mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 15:15:39 +03:00
Fixed some GCC warnings
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parent
e9c41c33d2
commit
3abf4879e7
@ -291,7 +291,8 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOt
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if ((pEntity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f))
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return;
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if (IsVisible(&pEntity->Center()))
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Vector vecHostageOrigin = pEntity->Center();
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if (IsVisible(&vecHostageOrigin))
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{
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m_task = COLLECT_HOSTAGES;
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m_taskEntity = nullptr;
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@ -126,7 +126,7 @@ void Bot_RegisterCVars()
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}
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// Constructor
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CCSBot::CCSBot() : m_chatter(this), m_gameState(this)
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CCSBot::CCSBot() : m_gameState(this), m_chatter(this)
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{
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;
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}
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@ -12,10 +12,9 @@ CCareerTask *CPreventDefuseTask::NewTask(const char *taskName, GameEventType eve
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return reinterpret_cast<CCareerTask *>(pNewTask);
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}
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CPreventDefuseTask::CPreventDefuseTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete)
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CPreventDefuseTask::CPreventDefuseTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete) :
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CCareerTask(taskName, event, weaponName, n, mustLive, crossRounds, id, isComplete)
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{
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CCareerTask(taskName, event, weaponName, n, mustLive, crossRounds, id, isComplete);
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m_bombPlantedThisRound = false;
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m_defuseStartedThisRound = false;
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}
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@ -36,6 +36,8 @@ public:
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CCareerTask() {};
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CCareerTask(const char *taskName, GameEventType event, const char *weaponName, int n, bool mustLive, bool crossRounds, int id, bool isComplete);
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virtual ~CCareerTask() {}
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public:
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virtual void OnEvent(GameEventType event, CBasePlayer *pAttacker, CBasePlayer *pVictim);
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virtual void Reset();
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@ -381,7 +381,7 @@ void CHostage::IdleThink()
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return;
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}
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if (m_hTargetEnt && (m_bStuck && gpGlobals->time - m_flStuckTime > 5.0f || m_hTargetEnt->pev->deadflag != DEAD_NO))
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if (m_hTargetEnt && ((m_bStuck && gpGlobals->time - m_flStuckTime > 5.0f) || m_hTargetEnt->pev->deadflag != DEAD_NO))
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{
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m_State = STAND;
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m_hTargetEnt = nullptr;
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@ -918,72 +918,75 @@ void CEnvSound::Think()
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goto env_sound_Think_slow;
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}
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CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)VARS(pentPlayer));
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float flRange;
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// check to see if this is the sound entity that is
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// currently affecting this player
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if (!FNullEnt(pPlayer->m_pentSndLast) && pPlayer->m_pentSndLast == ENT(pev))
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{
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// this is the entity currently affecting player, check
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// for validity
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if (pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0)
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CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)VARS(pentPlayer));
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float flRange;
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// check to see if this is the sound entity that is
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// currently affecting this player
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if (!FNullEnt(pPlayer->m_pentSndLast) && pPlayer->m_pentSndLast == ENT(pev))
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{
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// we're looking at a valid sound entity affecting
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// player, make sure it's still valid, update range
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if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange))
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// this is the entity currently affecting player, check
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// for validity
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if (pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0)
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{
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pPlayer->m_flSndRange = flRange;
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goto env_sound_Think_fast;
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// we're looking at a valid sound entity affecting
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// player, make sure it's still valid, update range
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if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange))
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{
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pPlayer->m_flSndRange = flRange;
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goto env_sound_Think_fast;
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}
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else
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{
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// current sound entity affecting player is no longer valid,
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// flag this state by clearing room_type and range.
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// NOTE: we do not actually change the player's room_type
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// NOTE: until we have a new valid room_type to change it to.
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pPlayer->m_flSndRange = 0;
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pPlayer->m_flSndRoomtype = 0;
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goto env_sound_Think_slow;
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}
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}
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else
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{
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// current sound entity affecting player is no longer valid,
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// flag this state by clearing room_type and range.
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// NOTE: we do not actually change the player's room_type
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// NOTE: until we have a new valid room_type to change it to.
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pPlayer->m_flSndRange = 0;
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pPlayer->m_flSndRoomtype = 0;
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// entity is affecting player but is out of range,
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// wait passively for another entity to usurp it...
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goto env_sound_Think_slow;
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}
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}
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else
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// if we got this far, we're looking at an entity that is contending
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// for current player sound. the closest entity to player wins.
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if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange))
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{
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// entity is affecting player but is out of range,
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// wait passively for another entity to usurp it...
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goto env_sound_Think_slow;
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if (flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0)
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{
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// new entity is closer to player, so it wins.
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pPlayer->m_pentSndLast = ENT(pev);
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pPlayer->m_flSndRoomtype = m_flRoomtype;
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pPlayer->m_flSndRange = flRange;
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// send room_type command to player's server.
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// this should be a rare event - once per change of room_type
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// only!
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//CLIENT_COMMAND(pentPlayer, "room_type %f", m_flRoomtype);
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MESSAGE_BEGIN(MSG_ONE, SVC_ROOMTYPE, nullptr, pentPlayer); // use the magic #1 for "one client"
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WRITE_SHORT((short)m_flRoomtype); // sequence number
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MESSAGE_END();
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// crank up nextthink rate for new active sound entity
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// by falling through to think_fast...
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}
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// player is not closer to the contending sound entity,
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// just fall through to think_fast. this effectively
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// cranks up the think_rate of entities near the player.
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}
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}
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// if we got this far, we're looking at an entity that is contending
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// for current player sound. the closest entity to player wins.
