]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
whitespace removal
authordrjaska <drjaska83@gmail.com>
Fri, 14 Jan 2022 10:50:25 +0000 (12:50 +0200)
committerdrjaska <drjaska83@gmail.com>
Fri, 14 Jan 2022 10:50:25 +0000 (12:50 +0200)
qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qc

index 3c9aeebf6d6082dc58bedf3184dd6043c96f30b0..b3ef828c08af2c9aa930ca72525c5f347a555e89 100644 (file)
@@ -134,7 +134,7 @@ MUTATOR_HOOKFUNCTION(mayhem, Damage_Calculate)
 MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor)
 {
        entity frag_attacker = M_ARGV(1, entity);
-       
+
        switch(autocvar_g_mayhem_scoringmethod)
        {
                //frags only
@@ -151,7 +151,7 @@ MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor)
                case 3:
                {
                        entity frag_target = M_ARGV(2, entity);
-                       
+
                        if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) || autocvar_g_spawnshield_blockdamage < 1)
                        {
                                float frag_deathtype = M_ARGV(6, float);
@@ -247,31 +247,31 @@ MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor)
                                                frag_attacker.total_friendly_damage_dealt += total;
 
                                //calculate missing amount of damage and calculate how much score the player should have based on that and then add the missing score
-                               
+
                                //give a different weight for suicides if scoring method 1 doesn't have selfdamage2score enabled to harshly punish for suicides to avoid exploiting
                                float suicide_weight = 1 + (autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score * (1/autocvar_g_mayhem_scoringmethod_1_damage_weight));
-                               
+
                                //total damage dealt to opponents minus total damage dealt to self
                                float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
-                               
+
                                //total damage divided by player start health&armor to get how many lives worth of damage they've dealt, then how much that is out of the fraglimit, then calculate new value affected by weight
                                float playerdamagescore = ((((totaldamagedealt/(start_health + start_armorvalue))/autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_damage_weight) );
-                               
+
                                //kills minus suicides, total out of fraglimit, calculate weight
                                float playerkillscore = (((PlayerScore_Get(frag_attacker, SP_KILLS) - (PlayerScore_Get(frag_attacker, SP_SUICIDES) * suicide_weight))/ autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_frag_weight);
-                               
+
                                //only used for debug print, add killscore and damagescore together
                                float playerscore = (playerdamagescore + playerkillscore);
-                               
+
                                //add killscore and damagescore together to get total score and then adjust it to be total out of the visual score limit
                                float playerscorevisual = (playerdamagescore + playerkillscore) * autocvar_g_mayhem_visual_score_limit;
-                               
+
                                //calculated how much score the player has and now calculate total of how much they are supposed to have
                                float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
-                               
+
                                //adjust total score to be what the player is supposed to have
                                GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
-                               
+
                                //debug printing
                                if(!IS_BOT_CLIENT(frag_attacker)){
                                        print(sprintf("%f", frag_attacker.damage_dealt),                                " new damage dealt attacker.damage_dealt \n");