remove unused stuff, more standards compliance

This commit is contained in:
alison wright 2019-09-15 19:27:45 -04:00
parent b088bebe45
commit f1c8b09b94
11 changed files with 62 additions and 107 deletions

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@ -36,6 +36,8 @@
[warnings] [warnings]
ALL = true ALL = true
ASSIGN_FUNCTION_TYPES = false
USED_UNINITIALIZED = false
[optimizations] [optimizations]
PEEPHOLE = true PEEPHOLE = true

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@ -31,11 +31,6 @@ walkmove(angle, speed) primitive is all or nothing
*/ */
//
// globals
//
float current_yaw;
// //
// when a monster becomes angry at a player, that monster will be used // when a monster becomes angry at a player, that monster will be used
// as the sight target the next frame so that monsters near that one // as the sight target the next frame so that monsters near that one
@ -211,62 +206,6 @@ float(entity targ) infront = {
}; };
//============================================================================
/*
===========
ChangeYaw
Turns towards self.ideal_yaw at self.yaw_speed
Sets the global variable current_yaw
Called every 0.1 sec by monsters
============
*/
/*
void() ChangeYaw =
{
local float ideal, move;
//current_yaw = self.ideal_yaw;
// mod down the current angle
current_yaw = anglemod(self.angles_y );
ideal = self.ideal_yaw;
if(current_yaw == ideal)
return;
move = ideal - current_yaw;
if(ideal > current_yaw)
{
if(move > 180)
move = move - 360;
}
else
{
if(move < -180)
move = move + 360;
}
if(move > 0)
{
if(move > self.yaw_speed)
move = self.yaw_speed;
}
else
{
if(move < 0-self.yaw_speed )
move = 0-self.yaw_speed;
}
current_yaw = anglemod(current_yaw + move);
self.angles_y = current_yaw;
};
*/
//============================================================================ //============================================================================
void() HuntTarget = { void() HuntTarget = {

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@ -1,5 +1,6 @@
// system globals ------------------------------------------------------------| // system globals ------------------------------------------------------------|
#pragma noref 1
entity self; entity self;
entity other; entity other;
entity world; entity world;
@ -46,6 +47,7 @@ float trace_inopen;
float trace_inwater; float trace_inwater;
entity msg_entity; // destination of single entity writes entity msg_entity; // destination of single entity writes
#pragma noref 0
// required prog functions // required prog functions
void() main; // only for testing void() main; // only for testing
@ -80,7 +82,7 @@ void end_sys_globals; // flag for structure dumping
.float solid; .float solid;
.vector origin; .vector origin;
.vector oldorigin; .vector oldorigin; // only used by secret door
.vector velocity; .vector velocity;
.vector angles; .vector angles;
.vector avelocity; .vector avelocity;
@ -185,8 +187,6 @@ void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2; void(entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3; // set movetype and solid first void(entity e, string m) setmodel = #3; // set movetype and solid first
void(entity e, vector min, vector max) setsize = #4; void(entity e, vector min, vector max) setsize = #4;
// #5 was removed
void() break = #6;
float() random = #7; // returns 0 - 1 float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8; void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9; vector(vector v) normalize = #9;
@ -221,16 +221,13 @@ void() traceon = #29; // turns statment trace on
void() traceoff = #30; void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict void(entity e) eprint = #31; // prints an entire edict
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
// #33 was removed
float() droptofloor = #34; // TRUE if landed on floor float() droptofloor = #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35; void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v float(float v) floor = #37; // largest integer <= v
float(float v) ceil = #38; // smallest integer >= v float(float v) ceil = #38; // smallest integer >= v
// #39 was removed
float(entity e) checkbottom = #40; // true if self is on ground float(entity e) checkbottom = #40; // true if self is on ground
float(vector v) pointcontents = #41; // returns a CONTENT_* float(vector v) pointcontents = #41; // returns a CONTENT_*
// #42 was removed
float(float f) fabs = #43; float(float f) fabs = #43;
vector(entity e, float speed) aim = #44; // returns the shooting vector vector(entity e, float speed) aim = #44; // returns the shooting vector
float(string s) cvar = #45; // return cvar.value float(string s) cvar = #45; // return cvar.value
@ -239,7 +236,6 @@ entity(entity e) nextent = #47; // for looping through all ents
// start a particle effect // start a particle effect
void(vector o, vector d, float color, float count) particle = #48; void(vector o, vector d, float color, float count) particle = #48;
void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
// #50 was removed
vector(vector v) vectoangles = #51; vector(vector v) vectoangles = #51;
// direct client message generation // direct client message generation
@ -257,7 +253,6 @@ void(float step) movetogoal = #67;
string(string s) precache_file = #68; // no effect except for -copy string(string s) precache_file = #68; // no effect except for -copy
void(entity e) makestatic = #69; void(entity e) makestatic = #69;
void(string s) changelevel = #70; void(string s) changelevel = #70;
//#71 was removed
void(string var, string val) cvar_set = #72; // sets cvar.value void(string var, string val) cvar_set = #72; // sets cvar.value
void(entity client, string s) centerprint = #73; // sprint, but in middle void(entity client, string s) centerprint = #73; // sprint, but in middle
void(vector pos, string samp, float vol, float atten) ambientsound = #74; void(vector pos, string samp, float vol, float atten) ambientsound = #74;
@ -474,7 +469,6 @@ float movedist;
float gameover; // set when a rule exits float gameover; // set when a rule exits
string string_null; // null string, nothing should be held here string string_null; // null string, nothing should be held here
float empty_float;
entity newmis; // launch_spike sets this after spawning it entity newmis; // launch_spike sets this after spawning it
@ -549,8 +543,6 @@ float skill;
.string mdl; .string mdl;
.vector mangle; // angle at start .vector mangle; // angle at start
.vector oldorigin; // only used by secret door
.float t_length, t_width; .float t_length, t_width;
// doors, etc // doors, etc