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if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange))
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{
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if (flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0)
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{
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// new entity is closer to player, so it wins.
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pPlayer->m_pentSndLast = ENT(pev);
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pPlayer->m_flSndRoomtype = m_flRoomtype;
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pPlayer->m_flSndRange = flRange;
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// send room_type command to player's server.
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// this should be a rare event - once per change of room_type
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// only!
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//CLIENT_COMMAND(pentPlayer, "room_type %f", m_flRoomtype);
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MESSAGE_BEGIN(MSG_ONE, SVC_ROOMTYPE, nullptr, pentPlayer); // use the magic #1 for "one client"
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WRITE_SHORT((short)m_flRoomtype); // sequence number
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MESSAGE_END();
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// crank up nextthink rate for new active sound entity
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// by falling through to think_fast...
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}
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// player is not closer to the contending sound entity,
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// just fall through to think_fast. this effectively
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// cranks up the think_rate of entities near the player.
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}
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}
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// player is in pvs of sound entity, but either not visible or
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// not in range. do nothing, fall through to think_fast...
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@ -688,15 +688,20 @@ void UTIL_Log(const char *fmt, ...)
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string[Q_strlen(string) - 1] = '\n';
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FILE *fp = fopen("regamedll.log", "at");
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fprintf(fp, "%s", string);
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fclose(fp);
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if (fp)
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{
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fprintf(fp, "%s", string);
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fclose(fp);
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}
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}
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void UTIL_ServerPrint(const char *fmt, ...)
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{
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#ifdef PLAY_GAMEDLL
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// Check is null, test the demo started before than searches pointer to refs
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if (&g_engfuncs == nullptr || g_engfuncs.pfnServerPrint == nullptr)
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return;
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#endif
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static char string[1024];
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va_list ap;
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@ -1762,8 +1767,11 @@ void NORETURN Sys_Error(const char *error, ...)
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va_end(argptr);
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FILE *fl = fopen("regamedll_error.txt", "w");
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fprintf(fl, "%s\n", text);
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fclose(fl);
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if (fl)
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{
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fprintf(fl, "%s\n", text);
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fclose(fl);
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}
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CONSOLE_ECHO("FATAL ERROR (shutting down): %s\n", text);
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@ -127,7 +127,7 @@ void CFuncVehicle::Blocked(CBaseEntity *pOther)
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|| pOther->pev->origin.x > maxx
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|| pOther->pev->origin.y < miny
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|| pOther->pev->origin.y > maxy
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|| pOther->pev->origin.z < pev->origin.z
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|| pOther->pev->origin.z < minz
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|| pOther->pev->origin.z > maxz)
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{
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pOther->TakeDamage(pev, pev, 150, DMG_CRUSH);
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@ -219,7 +219,6 @@ WeaponClassAliasInfo g_weaponClassAliasInfo[] =
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{ nullptr, WEAPONCLASS_NONE },
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};
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WeaponInfoStruct g_weaponInfo[31];
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WeaponInfoStruct g_weaponInfo_default[] =
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{
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{ WEAPON_P228, P228_PRICE, AMMO_357SIG_PRICE, AMMO_357SIG_BUY, P228_MAX_CLIP, MAX_AMMO_357SIG, AMMO_357SIG, "weapon_p228", "ammo_357sig", "357SIG" },
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@ -269,7 +268,8 @@ WeaponInfoStruct g_weaponInfo_default[] =
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#endif
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};
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AmmoInfoStruct g_ammoInfo[14];
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WeaponInfoStruct g_weaponInfo[ARRAYSIZE(g_weaponInfo_default)];
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AmmoInfoStruct g_ammoInfo_default[] =
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{
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{ AMMO_338MAGNUM, AMMO_338MAG_PRICE, AMMO_338MAG_BUY, MAX_AMMO_338MAGNUM, "ammo_338magnum", "338Magnum" },
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@ -288,6 +288,8 @@ AmmoInfoStruct g_ammoInfo_default[] =
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{ AMMO_C4, 0, 0, 0, nullptr, "C4" },
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};
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AmmoInfoStruct g_ammoInfo[ARRAYSIZE(g_ammoInfo_default)];
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WeaponSlotInfo g_weaponSlotInfo[] = {
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{ WEAPON_C4, C4_SLOT, "weapon_c4" },
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{ WEAPON_KNIFE, KNIFE_SLOT, "weapon_knife" },
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@ -1880,7 +1880,7 @@ void PM_Duck()
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}
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#endif
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if (pmove->dead || !(pmove->cmd.buttons & IN_DUCK) && !pmove->bInDuck && !(pmove->flags & FL_DUCKING))
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if (pmove->dead || (!(pmove->cmd.buttons & IN_DUCK) && !pmove->bInDuck && !(pmove->flags & FL_DUCKING)))
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{
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return;
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}
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@ -123,7 +123,7 @@ public:
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typedef t_ret(*hookfunc_t)(IHookChain<t_ret, t_args...>*, t_args...);
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typedef t_ret(t_class::*origfunc_t)(t_args...);
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IHookChainClassEmptyImpl(void** hooks, origfunc_t orig, t_class *object) : m_Hooks(hooks), m_OriginalFunc(orig), m_Object(object)
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IHookChainClassEmptyImpl(void** hooks, origfunc_t orig, t_class *object) : m_Hooks(hooks), m_Object(object), m_OriginalFunc(orig)
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{
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if (orig == nullptr && !is_void(orig))
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Sys_Error("%s: Non-void HookChain without original function.", __FUNC__);
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