MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadLong();
MSG_ReadLong();
MSG_ReadString();
MSG_ReadLong();
MSG_ReadLong();
MSG_ReadString();
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
MSG_ReadCoord(cls.protocol);
// texture found and loaded
// skip over the jpeg as we don't need it
for(i = 0; i < size; ++i)
// texture found and loaded
// skip over the jpeg as we don't need it
for(i = 0; i < size; ++i)
if (bits & QW_CM_UP)
MSG_ReadShort(); // cmd->upmove
if (bits & QW_CM_BUTTONS)
if (bits & QW_CM_UP)
MSG_ReadShort(); // cmd->upmove
if (bits & QW_CM_BUTTONS)
- MSG_ReadByte(); // cmd->buttons
+ (void) MSG_ReadByte(); // cmd->buttons
if (bits & QW_CM_IMPULSE)
if (bits & QW_CM_IMPULSE)
- MSG_ReadByte(); // cmd->impulse
- MSG_ReadByte(); // cmd->msec
+ (void) MSG_ReadByte(); // cmd->impulse
+ (void) MSG_ReadByte(); // cmd->msec
}
if (playerflags & QW_PF_VELOCITY1)
velocity[0] = MSG_ReadShort();
}
if (playerflags & QW_PF_VELOCITY1)
velocity[0] = MSG_ReadShort();