
  1. 2
      dlls/hs/ak47.cpp
  2. 2
      dlls/hs/beamkatana.cpp
  3. 4
      dlls/hs/bow.cpp
  4. 12
      dlls/hs/ctf_gameplay.cpp
  5. 2
      dlls/hs/fotn.cpp
  6. 2
      dlls/hs/fotns.cpp
  7. 2
      dlls/hs/goldengun.cpp
  8. 2
      dlls/hs/jackal.cpp
  9. 4
      dlls/hs/modman.cpp
  10. 2
      dlls/hs/mw2.cpp
  11. 2
      dlls/hs/nstar.cpp
  12. 2
      dlls/hs/scipg.cpp
  13. 2
      dlls/hs/soda_can.cpp
  14. 2
      dlls/hs/zapper.cpp

2
dlls/hs/ak47.cpp

@ -181,7 +181,7 @@ void CAK47::PrimaryAttack()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usAK47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usAK47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition // HEV suit - indicate out of ammo condition

2
dlls/hs/beamkatana.cpp

@ -224,7 +224,7 @@ int CBeamKatana::Swing( int fFirst )
#endif #endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usBeamKatana, PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usBeamKatana,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, g_vecZero, g_vecZero, 0, 0, 0,
0.0, 0, 0.0 ); 0.0, 0, 0.0 );

4
dlls/hs/bow.cpp

@ -334,7 +334,7 @@ void CBow::PrimaryAttack( void )
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
@ -378,7 +378,7 @@ void CBow::FireBolt()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

12
dlls/hs/ctf_gameplay.cpp

@ -86,7 +86,7 @@ void CObjectFlag :: Touch(CBaseEntity *pOther)
pPlayer->m_fHasObject = true; pPlayer->m_fHasObject = true;
// Set the client attachment using an event // Set the client attachment using an event
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0); PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero, g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
m_fIsInPlay = true; m_fIsInPlay = true;
@ -167,7 +167,7 @@ void CDroppedFlag :: Touch(CBaseEntity *pOther)
pPlayer->m_fHasObject = true; pPlayer->m_fHasObject = true;
// Set the client attachment using an event // Set the client attachment using an event
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0); PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero, g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
// remove this item // remove this item
SetThink(SUB_Remove); SetThink(SUB_Remove);
@ -265,8 +265,8 @@ void CCaptureTeam1 :: Touch( CBaseEntity* pOther )
// Remove the flag // Remove the flag
pPlayer->m_fHasObject = false; pPlayer->m_fHasObject = false;
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero,
(float *)&g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0); g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
// Reset the flag // Reset the flag
@ -379,8 +379,8 @@ void CCaptureTeam2 :: Touch( CBaseEntity* pOther )
// Remove the object // Remove the object
pPlayer->m_fHasObject = false; pPlayer->m_fHasObject = false;
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero,
(float *)&g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0); g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
// Reset the object // Reset the object
CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag"); CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag");

2
dlls/hs/fotn.cpp

@ -193,7 +193,7 @@ int CFOTN::Swing( int fFirst )
#endif #endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFotn, PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFotn,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, g_vecZero, g_vecZero, 0, 0, 0,
0.0, 0, 0.0 ); 0.0, 0, 0.0 );

2
dlls/hs/fotns.cpp

@ -249,7 +249,7 @@ int CFOTN::Swing( int fFirst )
#endif #endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFOTN, PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFOTN,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, g_vecZero, g_vecZero, 0, 0, 0,
0.0, 0, 0.0 ); 0.0, 0, 0.0 );

2
dlls/hs/goldengun.cpp

@ -104,7 +104,7 @@ void CGOLDENGUN::GOLDENGUNFire( float flSpread , float flCycleTime, BOOL fUseAut
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecSrc = m_pPlayer->GetGunPosition( );

2
dlls/hs/jackal.cpp

@ -102,7 +102,7 @@ void CJackal::JackalFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireJackal : m_usFireJackal, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireJackal : m_usFireJackal, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecSrc = m_pPlayer->GetGunPosition( );

4
dlls/hs/modman.cpp

@ -352,7 +352,7 @@ void CModman::FireSniperHorn()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
@ -395,7 +395,7 @@ void CModman::FireHorn()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

2
dlls/hs/mw2.cpp

@ -169,7 +169,7 @@ void CMW2::PrimaryAttack()
UTIL_ScreenShake( m_pPlayer->pev->origin, 250.0, 200.0, 2.5, 1 ); UTIL_ScreenShake( m_pPlayer->pev->origin, 250.0, 200.0, 2.5, 1 );
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition // HEV suit - indicate out of ammo condition

2
dlls/hs/nstar.cpp

@ -311,7 +311,7 @@ void CNStar::FireStar()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

2
dlls/hs/scipg.cpp

@ -334,7 +334,7 @@ void CSciPG::FireBolt()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usScientist, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usScientist, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

2
dlls/hs/soda_can.cpp

@ -130,7 +130,7 @@ void CSodaCan::PrimaryAttack()
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSodaDrink, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSodaDrink, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

2
dlls/hs/zapper.cpp

@ -99,7 +99,7 @@ void CZAPPER::ZAPPERFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireZAPPER : m_usFireZAPPER, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireZAPPER : m_usFireZAPPER, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecSrc = m_pPlayer->GetGunPosition( );

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