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Removed unused variables in ev_hldm.cpp (#218)
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@ -514,7 +514,7 @@ void EV_FireGlock2( event_args_t *args )
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vec3_t ShellOrigin;
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int shell;
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vec3_t vecSrc, vecAiming;
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vec3_t vecSpread;
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//vec3_t vecSpread;
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vec3_t up, right, forward;
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idx = args->entindex;
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@ -567,7 +567,7 @@ void EV_FireShotGunDouble( event_args_t *args )
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vec3_t ShellOrigin;
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int shell;
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vec3_t vecSrc, vecAiming;
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vec3_t vecSpread;
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//vec3_t vecSpread;
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vec3_t up, right, forward;
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//float flSpread = 0.01;
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@ -621,7 +621,7 @@ void EV_FireShotGunSingle( event_args_t *args )
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vec3_t ShellOrigin;
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int shell;
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vec3_t vecSrc, vecAiming;
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vec3_t vecSpread;
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//vec3_t vecSpread;
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vec3_t up, right, forward;
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//float flSpread = 0.01;
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@ -1150,8 +1150,8 @@ void EV_Crowbar( event_args_t *args )
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{
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int idx;
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vec3_t origin;
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vec3_t angles;
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vec3_t velocity;
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//vec3_t angles;
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//vec3_t velocity;
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idx = args->entindex;
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VectorCopy( args->origin, origin );
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@ -1588,7 +1588,7 @@ enum hgun_e
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void EV_HornetGunFire( event_args_t *args )
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{
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int idx; //, iFireMode;
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vec3_t origin, angles, vecSrc, forward, right, up;
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vec3_t origin, angles; //, vecSrc, forward, right, up;
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idx = args->entindex;
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VectorCopy( args->origin, origin );
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@ -1694,7 +1694,7 @@ enum squeak_e
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void EV_SnarkFire( event_args_t *args )
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{
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int idx;
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vec3_t vecSrc, angles, view_ofs, forward;
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vec3_t vecSrc, angles, /*view_ofs,*/ forward;
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pmtrace_t tr;
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idx = args->entindex;
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@ -197,7 +197,7 @@ void CEgon::Attack( void )
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m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, m_fireState, m_fireMode, 1, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, m_fireMode, 1, 0 );
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m_shakeTime = 0;
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@ -216,7 +216,7 @@ void CEgon::Attack( void )
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if( pev->fuser1 <= UTIL_WeaponTimeBase() )
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{
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, m_fireState, m_fireMode, 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, m_fireMode, 0, 0 );
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pev->fuser1 = 1000;
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}
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@ -150,7 +150,7 @@ void CHgun::PrimaryAttack()
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, FIREMODE_TRACK, 0, 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -231,7 +231,7 @@ void CHgun::SecondaryAttack( void )
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, FIREMODE_FAST, 0, 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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