mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-11 15:38:12 +00:00
Fix some warnings.
This commit is contained in:
parent
c7a1490337
commit
b31b4e86b2
@ -160,7 +160,7 @@ int CInfoGroup::GetMember( const char* szMemberName )
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if (!szMemberName)
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{
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ALERT(at_console,"info_group: GetMember called with null szMemberName!?\n");
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return NULL;
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return 0;
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}
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for (int i = 0; i < m_cMembers; i++)
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{
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@ -183,7 +183,7 @@ int CInfoGroup::GetMember( const char* szMemberName )
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ALERT(at_console,"info_group \"%s\" has no member called \"%s\".\n",STRING(pev->targetname),szMemberName);
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// ALERT(at_console,"getMember: fail\n");
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return NULL;
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return 0;
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}
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/*********************
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@ -713,7 +713,6 @@ Schedule_t *CBarney::GetScheduleOfType( int Type )
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switch( Type )
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{
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case SCHED_ARM_WEAPON:
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if ( m_hEnemy != NULL )
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if( m_hEnemy != 0 )
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{
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// face enemy, then draw.
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@ -626,7 +626,7 @@ void CBigMomma::LaunchMortar( void )
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if (m_pCine) // is a scripted_action making me shoot?
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{
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if (m_hTargetEnt != NULL) // don't check m_fTurnType- bigmomma can fire in any direction.
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if (m_hTargetEnt != 0) // don't check m_fTurnType- bigmomma can fire in any direction.
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{
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vecLaunch = VecCheckSplatToss( pev, startPos, m_hTargetEnt->pev->origin, RANDOM_FLOAT( 150, 500 ) );
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}
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@ -550,7 +550,7 @@ void CBullsquid::HandleAnimEvent( MonsterEvent_t *pEvent )
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vecSpitOffset = ( pev->origin + vecSpitOffset );
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if (m_pCine) // LRC- are we being told to do this by a scripted_action?
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{
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if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
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if (m_hTargetEnt != 0 && m_pCine->PreciseAttack())
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vecSpitDir = ( ( m_hTargetEnt->pev->origin ) - vecSpitOffset ).Normalize();
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else
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vecSpitDir = gpGlobals->v_forward;
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@ -100,7 +100,7 @@ typedef enum
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USE_NOT = 6,
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} USE_TYPE;
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extern char* GetStringForUseType( USE_TYPE useType );
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extern const char *GetStringForUseType( USE_TYPE useType );
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extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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@ -977,7 +977,7 @@ int CBaseMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, f
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else if (m_iPlayerReact == 3)
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{
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// try to decide whether it was deliberate... if I have an enemy, assume it was just crossfire.
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if ( m_hEnemy == NULL )
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if ( m_hEnemy == 0 )
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{
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if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || UTIL_IsFacing( pevAttacker, pev->origin ) )
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Remember( bits_MEMORY_PROVOKED );
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@ -647,11 +647,11 @@ void CController::RunTask( Task_t *pTask )
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Vector vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time );
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Vector vecDir;
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if (m_pCine != NULL || m_hEnemy != NULL)
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if (m_pCine != 0 || m_hEnemy != 0 )
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{
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if (m_pCine != NULL) // LRC- is this a script that's telling it to fire?
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if (m_pCine != 0) // LRC- is this a script that's telling it to fire?
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{
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if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
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if (m_hTargetEnt != 0 && m_pCine->PreciseAttack())
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{
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vecDir = (m_hTargetEnt->pev->origin - pev->origin).Normalize() * gSkillData.controllerSpeedBall;
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}
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@ -661,7 +661,7 @@ void CController::RunTask( Task_t *pTask )
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vecDir = gpGlobals->v_forward * gSkillData.controllerSpeedBall;
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}
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}
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else if (m_hEnemy != NULL)
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else if (m_hEnemy != 0)
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{
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if( HasConditions( bits_COND_SEE_ENEMY ) )
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{
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@ -3966,7 +3966,7 @@ void CEnvELight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us
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if (pev->target)
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{
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m_hAttach = UTIL_FindEntityByTargetname( NULL, STRING(pev->target), pActivator);
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if (m_hAttach == NULL)
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if (m_hAttach == 0)
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{
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ALERT(at_console, "env_elight \"%s\" can't find target %s\n", STRING(pev->targetname), STRING(pev->target));
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return; // error?
