float f, i, j;
vector v, vo;
vector vf_size, vf_min;
+ float a;
vf_size = R_SetView3fv(VF_SIZE);
vf_min = R_SetView3fv(VF_MIN);
{
// apply night vision effect
vector rgb, tc_00, tc_01, tc_10, tc_11;
- float a;
if(!nightvision_noise)
{
void HUD_Main (void)
{
+ float i;
+
hud_skin_path = strcat("gfx/hud/", autocvar_hud_skin);
// global hud alpha fade
// HUD configure visible grid
if(autocvar__hud_configure && autocvar_hud_configure_grid && autocvar_hud_configure_grid_alpha)
{
- float i;
// x-axis
for(i = 0; i < 1/bound(0.005, autocvar_hud_configure_grid_xsize, 0.2); ++i)
{
{
e = find(world, targetname, placename);
if(!e)
- print("invalid place ", s, "\n");
+ print("invalid place ", placename, "\n");
return e;
}
}
// using this move type for "big rigs"
// the engine does not push the entity!
- float accel, steer, f;
+ float accel, steer, f, myspeed, steerfactor;
vector angles_save, rigvel;
angles_save = self.angles;
if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
{
- float myspeed, upspeed, steerfactor, accelfactor;
+ float upspeed, accelfactor;
myspeed = self.velocity * v_forward;
upspeed = self.velocity * v_up;
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
float flood, privatemsgprefixlen;
+ var .float flood_field;
entity head;
float ret;
float flood_spl;
float flood_burst;
float flood_lmax;
- var .float flood_field;
float lines;
if(privatesay)
{
else
flood = 1;
}
- }
- if (timeoutStatus == 2) //when game is paused, no flood protection
- source.flood_field = flood = 0;
+ if (timeoutStatus == 2) //when game is paused, no flood protection
+ source.flood_field = flood = 0;
+ }
if(flood == 2) // cannot happen for empty msgstr
{