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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-09 13:34:20 +00:00
Fix -Wshadow.
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parent
932d269e74
commit
a8b188e1d5
@ -1048,7 +1048,6 @@ void EV_FireGauss( event_args_t *args )
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if( !beam_tr.allsolid )
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if( !beam_tr.allsolid )
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{
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{
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vec3_t delta;
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vec3_t delta;
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float n;
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// trace backwards to find exit point
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// trace backwards to find exit point
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gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr );
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gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr );
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@ -1057,9 +1056,9 @@ void EV_FireGauss( event_args_t *args )
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n = Length( delta );
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n = Length( delta );
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if(n < flDamage)
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if( n < flDamage )
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{
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{
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if(n == 0)
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if( n == 0 )
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n = 1;
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n = 1;
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flDamage -= n;
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flDamage -= n;
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@ -1443,7 +1442,7 @@ void EV_EgonFire( event_args_t *args )
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if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
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if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
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{
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{
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vec3_t vecSrc, vecEnd, origin, angles, forward, right, up;
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vec3_t vecSrc, vecEnd, angles, forward, right, up;
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pmtrace_t tr;
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pmtrace_t tr;
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cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx );
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cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx );
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@ -191,7 +191,7 @@ void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE
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if( IsTriggered( pActivator ) )
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if( IsTriggered( pActivator ) )
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{
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{
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ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING( pev->targetname ), m_iTotal );
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ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING( pev->targetname ), m_iTotal );
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USE_TYPE useType = USE_TOGGLE;
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useType = USE_TOGGLE;
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if( m_globalstate )
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if( m_globalstate )
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useType = USE_ON;
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useType = USE_ON;
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SUB_UseTargets( NULL, useType, 0 );
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SUB_UseTargets( NULL, useType, 0 );
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@ -469,7 +469,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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// trace backwards to find exit point
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// trace backwards to find exit point
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UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr );
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UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr );
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float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( );
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n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length();
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if( n < flDamage )
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if( n < flDamage )
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{
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{
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@ -1074,7 +1074,7 @@ int CBaseMonster::CheckEnemy( CBaseEntity *pEnemy )
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{
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{
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// distance to enemy's feet
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// distance to enemy's feet
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vecEnemyPos.z -= pEnemy->pev->size.z;
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vecEnemyPos.z -= pEnemy->pev->size.z;
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float flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length();
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flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length();
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if( flDistToEnemy2 < flDistToEnemy )
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if( flDistToEnemy2 < flDistToEnemy )
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flDistToEnemy = flDistToEnemy2;
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flDistToEnemy = flDistToEnemy2;
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}
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}
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@ -466,12 +466,12 @@ void CTalkMonster::StartTask( Task_t *pTask )
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void CTalkMonster::RunTask( Task_t *pTask )
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void CTalkMonster::RunTask( Task_t *pTask )
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{
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{
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edict_t *pPlayer;
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switch( pTask->iTask )
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switch( pTask->iTask )
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{
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{
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case TASK_TLK_CLIENT_STARE:
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case TASK_TLK_CLIENT_STARE:
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case TASK_TLK_LOOK_AT_CLIENT:
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case TASK_TLK_LOOK_AT_CLIENT:
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edict_t *pPlayer;
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// track head to the client for a while.
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// track head to the client for a while.
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if( m_MonsterState == MONSTERSTATE_IDLE &&
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if( m_MonsterState == MONSTERSTATE_IDLE &&
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!IsMoving() &&
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!IsMoving() &&
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@ -517,7 +517,7 @@ void CTalkMonster::RunTask( Task_t *pTask )
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case TASK_FACE_PLAYER:
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case TASK_FACE_PLAYER:
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{
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{
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// Get edict for one player
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// Get edict for one player
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edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 );
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pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 );
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if( pPlayer )
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if( pPlayer )
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{
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{
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@ -1794,7 +1794,7 @@ void CSave::WriteFloat( const char *pname, const float *data, int count )
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void CSave::WriteTime( const char *pname, const float *data, int count )
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void CSave::WriteTime( const char *pname, const float *data, int count )
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{
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{
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int i;
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int i;
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Vector tmp, input;
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//Vector tmp, input;
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BufferHeader( pname, sizeof(float) * count );
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BufferHeader( pname, sizeof(float) * count );
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for( i = 0; i < count; i++ )
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for( i = 0; i < count; i++ )
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@ -1871,7 +1871,7 @@ void CSave::WritePositionVector( const char *pname, const Vector &value )
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void CSave::WritePositionVector( const char *pname, const float *value, int count )
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void CSave::WritePositionVector( const char *pname, const float *value, int count )
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{
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{
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int i;
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int i;
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Vector tmp, input;
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//Vector tmp, input;
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BufferHeader( pname, sizeof(float) * 3 * count );
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BufferHeader( pname, sizeof(float) * 3 * count );
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for( i = 0; i < count; i++ )
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for( i = 0; i < count; i++ )
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