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@ -3982,7 +3982,7 @@ void CEnvELight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us
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void CEnvELight::MakeLight(int iTime)
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{
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if (m_hAttach == NULL)
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if (m_hAttach == 0)
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{
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DontThink();
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pev->takedamage = 0;
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@ -1577,7 +1577,7 @@ void CFuncTankControls::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_
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return;
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// if I've already got a controller, or the player's already using
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// another controls, then forget it.
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if (m_active != FALSE || ((CBasePlayer*)pActivator)->m_pTank != NULL)
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if (m_active != FALSE || ((CBasePlayer*)pActivator)->m_pTank != 0)
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return;
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//LRC- Now uses FindEntityByTargetname, so that aliases work.
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@ -186,7 +186,7 @@ void CHAssassin::SetYawSpeed( void )
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//=========================================================
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void CHAssassin::Shoot( void )
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{
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if (m_hEnemy == NULL && !m_pCine) //LRC
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if (m_hEnemy == 0 && !m_pCine) //LRC
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{
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return;
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}
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@ -251,7 +251,7 @@ void CHAssassin::HandleAnimEvent( MonsterEvent_t *pEvent )
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if (m_pCine && m_pCine->IsAction())
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{
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Vector vecToss;
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if (m_pCine->PreciseAttack() && m_hTargetEnt != NULL)
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if (m_pCine->PreciseAttack() && m_hTargetEnt != 0)
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{
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vecToss = VecCheckToss( pev, vecGunPosition, m_hTargetEnt->pev->origin, 0.5 );
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//if (vecToss != g_vecZero)
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@ -282,7 +282,7 @@ void CHAssassin::HandleAnimEvent( MonsterEvent_t *pEvent )
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if (m_pCine) //LRC...
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{
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pev->velocity = g_vecZero;
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if (m_pCine->PreciseAttack() && m_hTargetEnt != NULL)
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if (m_pCine->PreciseAttack() && m_hTargetEnt != 0)
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{
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Vector vecTemp = m_hTargetEnt->pev->origin;
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vecTemp.y = vecTemp.y + 50; // put her feet on the target.
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@ -789,7 +789,7 @@ Vector CHGrunt::GetGunPosition()
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//=========================================================
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void CHGrunt::Shoot( void )
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{
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if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
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if (m_hEnemy == 0 && m_pCine == 0) //LRC - scripts may fire when you have no enemy
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{
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return;
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}
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@ -819,7 +819,7 @@ void CHGrunt::Shoot( void )
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//=========================================================
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void CHGrunt::Shotgun( void )
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{
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if (m_hEnemy == NULL && m_pCine == NULL)
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if (m_hEnemy == 0 && m_pCine == 0)
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{
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return;
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}
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@ -893,7 +893,7 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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if (m_pCine)
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{
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Vector vecToss = g_vecZero;
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if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
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if (m_hTargetEnt != 0 && m_pCine->PreciseAttack())
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{
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vecToss = VecCheckToss( pev, GetGunPosition(), m_hTargetEnt->pev->origin, 0.5 );
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}
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@ -918,7 +918,7 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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if (m_pCine)
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{
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Vector vecToss;
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if (m_hTargetEnt != NULL && m_pCine->PreciseAttack())
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if (m_hTargetEnt != 0 && m_pCine->PreciseAttack())
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vecToss = VecCheckThrow( pev, GetGunPosition(), m_hTargetEnt->pev->origin, gSkillData.hgruntGrenadeSpeed, 0.5 );
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else
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{
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@ -51,7 +51,7 @@ public:
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
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void CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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@ -160,7 +160,7 @@ int CISlave::IRelationship( CBaseEntity *pTarget )
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}
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void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation )