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@ -1,9 +1,10 @@
enum {
const float DOOR_START_OPEN = 1; DOOR_START_OPEN = 1,
const float DOOR_DONT_LINK = 4; DOOR_DONT_LINK = 4,
const float DOOR_GOLD_KEY = 8; DOOR_GOLD_KEY = 8,
const float DOOR_SILVER_KEY = 16; DOOR_SILVER_KEY = 16,
const float DOOR_TOGGLE = 32; DOOR_TOGGLE = 32,
};
/* /*
@ -531,11 +532,13 @@ void() fd_secret_move5;
void() fd_secret_move6; void() fd_secret_move6;
void() fd_secret_done; void() fd_secret_done;
const float SECRET_OPEN_ONCE = 1; // stays open enum {
const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow SECRET_OPEN_ONCE = 1, // stays open
const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow SECRET_1ST_LEFT = 2, // 1st move is left of arrow
const float SECRET_NO_SHOOT = 8; // only opened by trigger SECRET_1ST_DOWN = 4, // 1st move is down from arrow
const float SECRET_YES_SHOOT = 16; // shootable even if targeted SECRET_NO_SHOOT = 8, // only opened by trigger
SECRET_YES_SHOOT = 16, // shootable even if targeted
};
void() fd_secret_use = { void() fd_secret_use = {

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@ -101,8 +101,10 @@ rot you down to your maximum health limit,
one point per second. one point per second.
*/ */
const float H_ROTTEN = 1; enum {
const float H_MEGA = 2; H_ROTTEN = 1,
H_MEGA = 2,
};
.float healamount, healtype; .float healamount, healtype;
void() health_touch; void() health_touch;
void() item_megahealth_rot; void() item_megahealth_rot;
@ -666,7 +668,9 @@ void() ammo_touch = {
const float WEAPON_BIG2 = 1; enum {
WEAPON_BIG2 = 1,
};
/*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big /*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big
*/ */
@ -758,10 +762,12 @@ void() item_cells = {
DO NOT USE THIS!!!! IT WILL BE REMOVED! DO NOT USE THIS!!!! IT WILL BE REMOVED!
*/ */
const float WEAPON_SHOTGUN = 1; enum {
const float WEAPON_ROCKET = 2; WEAPON_SHOTGUN = 1,
const float WEAPON_SPIKES = 4; WEAPON_ROCKET = 2,
const float WEAPON_BIG = 8; WEAPON_SPIKES = 4,
WEAPON_BIG = 8,
};
void() item_weapon = { void() item_weapon = {
self.touch = ammo_touch; self.touch = ammo_touch;

