server: fix Stupid MSVC6 Bug

This commit is contained in:
Alibek Omarov 2023-09-06 05:13:09 +03:00
parent 23b1b76dce
commit 15b17af683
4 changed files with 27 additions and 15 deletions

View File

@ -329,7 +329,8 @@ float SetController( void *pmodel, entvars_t *pev, int iController, float flValu
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
// find first controller that matches the index
for (int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
int i;
for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
{
if (pbonecontroller->index == iController)
break;
@ -524,4 +525,4 @@ int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup )
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
return iCurrent;
}
}

View File

@ -301,7 +301,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
}
// make sure the text has content
for ( char *pc = p; pc != NULL && *pc != 0; pc++ )
char *pc;
for ( pc = p; pc != NULL && *pc != 0; pc++ )
{
if ( isprint( *pc ) && !isspace( *pc ) )
{

View File

@ -655,7 +655,8 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull,
// Mark all the nodes as unvisited.
//
for ( int i = 0; i < m_cNodes; i++)
int i;
for ( i = 0; i < m_cNodes; i++)
{
m_pNodes[ i ].m_flClosestSoFar = -1.0;
}
@ -2732,7 +2733,8 @@ void CGraph::HashChoosePrimes(int TableSize)
// We divide this interval into 16 equal sized zones. We want to find
// one prime number that best represents that zone.
//
for (int iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing)
int iZone, iPrime;
for (iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing)
{
// Search for a prime number that is less than the target zone
// number given by iZone.
@ -2788,9 +2790,9 @@ void CGraph::SortNodes(void)
// After assigning new node numbers to everything, we move
// things and patchup the links.
//
int iNodeCnt = 0;
int iNodeCnt = 0, i;
m_pNodes[0].m_iPreviousNode = iNodeCnt++;
for (int i = 1; i < m_cNodes; i++)
for (i = 1; i < m_cNodes; i++)
{
m_pNodes[i].m_iPreviousNode = UNNUMBERED_NODE;
}
@ -2855,7 +2857,8 @@ void CGraph::BuildLinkLookups(void)
ALERT(at_aiconsole, "Couldn't allocated Link Lookup Table.\n");
return;
}
for (int i = 0; i < m_nHashLinks; i++)
int i;
for (i = 0; i < m_nHashLinks; i++)
{
m_pHashLinks[i] = ENTRY_STATE_EMPTY;
}
@ -2895,7 +2898,8 @@ void CGraph::BuildRegionTables(void)
// Calculate regions for all the nodes.
//
//
for (int i = 0; i < 3; i++)
int i;
for (i = 0; i < 3; i++)
{
m_RegionMin[i] = 999999999.0; // just a big number out there;
m_RegionMax[i] = -999999999.0; // just a big number out there;
@ -2925,7 +2929,8 @@ void CGraph::BuildRegionTables(void)
for (i = 0; i < 3; i++)
{
for (int j = 0; j < NUM_RANGES; j++)
int j;
for (j = 0; j < NUM_RANGES; j++)
{
m_RangeStart[i][j] = 255;
m_RangeEnd[i][j] = 0;
@ -3059,7 +3064,8 @@ void CGraph :: ComputeStaticRoutingTables( void )
// Initialize Routing table to uncalculated.
//
for (int iFrom = 0; iFrom < m_cNodes; iFrom++)
int iFrom;
for (iFrom = 0; iFrom < m_cNodes; iFrom++)
{
for (int iTo = 0; iTo < m_cNodes; iTo++)
{
@ -3275,7 +3281,8 @@ void CGraph :: ComputeStaticRoutingTables( void )
int nRoute = p - pRoute;
if (m_pRouteInfo)
{
for (int i = 0; i < m_nRouteInfo - nRoute; i++)
int i;
for (i = 0; i < m_nRouteInfo - nRoute; i++)
{
if (memcmp(m_pRouteInfo + i, pRoute, nRoute) == 0)
{
@ -3367,7 +3374,8 @@ void CGraph :: TestRoutingTables( void )
//
#if 1
float flDistance1 = 0.0;
for (int i = 0; i < cPathSize1-1; i++)
int i;
for (i = 0; i < cPathSize1-1; i++)
{
// Find the link from pMyPath[i] to pMyPath[i+1]
//
@ -3421,7 +3429,8 @@ void CGraph :: TestRoutingTables( void )
#endif
ALERT(at_aiconsole, "Routing is inconsistent!!!\n");
ALERT(at_aiconsole, "(%d to %d |%d/%d)1:", iFrom, iTo, iHull, iCap);
for (int i = 0; i < cPathSize1; i++)
int i;
for (i = 0; i < cPathSize1; i++)
{
ALERT(at_aiconsole, "%d ", pMyPath[i]);
}

View File

@ -272,7 +272,8 @@ BOOL CPlayerInventory::SetInventory( int Slot, int Index )
void CPlayerInventory::SpawnInventory( CBasePlayer *pPlayer )
{
for( int i = 0;i < 5;i++ )
int i;
for( i = 0;i < 5;i++ )
{
playeritemlist_t *pList = GetListForSlot( i );
int index;