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void CISlave :: CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation )
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{
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// ALERT( at_aiconsole, "help " );
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@ -191,7 +191,7 @@ void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Ve
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//=========================================================
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void CISlave :: AlertSound( void )
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{
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if ( m_hEnemy != NULL )
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if ( m_hEnemy != 0 )
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{
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SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
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@ -378,7 +378,7 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent )
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MESSAGE_END( );
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}
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if (m_hDead != NULL)
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if (m_hDead != 0)
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{
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WackBeam( -1, m_hDead );
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WackBeam( 1, m_hDead );
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@ -399,7 +399,7 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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ClearBeams( );
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if (m_hDead != NULL)
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if (m_hDead != 0)
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{
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Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 );
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TraceResult trace;
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@ -501,7 +501,7 @@ BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist )
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}
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}
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}
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if (m_hDead != NULL)
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if (m_hDead != 0)
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return TRUE;
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else
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return FALSE;
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@ -117,7 +117,7 @@ void CLocusAlias::FlushChanges( void )
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CBaseEntity *CLocusAlias::FollowAlias( CBaseEntity *pFrom )
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{
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if (m_hValue == NULL)
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if (m_hValue == 0)
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return NULL;
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else if ( pFrom == NULL || (OFFSET(m_hValue->pev) > OFFSET(pFrom->pev)) )
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{
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@ -3180,7 +3180,7 @@ BOOL CBaseMonster::FindLateralCover( const Vector &vecThreat, const Vector &vecV
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Vector CBaseMonster::ShootAtEnemy( const Vector &shootOrigin )
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{
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if (m_pCine != NULL && m_hTargetEnt != NULL && (m_pCine->m_fTurnType == 1))
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if (m_pCine != 0 && m_hTargetEnt != 0 && (m_pCine->m_fTurnType == 1))
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{
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Vector vecDest = ( m_hTargetEnt->pev->absmin + m_hTargetEnt->pev->absmax ) / 2;
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return ( vecDest - shootOrigin ).Normalize();
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@ -5133,7 +5133,7 @@ class CPlayerFreeze:public CBaseDelay
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{
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Think( void );
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STATE GetState( void ) { return m_hActivator == NULL? STATE_OFF: STATE_ON; }
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STATE GetState( void ) { return m_hActivator == 0 ? STATE_OFF : STATE_ON; }
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};
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void CPlayerFreeze::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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@ -369,29 +369,29 @@ void CCineMonster::PossessEntity( void )
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{
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// anything with that name?
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pTarget->m_hTargetEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszAttack), m_hActivator);
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if ( pTarget->m_hTargetEnt == NULL )
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if( pTarget->m_hTargetEnt == 0 )
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{ // nothing. Anything with that classname?
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while ((pTarget->m_hTargetEnt = UTIL_FindEntityInSphere( pTarget->m_hTargetEnt, pev->origin, m_flRadius )) != NULL)
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{
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{
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if (FClassnameIs( pTarget->m_hTargetEnt->pev, STRING(m_iszAttack))) break;
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}
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}
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}
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if (pTarget->m_hTargetEnt == NULL)
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if (pTarget->m_hTargetEnt == 0)
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{ // nothing. Oh well.
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ALERT(at_console,"%s %s has a missing \"turn target\": %s\n",STRING(pev->classname),STRING(pev->targetname),STRING(m_iszAttack));
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pTarget->m_hTargetEnt = this;
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}
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}
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}
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}
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else
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{
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{
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pTarget->m_hTargetEnt = this;
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}
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if (m_iszMoveTarget)
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{
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{
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// anything with that name?
