[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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