[iortcw] 482/497: All: Fix some compiler warnings

Simon McVittie smcv at debian.org
Fri Sep 8 10:38:01 UTC 2017


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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit a75866ff1e79f8f713bb7160aba03e2d3b56fa16
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date:   Thu Dec 17 19:19:12 2015 -0500

    All: Fix some compiler warnings
---
 MP/code/game/g_mover.c |  8 ++++----
 SP/code/game/g_mover.c | 13 +++----------
 2 files changed, 7 insertions(+), 14 deletions(-)

diff --git a/MP/code/game/g_mover.c b/MP/code/game/g_mover.c
index 86ee003..d7f20ca 100644
--- a/MP/code/game/g_mover.c
+++ b/MP/code/game/g_mover.c
@@ -3067,7 +3067,7 @@ radius = maximum distance from center of entity to place each bat (default=32)
 speed = speed to travel to next waypoint (default=300)
 */
 void FuncBatsReached( gentity_t *self ) {
-	if ( self->active == 2 ) {
+	if ( !self->active ) {
 		self->nextthink = -1;
 		self->think = 0;
 		return;
@@ -3080,7 +3080,7 @@ void FuncBatsReached( gentity_t *self ) {
 	self->r.contents = 0;
 
 	if ( !self->nextTrain || !self->nextTrain->target ) {
-		self->active = 2;   // remove the bats at next point
+		self->active = qfalse;   // remove the bats at next point
 		return;
 	}
 }
@@ -3094,7 +3094,7 @@ void BatMoveThink( gentity_t *bat ) {
 	trace_t tr;
 
 	owner = &g_entities[bat->r.ownerNum];
-	if ( owner->active == qtrue ) { // move towards the owner
+	if ( owner->active == qtrue && owner->inuse ) { // move towards the owner
 		BG_EvaluateTrajectory( &owner->s.pos, level.time, goalpos );
 
 		// randomize ther movedir as we go
@@ -3127,7 +3127,7 @@ void BatMoveThink( gentity_t *bat ) {
 			}
 		}
 
-	} else if ( owner->active == 2 ) {
+	} else if ( owner->active || !owner->inuse ) {
 		// owner has finished
 		G_FreeEntity( bat );
 		return;
diff --git a/SP/code/game/g_mover.c b/SP/code/game/g_mover.c
index a3a3055..143006e 100644
--- a/SP/code/game/g_mover.c
+++ b/SP/code/game/g_mover.c
@@ -3084,7 +3084,7 @@ target = (used for end map) distance check from this entity to enable spawning i
 delay = (end map) wait in seconds this long after player steps outside, before spawning spirits
 */
 void FuncBatsReached( gentity_t *self ) {
-	if ( self->active == 2 ) {
+	if ( !self->active ) {
 		self->nextthink = -1;
 		self->think = 0;
 		return;
@@ -3097,16 +3097,9 @@ void FuncBatsReached( gentity_t *self ) {
 	self->r.contents = 0;
 
 	if ( !self->nextTrain || !self->nextTrain->target ) {
-		self->active = 2;   // remove the bats at next point
+		self->active = qfalse;   // remove the bats at next point
 		return;
 	}
-
-//	if(self->nextTrain) {
-//		if(Q_stricmp(self->nextTrain->classname, "path_corner")) {
-//			self->active = 2;
-//			return;
-//		}
-//	}
 }
 
 // each bat calls this every server frame, so it moves towards it's ideal position
@@ -3154,7 +3147,7 @@ void BatMoveThink( gentity_t *bat ) {
 			}
 		}
 */
-	} else if ( owner->active == 2 || !owner->inuse ) {
+	} else if ( owner->active || !owner->inuse ) {
 		// owner has finished
 		G_FreeEntity( bat );
 		return;

-- 
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