server: fix Stupid MSVC6 Bug
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23b1b76dce
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15b17af683
@ -329,7 +329,8 @@ float SetController( void *pmodel, entvars_t *pev, int iController, float flValu
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mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
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// find first controller that matches the index
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for (int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
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int i;
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for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
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{
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if (pbonecontroller->index == iController)
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break;
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@ -301,7 +301,8 @@ void Host_Say( edict_t *pEntity, int teamonly )
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}
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// make sure the text has content
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for ( char *pc = p; pc != NULL && *pc != 0; pc++ )
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char *pc;
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for ( pc = p; pc != NULL && *pc != 0; pc++ )
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{
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if ( isprint( *pc ) && !isspace( *pc ) )
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{
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@ -655,7 +655,8 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull,
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// Mark all the nodes as unvisited.
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//
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for ( int i = 0; i < m_cNodes; i++)
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int i;
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for ( i = 0; i < m_cNodes; i++)
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{
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m_pNodes[ i ].m_flClosestSoFar = -1.0;
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}
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@ -2732,7 +2733,8 @@ void CGraph::HashChoosePrimes(int TableSize)
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// We divide this interval into 16 equal sized zones. We want to find
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// one prime number that best represents that zone.
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//
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for (int iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing)
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int iZone, iPrime;
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for (iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing)
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{
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// Search for a prime number that is less than the target zone
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// number given by iZone.
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@ -2788,9 +2790,9 @@ void CGraph::SortNodes(void)
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// After assigning new node numbers to everything, we move
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// things and patchup the links.
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//
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int iNodeCnt = 0;
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int iNodeCnt = 0, i;
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m_pNodes[0].m_iPreviousNode = iNodeCnt++;
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for (int i = 1; i < m_cNodes; i++)
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for (i = 1; i < m_cNodes; i++)
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{
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m_pNodes[i].m_iPreviousNode = UNNUMBERED_NODE;
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}
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@ -2855,7 +2857,8 @@ void CGraph::BuildLinkLookups(void)
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ALERT(at_aiconsole, "Couldn't allocated Link Lookup Table.\n");
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return;
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}
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for (int i = 0; i < m_nHashLinks; i++)
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int i;
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for (i = 0; i < m_nHashLinks; i++)
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{
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m_pHashLinks[i] = ENTRY_STATE_EMPTY;
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}
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@ -2895,7 +2898,8 @@ void CGraph::BuildRegionTables(void)
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// Calculate regions for all the nodes.
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//
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//
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for (int i = 0; i < 3; i++)
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int i;
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for (i = 0; i < 3; i++)
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{
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m_RegionMin[i] = 999999999.0; // just a big number out there;
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m_RegionMax[i] = -999999999.0; // just a big number out there;
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@ -2925,7 +2929,8 @@ void CGraph::BuildRegionTables(void)
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for (i = 0; i < 3; i++)
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{
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for (int j = 0; j < NUM_RANGES; j++)
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int j;
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for (j = 0; j < NUM_RANGES; j++)
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{
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m_RangeStart[i][j] = 255;
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m_RangeEnd[i][j] = 0;
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@ -3059,7 +3064,8 @@ void CGraph :: ComputeStaticRoutingTables( void )
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// Initialize Routing table to uncalculated.
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//
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for (int iFrom = 0; iFrom < m_cNodes; iFrom++)
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int iFrom;
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for (iFrom = 0; iFrom < m_cNodes; iFrom++)
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{
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for (int iTo = 0; iTo < m_cNodes; iTo++)
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{
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@ -3275,7 +3281,8 @@ void CGraph :: ComputeStaticRoutingTables( void )
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int nRoute = p - pRoute;
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if (m_pRouteInfo)
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{
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for (int i = 0; i < m_nRouteInfo - nRoute; i++)
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int i;
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for (i = 0; i < m_nRouteInfo - nRoute; i++)
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{
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if (memcmp(m_pRouteInfo + i, pRoute, nRoute) == 0)
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{
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@ -3367,7 +3374,8 @@ void CGraph :: TestRoutingTables( void )
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//
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#if 1
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float flDistance1 = 0.0;
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for (int i = 0; i < cPathSize1-1; i++)
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int i;
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for (i = 0; i < cPathSize1-1; i++)
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{
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// Find the link from pMyPath[i] to pMyPath[i+1]
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//
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@ -3421,7 +3429,8 @@ void CGraph :: TestRoutingTables( void )
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#endif
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ALERT(at_aiconsole, "Routing is inconsistent!!!\n");
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ALERT(at_aiconsole, "(%d to %d |%d/%d)1:", iFrom, iTo, iHull, iCap);
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for (int i = 0; i < cPathSize1; i++)
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int i;
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for (i = 0; i < cPathSize1; i++)
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{
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ALERT(at_aiconsole, "%d ", pMyPath[i]);
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}
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@ -272,7 +272,8 @@ BOOL CPlayerInventory::SetInventory( int Slot, int Index )
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void CPlayerInventory::SpawnInventory( CBasePlayer *pPlayer )
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{
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for( int i = 0;i < 5;i++ )
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int i;
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for( i = 0;i < 5;i++ )
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{
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playeritemlist_t *pList = GetListForSlot( i );
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int index;
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