Fix various warnings

This commit is contained in:
Tim Angus committed 2025-09-07 17:03:20 +01:00
1 parent 549b686e22
commit f976711fb4
58 files changed
+384 -425

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+11 -11
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@@ -322,22 +322,22 @@ void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
int i;
float r, u;
vec3_t end;
vec3_t forward, right, up;
vec3_t localForward, localRight, localUp;
qboolean hitClient = qfalse;
// derive the right and up vectors from the forward vector, because
// the client won't have any other information
VectorNormalize2( origin2, forward );
PerpendicularVector( right, forward );
CrossProduct( forward, right, up );
VectorNormalize2( origin2, localForward );
PerpendicularVector( localRight, localForward );
CrossProduct( localForward, localRight, localUp );
// generate the "random" spread pattern
for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
VectorMA( origin, 8192 * 16, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
VectorMA( origin, 8192 * 16, localForward, end);
VectorMA (end, r, localRight, end);
VectorMA (end, u, localUp, end);
if( ShotgunPellet( origin, end, ent ) && !hitClient ) {
hitClient = qtrue;
ent->client->accuracy_hits++;
@@ -769,10 +769,10 @@ CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
void CalcMuzzlePoint ( gentity_t *ent, vec3_t localForward, vec3_t localRight, vec3_t localUp, vec3_t muzzlePoint ) {
VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
VectorMA( muzzlePoint, 14, localForward, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
@@ -784,10 +784,10 @@ CalcMuzzlePointOrigin
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t localForward, vec3_t localRight, vec3_t localUp, vec3_t muzzlePoint ) {
VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
VectorMA( muzzlePoint, 14, localForward, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}