markup_from[i] = "&.."; markup_to[i] = "\x9e"; ++i;
markup_from[i] = "&.)"; markup_to[i] = "\x9f"; ++i;
markup_from[i] = "&<|"; markup_to[i] = "\xff"; ++i;
- unused_float = i;
}
string GenericCommand_markup(string s2)
void execute_next_frame();
void queue_to_execute_next_frame(string s);
-// for marking written-to values as unused where it's a good idea to do this
-noref float unused_float;
-
// a function f with:
// f(0) = 0
// f(1) = 1
void CSQCModel_CheckUpdate(entity e)
{
// some nice flags for CSQCMODEL_IF
- float isplayer = IS_CLIENT(e);
- float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
- float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
-
- unused_float = isplayer;
- unused_float = islocalplayer;
- unused_float = isnolocalplayer;
+ noref float isplayer = IS_CLIENT(e);
+ noref float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
+ noref float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
#if CSQCPLAYER_FORCE_UPDATES
if(isplayer && time > e.csqcmodel_nextforcedupdate)
Gametype GameType_GetID(int cnt)
{
int i = 0;
-
#define GAMETYPE(it) { if (i++ == cnt) return it; }
GAMETYPES
#undef GAMETYPE
-
- unused_float = i;
-
return NULL;
}
int GameType_GetCount()
{
int i = 0;
-
#define GAMETYPE(id) ++i;
GAMETYPES
#undef GAMETYPE
-
return i;
}