]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Arc code cleanup (mostly variable type fixes)
authorterencehill <piuntn@gmail.com>
Sun, 14 Jul 2024 17:18:47 +0000 (19:18 +0200)
committerterencehill <piuntn@gmail.com>
Sun, 14 Jul 2024 17:19:23 +0000 (19:19 +0200)
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/arc.qh

index dd50900500acd993faf249bd8566640425bc8185..6561f6575ea3105bed0a025c0b7054f9c24e163e 100644 (file)
@@ -205,7 +205,7 @@ void W_Arc_Beam_Think(entity this)
                return;
        }
 
-       float burst = 0;
+       int burst = 0;
        if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
        {
                if(!this.beam_bursting)
@@ -363,11 +363,10 @@ void W_Arc_Beam_Think(entity this)
        vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
        vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
 
-       float i;
-       float new_beam_type = 0;
+       int new_beam_type = 0;
        vector last_origin = w_shotorg;
        vector last_origin_prev = '0 0 0';
-       for(i = 1; i <= segments; ++i)
+       for(int i = 1; i <= segments; ++i)
        {
                // WEAPONTODO (client):
                // In order to do nice fading and pointing on the starting segment, we must always
@@ -393,9 +392,8 @@ void W_Arc_Beam_Think(entity this)
                last_origin_prev = last_origin; // used later to calculate damage force direction
                last_origin = trace_endpos;
 
-               // Do all the transforms for warpzones right now, as we already
-               // "are" in the post-trace system (if we hit a player, that's
-               // always BEHIND the last passed wz).
+               // Do all the transforms for warpzones right now, as we already "are" in the post-trace
+               // system (if we hit a player, that's always BEHIND the last passed wz).
                w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
 
                if(trace_fraction == 1)
@@ -472,7 +470,7 @@ void W_Arc_Beam_Think(entity this)
                                WEP_ARC.m_id,
                                weaponentity,
                                hitorigin,
-                               WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
+                               WEP_CVAR(arc, beam_force) * coefficient * falloff * new_dir
                        );
 
                        new_beam_type = ARC_BT_HIT;
@@ -496,9 +494,8 @@ void W_Arc_Beam_Think(entity this)
        this.nextthink = time;
 }
 
-void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
+void W_Arc_Beam(bool burst, entity actor, .entity weaponentity)
 {
-
        // only play fire sound if 1 sec has passed since player let go the fire button
        if(time - actor.(weaponentity).beam_prev > 1)
                sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
@@ -512,7 +509,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
        beam.bot_dodge = true;
        IL_PUSH(g_bot_dodge, beam);
        beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
-       beam.beam_bursting = burst;
+       beam.beam_bursting = boolean(burst);
        Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
 
        getthink(beam)(beam);
@@ -552,7 +549,7 @@ void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
                        Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
                        if ( !actor.arc_smoke_sound )
                        {
-                               actor.arc_smoke_sound = 1;
+                               actor.arc_smoke_sound = true;
                                sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
                        }
                }
@@ -569,7 +566,7 @@ void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
        bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
        if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
        {
-               actor.arc_smoke_sound = 0;
+               actor.arc_smoke_sound = false;
                sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
@@ -1066,8 +1063,7 @@ void Draw_ArcBeam(entity this)
        vector last_origin = start_pos;
        vector original_start_pos = start_pos;
 
-       float i;
-       for(i = 1; i <= segments; ++i)
+       for(int i = 1; i <= segments; ++i)
        {
                // WEAPONTODO (client):
                // In order to do nice fading and pointing on the starting segment, we must always
index 15a2cb772f15b8dde905e6cd6c5d65197d566576..1aa5cd8dba0786b5dfb80d60e074129145fdb379 100644 (file)
@@ -113,14 +113,14 @@ const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
 .entity arc_beam;
 .bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
-.float beam_initialized;
-.float beam_bursting;
+.bool beam_initialized;
+.bool beam_bursting;
 .float beam_teleporttime;
 .float beam_heat; // (beam) amount of heat produced
 .float arc_overheat; // (dropped arc/player) time during which it's too hot
 .float arc_cooldown; // (dropped arc/player) cooling speed
 .float arc_heat_percent;
-.float arc_smoke_sound;
+.bool arc_smoke_sound;
 #endif
 #ifdef CSQC
 
@@ -139,7 +139,7 @@ const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
 .float beam_degreespersegment;
 .float beam_distancepersegment;
 .float beam_usevieworigin;
-.float beam_initialized;
+.bool beam_initialized;
 .float beam_maxangle;
 .float beam_range;
 .float beam_returnspeed;