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Removed unused variables in ev_hldm.cpp (#218)

hl_urbicide
Marc-Antoine Lortie 3 years ago committed by GitHub
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  1. 14
      cl_dll/ev_hldm.cpp
  2. 4
      dlls/egon.cpp
  3. 4
      dlls/hornetgun.cpp

14
cl_dll/ev_hldm.cpp

@ -514,7 +514,7 @@ void EV_FireGlock2( event_args_t *args )
vec3_t ShellOrigin; vec3_t ShellOrigin;
int shell; int shell;
vec3_t vecSrc, vecAiming; vec3_t vecSrc, vecAiming;
vec3_t vecSpread; //vec3_t vecSpread;
vec3_t up, right, forward; vec3_t up, right, forward;
idx = args->entindex; idx = args->entindex;
@ -567,7 +567,7 @@ void EV_FireShotGunDouble( event_args_t *args )
vec3_t ShellOrigin; vec3_t ShellOrigin;
int shell; int shell;
vec3_t vecSrc, vecAiming; vec3_t vecSrc, vecAiming;
vec3_t vecSpread; //vec3_t vecSpread;
vec3_t up, right, forward; vec3_t up, right, forward;
//float flSpread = 0.01; //float flSpread = 0.01;
@ -621,7 +621,7 @@ void EV_FireShotGunSingle( event_args_t *args )
vec3_t ShellOrigin; vec3_t ShellOrigin;
int shell; int shell;
vec3_t vecSrc, vecAiming; vec3_t vecSrc, vecAiming;
vec3_t vecSpread; //vec3_t vecSpread;
vec3_t up, right, forward; vec3_t up, right, forward;
//float flSpread = 0.01; //float flSpread = 0.01;
@ -1150,8 +1150,8 @@ void EV_Crowbar( event_args_t *args )
{ {
int idx; int idx;
vec3_t origin; vec3_t origin;
vec3_t angles; //vec3_t angles;
vec3_t velocity; //vec3_t velocity;
idx = args->entindex; idx = args->entindex;
VectorCopy( args->origin, origin ); VectorCopy( args->origin, origin );
@ -1588,7 +1588,7 @@ enum hgun_e
void EV_HornetGunFire( event_args_t *args ) void EV_HornetGunFire( event_args_t *args )
{ {
int idx; //, iFireMode; int idx; //, iFireMode;
vec3_t origin, angles, vecSrc, forward, right, up; vec3_t origin, angles; //, vecSrc, forward, right, up;
idx = args->entindex; idx = args->entindex;
VectorCopy( args->origin, origin ); VectorCopy( args->origin, origin );
@ -1694,7 +1694,7 @@ enum squeak_e
void EV_SnarkFire( event_args_t *args ) void EV_SnarkFire( event_args_t *args )
{ {
int idx; int idx;
vec3_t vecSrc, angles, view_ofs, forward; vec3_t vecSrc, angles, /*view_ofs,*/ forward;
pmtrace_t tr; pmtrace_t tr;
idx = args->entindex; idx = args->entindex;

4
dlls/egon.cpp

@ -197,7 +197,7 @@ void CEgon::Attack( void )
m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP. m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, m_fireState, m_fireMode, 1, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, m_fireMode, 1, 0 );
m_shakeTime = 0; m_shakeTime = 0;
@ -216,7 +216,7 @@ void CEgon::Attack( void )
if( pev->fuser1 <= UTIL_WeaponTimeBase() ) if( pev->fuser1 <= UTIL_WeaponTimeBase() )
{ {
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, m_fireState, m_fireMode, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, m_fireMode, 0, 0 );
pev->fuser1 = 1000; pev->fuser1 = 1000;
} }

4
dlls/hornetgun.cpp

@ -150,7 +150,7 @@ void CHgun::PrimaryAttack()
#else #else
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, FIREMODE_TRACK, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );
// player "shoot" animation // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
@ -231,7 +231,7 @@ void CHgun::SecondaryAttack( void )
#else #else
flags = 0; flags = 0;
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, FIREMODE_FAST, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;

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