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pTarget->m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszMoveTarget), m_hActivator);
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if (pTarget->m_pGoalEnt == NULL)
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if( pTarget->m_pGoalEnt == 0 )
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{ // nothing. Oh well.
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ALERT(at_console,"%s %s has a missing \"move target\": %s\n",STRING(pev->classname),STRING(pev->targetname),STRING(m_iszMoveTarget));
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pTarget->m_pGoalEnt = this;
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@ -445,7 +445,7 @@ void CCineMonster::PossessEntity( void )
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// at the beginning of the level, set up the idle animation. --LRC
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void CCineMonster :: InitIdleThink( void )
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{
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{
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if ((m_hTargetEnt = FindEntity(STRING(m_iszEntity), NULL)) != NULL)
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{
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PossessEntity( );
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@ -189,7 +189,7 @@ void CSqueakGrenade::Killed( entvars_t *pevAttacker, int iGib )
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RadiusDamage( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
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// reset owner so death message happens
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if (m_hOwner != NULL)
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if (m_hOwner != 0)
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pev->owner = m_hOwner->edict();
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CBaseMonster::Killed( pevAttacker, GIB_ALWAYS );
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@ -1580,7 +1580,7 @@ public:
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void Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Affect (CBaseEntity *pTarget, USE_TYPE useType);
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int GetActionFor( int iField, int iActive, USE_TYPE useType, char *szDebug );
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int GetActionFor( int iField, int iActive, USE_TYPE useType, const char *szDebug );
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void SetBoneController (float fController, int cnum, CBaseEntity *pTarget);
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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@ -2054,7 +2054,7 @@ void CEnvCustomize :: Affect (CBaseEntity *pTarget, USE_TYPE useType)
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ALERT(at_console, " ]\n");
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}
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int CEnvCustomize::GetActionFor( int iField, int iActive, USE_TYPE useType, char* szDebug)
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int CEnvCustomize::GetActionFor( int iField, int iActive, USE_TYPE useType, const char* szDebug)
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{
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int iAction = iField;
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@ -3529,7 +3529,7 @@ int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList )
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CBaseEntity *pChangelevel = UTIL_FindEntityByClassname( NULL, "trigger_changelevel" );
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if ( !pChangelevel )
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return NULL;
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return 0;
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while ( pChangelevel )
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{
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@ -4595,7 +4595,7 @@ IMPLEMENT_SAVERESTORE(CMotionThread,CPointEntity);
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void CMotionThread::Think( void )
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{
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if (m_hLocus == NULL || m_hTarget == NULL)
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if( m_hLocus == 0 || m_hTarget == 0 )
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{
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if (pev->spawnflags & SF_MOTION_DEBUG)
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ALERT(at_console, "motion_thread expires\n");
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@ -1984,7 +1984,7 @@ void UTIL_StripToken( const char *pKey, char *pDest )
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}
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char* GetStringForUseType( USE_TYPE useType )
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const char* GetStringForUseType( USE_TYPE useType )
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{
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switch(useType)
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{
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@ -1998,7 +1998,7 @@ char* GetStringForUseType( USE_TYPE useType )
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}
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}
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char* GetStringForState( STATE state )
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const char *GetStringForState( STATE state )
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{
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switch(state)
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{
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@ -209,7 +209,7 @@ typedef enum
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// In_Use isn't very useful, I'll probably remove it.
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} STATE;
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extern char* GetStringForState( STATE state );
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extern const char *GetStringForState( STATE state );
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// Things that toggle (buttons/triggers/doors) need this
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typedef enum
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@ -614,4 +614,4 @@ int GetStdLightStyle (int iStyle); //LRC- declared here so it can be used by eve
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// needs to deal with the standard lightstyles.
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// LRC- for aliases and groups
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CBaseEntity* UTIL_FollowReference( CBaseEntity* pStartEntity, const char* szName );
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#endif // UTIL_H
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#endif // UTIL_H
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