fix assign-function-types issues
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f48bed0dc8
commit
be812d4308
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@ -1,7 +1,7 @@
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[flags]
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ADJUST_VECTOR_FIELDS = true
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ARITHMETIC_EXCEPTIONS = true
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ASSIGN_FUNCTION_TYPES = true
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ASSIGN_FUNCTION_TYPES = false
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BAIL_ON_WERROR = true
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CORRECT_LOGIC = true
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CORRECT_TERNARY = true
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@ -36,7 +36,6 @@
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[warnings]
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ALL = true
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ASSIGN_FUNCTION_TYPES = false
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USED_UNINITIALIZED = false
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[optimizations]
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16
progs.src
16
progs.src
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@ -19,19 +19,19 @@ source/triggers.qc
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source/weapons.qc
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source/world.qc
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source/ogre.qc
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source/boss.qc
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source/demon.qc
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source/shambler.qc
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source/dog.qc
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source/knight.qc
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source/ogre.qc
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source/shambler.qc
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source/soldier.qc
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source/wizard.qc
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source/dog.qc
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source/zombie.qc
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source/boss.qc
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source/tarbaby.qc
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source/hknight.qc
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source/fish.qc
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source/shalrath.qc
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source/enforcer.qc
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source/fish.qc
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source/hknight.qc
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source/oldone.qc
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source/shalrath.qc
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source/tarbaby.qc
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@ -637,6 +637,7 @@ void() SUB_CalcMoveDone;
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void() SUB_CalcAngleMoveDone;
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void(void() thinkst) SUB_CheckRefire;
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void() SUB_Null;
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void(entity attacker, float damage) SUB_PainNull;
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void() SUB_UseTargets;
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void() SUB_Remove;
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@ -762,7 +763,7 @@ void() player_died1;
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void() player_diee1;
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void() player_light1;
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void() player_nail1;
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void() player_pain;
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void(entity attacker, float damage) player_pain;
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void() player_rocket1;
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void() player_run;
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void() player_run;
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@ -188,7 +188,7 @@ void() dog_painb14 = [ $painb14, dog_painb15 ] {};
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void() dog_painb15 = [ $painb15, dog_painb16 ] {};
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void() dog_painb16 = [ $painb16, dog_run1 ] {};
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void() dog_pain = {
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void(entity attacker, float damage) dog_pain = {
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sound(self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
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if(random() > 0.5) {
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@ -534,7 +534,7 @@ void() fd_secret_use = {
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SUB_UseTargets(); // fire all targets / killtargets
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if(!(self.spawnflags & SECRET_NO_SHOOT)) {
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self.th_pain = SUB_Null;
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self.th_pain = SUB_PainNull;
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self.takedamage = DAMAGE_NO;
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}
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self.velocity = '0 0 0';
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@ -569,6 +569,7 @@ void() fd_secret_use = {
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SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
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sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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};
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void(entity attacker, float damage) fd_secret_pain = {fd_secret_use();};
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// Wait after first movement...
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void() fd_secret_move1 = {
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@ -614,7 +615,7 @@ void() fd_secret_done = {
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if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
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self.health = 10000;
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self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_use;
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self.th_pain = fd_secret_pain;
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}
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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};
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@ -714,7 +715,7 @@ void() func_door_secret = {
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if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
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self.health = 10000;
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self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_use;
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self.th_pain = fd_secret_pain;
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self.th_die = fd_secret_use;
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}
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self.oldorigin = self.origin;
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@ -220,7 +220,7 @@ void() finale_4 = {
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//============================================================================
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void() nopain = {
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void(entity attacker, float damage) old_pain = {
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self.health = 40000;
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};
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@ -251,7 +251,7 @@ void() monster_oldone = {
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self.think = old_idle1;
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self.nextthink = time + 0.1;
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self.takedamage = DAMAGE_YES;
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self.th_pain = nopain;
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self.th_pain = old_pain;
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self.th_die = finale_1;
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shub = self;
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@ -317,7 +317,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
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void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
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void() player_axpain6 = [ $axpain6, player_run ] {};
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void() player_pain = {
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void(entity attacker, float damage) player_pain = {
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if(self.weaponframe) {
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return;
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}
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@ -83,7 +83,7 @@ void() shal_death5 = [ $death5, shal_death6 ] {};
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void() shal_death6 = [ $death6, shal_death7 ] {};
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void() shal_death7 = [ $death7, shal_death7 ] {};
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void() shalrath_pain = {
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void(entity attacker, float damage) shalrath_pain = {
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if(self.pain_finished > time) {
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return;
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}
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@ -1,7 +1,7 @@
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// subs.qc: subroutines for think frames
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void() SUB_Null = {};
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void(entity attacker, float damage) SUB_PainNull = {};
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void() SUB_Remove = {remove(self);};
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/*
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