self.owner.freezetag_frozen
)
{
- if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
+ #if 0
+ // is this needed? I thought this is changed to world when removed ANYWAY
+ if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
+ #endif
entity oldself = self;
self = self.owner;
if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
makevectors(self.owner.v_angle);
- W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR(arc, beam_damage) * coefficient, WEP_CVAR(arc, beam_range));
+ W_SetupShot_Range(
+ self.owner,
+ TRUE,
+ 0,
+ "",
+ 0,
+ WEP_CVAR(arc, beam_damage) * coefficient,
+ WEP_CVAR(arc, beam_range)
+ );
// network information: shot origin and want/aim direction
if(self.beam_start != w_shotorg)
// Another issue is that (on the client code) we must separate the
// curve into multiple rendered curves when handling warpzones.
-
+
// I can handle this by detecting it for each segment, however that
// is a fairly inefficient method in comparison to having a curved line
// drawing function similar to Draw_CylindricLine that accepts
case WR_AIM:
{
if(WEP_CVAR(arc, beam_botaimspeed))
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(arc, beam_botaimspeed), 0, WEP_CVAR(arc, beam_botaimlifetime), FALSE);
+ {
+ self.BUTTON_ATCK = bot_aim(
+ WEP_CVAR(arc, beam_botaimspeed),
+ 0,
+ WEP_CVAR(arc, beam_botaimlifetime),
+ FALSE
+ );
+ }
else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ {
+ self.BUTTON_ATCK = bot_aim(
+ 1000000,
+ 0,
+ 0.001,
+ FALSE
+ );
+ }
return TRUE;
}
case WR_THINK:
if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting)
{
- if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
- /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ if(self.BUTTON_ATCK_prev)
+ {
+ #if 0
+ if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
- else*/
+ else
+ #endif
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ }
if((!self.arc_beam) || wasfreed(self.arc_beam))
{
Draw_ArcBeam_callback_last_bottom = bottom;
}
-void Draw_ArcBeam()
+void Draw_ArcBeam(void)
{
if(!self.beam_usevieworigin)
{