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@ -29,7 +29,7 @@ $frame painb10 painb11
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 //frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
//frame attack8 attack9 attack10 attack11 //frame attack8 attack9 attack10 attack11
$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5 $frame attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb6 attackb7 attackb8 attackb9 attackb10 $frame attackb6 attackb7 attackb8 attackb9 attackb10
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9

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@ -14,7 +14,9 @@ void() info_notnull = {
//============================================================================ //============================================================================
const float START_OFF = 1; enum {
START_OFF = 1,
};
void() light_use = { void() light_use = {
if(self.spawnflags & START_OFF) { if(self.spawnflags & START_OFF) {
@ -155,13 +157,12 @@ Lava Balls
void() fire_fly; void() fire_fly;
void() fire_touch; void() fire_touch;
void() misc_fireball = { void() misc_fireball = {
precache_model("progs/lavaball.mdl"); precache_model("progs/lavaball.mdl");
self.classname = "fireball"; self.classname = "fireball";
self.nextthink = time + (random() * 5); self.nextthink = time + (random() * 5);
self.think = fire_fly; self.think = fire_fly;
if(!self.speed) { if(!self.speed) {
self.speed == 1000; self.speed = 1000;
} }
}; };
@ -269,8 +270,10 @@ void() misc_explobox2 = {
//============================================================================ //============================================================================
const float SPAWNFLAG_SUPERSPIKE = 1; enum {
const float SPAWNFLAG_LASER = 2; SPAWNFLAG_SUPERSPIKE = 1,
SPAWNFLAG_LASER = 2,
};
void(vector org, vector vec) LaunchLaser; void(vector org, vector vec) LaunchLaser;

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@ -26,7 +26,7 @@ $frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
$frame old40 old41 old42 old43 old44 old45 old46 $frame old40 old41 old42 old43 old44 old45 old46
$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8 $frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14 $frame shake9 shake10 shake11 shake12 shake13 shake14
$frame shake15 shake16 shake17 shake18 shake19 shake20 $frame shake15 shake16 shake17 shake18 shake19 shake20
//void() old_stand =[ $old1, old_stand ] {}; //void() old_stand =[ $old1, old_stand ] {};

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@ -6,7 +6,10 @@ void() plat_trigger_use;
void() plat_go_up; void() plat_go_up;
void() plat_go_down; void() plat_go_down;
void() plat_crush; void() plat_crush;
const float PLAT_LOW_TRIGGER = 1;
enum {
PLAT_LOW_TRIGGER = 1,
};
void() plat_spawn_inside_trigger = { void() plat_spawn_inside_trigger = {
local entity trigger; local entity trigger;

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@ -1,15 +1,14 @@
entity stemp, otemp, s, old;
void() trigger_reactivate = { void() trigger_reactivate = {
self.solid = SOLID_TRIGGER; self.solid = SOLID_TRIGGER;
}; };
//============================================================================= //=============================================================================
const float SPAWNFLAG_NOMESSAGE = 1; enum {
const float SPAWNFLAG_NOTOUCH = 1; SPAWNFLAG_NOMESSAGE = 1,
SPAWNFLAG_NOTOUCH = 1,
};
// the wait time has passed, so set back up for another activation // the wait time has passed, so set back up for another activation
void() multi_wait = { void() multi_wait = {
@ -256,8 +255,10 @@ TELEPORT TRIGGERS
============================================================================== ==============================================================================
*/ */
const float PLAYER_ONLY = 1; enum {
const float SILENT = 2; PLAYER_ONLY = 1,
SILENT = 2,
};
void() play_teleport = { void() play_teleport = {
local float v; local float v;
@ -281,6 +282,8 @@ void() play_teleport = {
}; };
void(vector org) spawn_tfog = { void(vector org) spawn_tfog = {
local entity s;
s = spawn(); s = spawn();
s.origin = org; s.origin = org;
s.nextthink = time + 0.2; s.nextthink = time + 0.2;
@ -533,7 +536,9 @@ void() trigger_hurt = {
//============================================================================ //============================================================================
const float PUSH_ONCE = 1; enum {
PUSH_ONCE = 1,
};
void() trigger_push_touch = { void() trigger_push_touch = {
if(other.classname == "grenade") { if(other.classname == "grenade") {

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@ -50,7 +50,9 @@ $frame paine29 paine30
$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6 $frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
const float SPAWN_CRUCIFIED = 1; enum {
SPAWN_CRUCIFIED = 1,
};
//============================================================================= //=============================================================================