]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Uncrustify server/weapons/weaponsystem.qc
authorTimePath <andrew.hardaker1995@gmail.com>
Wed, 28 Oct 2015 02:31:08 +0000 (13:31 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Wed, 28 Oct 2015 02:31:08 +0000 (13:31 +1100)
qcsrc/server/weapons/weaponsystem.qc
qcsrc/uncrustify.cfg

index 7fa14508688cc50ba50803fbd22e87d98b0a67b4..a52f95a714502e3288451049664882ba832914de 100644 (file)
 
 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
 {
-       switch(algn)
+       switch (algn)
        {
                default: case 3: break; // right alignment
-               case 4: vecs.y = -vecs.y; break; // left
-               case 1: case 2: vecs.y = 0; vecs.z -= 2; break; // center
+               case 4: vecs.y = -vecs.y;
+                       break;              // left
+               case 1: case 2: vecs.y = 0;
+                       vecs.z -= 2;
+                       break;              // center
        }
 
        return vecs;
@@ -30,25 +33,31 @@ vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn
 {
        string s;
 
-       if(visual)
+       if (visual)
+       {
                vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
-       else if(autocvar_g_shootfromeye)
+       }
+       else if (autocvar_g_shootfromeye)
+       {
                vecs.y = vecs.z = 0;
-       else if(autocvar_g_shootfromcenter)
+       }
+       else if (autocvar_g_shootfromcenter)
        {
                vecs.y = 0;
                vecs.z -= 2;
        }
-       else if((s = autocvar_g_shootfromfixedorigin) != "")
+       else if ((s = autocvar_g_shootfromfixedorigin) != "")
        {
                vector v = stov(s);
-               if(y_is_right) { v.y = -v.y; }
-               if(v.x != 0) { vecs.x = v.x; }
+               if (y_is_right) v.y = -v.y;
+               if (v.x != 0) vecs.x = v.x;
                vecs.y = v.y;
                vecs.z = v.z;
        }
-       else // just do the same as top
+       else  // just do the same as top
+       {
                vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
+       }
 
        return vecs;
 }
@@ -86,11 +95,11 @@ float W_WeaponSpeedFactor()
 void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func);
 
 float CL_Weaponentity_CustomizeEntityForClient()
-{SELFPARAM();
+{
+       SELFPARAM();
        self.viewmodelforclient = self.owner;
-       if(IS_SPEC(other))
-               if(other.enemy == self.owner)
-                       self.viewmodelforclient = other;
+       if (IS_SPEC(other))
+               if (other.enemy == self.owner) self.viewmodelforclient = other;
        return true;
 }
 
@@ -146,17 +155,16 @@ float CL_Weaponentity_CustomizeEntityForClient()
 //   call again with ""
 //   remove the ent
 void CL_WeaponEntity_SetModel(string name)
-{SELFPARAM();
+{
+       SELFPARAM();
        float v_shot_idx;
        if (name != "")
        {
                // if there is a child entity, hide it until we're sure we use it
-               if (self.weaponentity)
-                       self.weaponentity.model = "";
+               if (self.weaponentity) self.weaponentity.model = "";
                _setmodel(self, W_Model(strcat("v_", name, ".md3")));
-               v_shot_idx = gettagindex(self, "shot"); // used later
-               if(!v_shot_idx)
-                       v_shot_idx = gettagindex(self, "tag_shot");
+               v_shot_idx = gettagindex(self, "shot");  // used later
+               if (!v_shot_idx) v_shot_idx = gettagindex(self, "tag_shot");
 
                _setmodel(self, W_Model(strcat("h_", name, ".iqm")));
                // preset some defaults that work great for renamed zym files (which don't need an animinfo)
@@ -167,102 +175,102 @@ void CL_WeaponEntity_SetModel(string name)
 
                // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
                // if we don't, this is a "real" animated model
-               if(gettagindex(self, "weapon"))
+               if (gettagindex(self, "weapon"))
                {
-                       if (!self.weaponentity)
-                               self.weaponentity = spawn();
+                       if (!self.weaponentity) self.weaponentity = spawn();
                        _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
                        setattachment(self.weaponentity, self, "weapon");
                }
-               else if(gettagindex(self, "tag_weapon"))
+               else if (gettagindex(self, "tag_weapon"))
                {
-                       if (!self.weaponentity)
-                               self.weaponentity = spawn();
+                       if (!self.weaponentity) self.weaponentity = spawn();
                        _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
                        setattachment(self.weaponentity, self, "tag_weapon");
                }
                else
                {
-                       if(self.weaponentity)
-                               remove(self.weaponentity);
+                       if (self.weaponentity) remove(self.weaponentity);
                        self.weaponentity = world;
                }
 
-               setorigin(self,'0 0 0');
+               setorigin(self, '0 0 0');
                self.angles = '0 0 0';
                self.frame = 0;
                self.viewmodelforclient = world;
 
                float idx;
 
-               if(v_shot_idx) // v_ model attached to invisible h_ model
+               if (v_shot_idx)  // v_ model attached to invisible h_ model
                {
                        self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
                }
                else
                {
                        idx = gettagindex(self, "shot");
-                       if(!idx)
-                               idx = gettagindex(self, "tag_shot");
-                       if(idx)
+                       if (!idx) idx = gettagindex(self, "tag_shot");
+                       if (idx)
+                       {
                                self.movedir = gettaginfo(self, idx);
+                       }
                        else
                        {
-                               LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+                               LOG_INFO("WARNING: weapon model ", self.model,
+                                       " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
                                self.movedir = '0 0 0';
                        }
                }
 
-               if(self.weaponentity) // v_ model attached to invisible h_ model
+               if (self.weaponentity)  // v_ model attached to invisible h_ model
                {
                        idx = gettagindex(self.weaponentity, "shell");
-                       if(!idx)
-                               idx = gettagindex(self.weaponentity, "tag_shell");
-                       if(idx)
-                               self.spawnorigin = gettaginfo(self.weaponentity, idx);
+                       if (!idx) idx = gettagindex(self.weaponentity, "tag_shell");
+                       if (idx) self.spawnorigin = gettaginfo(self.weaponentity, idx);
                }
                else
+               {
                        idx = 0;
-               if(!idx)
+               }
+               if (!idx)
                {
                        idx = gettagindex(self, "shell");
-                       if(!idx)
-                               idx = gettagindex(self, "tag_shell");
-                       if(idx)
+                       if (!idx) idx = gettagindex(self, "tag_shell");
+                       if (idx)
+                       {
                                self.spawnorigin = gettaginfo(self, idx);
+                       }
                        else
                        {
-                               LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+                               LOG_INFO("WARNING: weapon model ", self.model,
+                                       " does not support the 'shell' tag, will display casings wrong\n");
                                self.spawnorigin = self.movedir;
                        }
                }
 
-               if(v_shot_idx)
+               if (v_shot_idx)
                {
-                       self.oldorigin = '0 0 0'; // use regular attachment
+                       self.oldorigin = '0 0 0';  // use regular attachment
                }
                else
                {
-                       if(self.weaponentity)
+                       if (self.weaponentity)
                        {
                                idx = gettagindex(self, "weapon");
-                               if(!idx)
-                                       idx = gettagindex(self, "tag_weapon");
+                               if (!idx) idx = gettagindex(self, "tag_weapon");
                        }
                        else
                        {
                                idx = gettagindex(self, "handle");
-                               if(!idx)
-                                       idx = gettagindex(self, "tag_handle");
+                               if (!idx) idx = gettagindex(self, "tag_handle");
                        }
-                       if(idx)
+                       if (idx)
                        {
                                self.oldorigin = self.movedir - gettaginfo(self, idx);
                        }
                        else
                        {
-                               LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
-                               self.oldorigin = '0 0 0'; // there is no way to recover from this
+                               LOG_INFO("WARNING: weapon model ", self.model,
+                                       " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
+                               self.oldorigin = '0 0 0';  // there is no way to recover from this
                        }
                }
 
@@ -271,8 +279,7 @@ void CL_WeaponEntity_SetModel(string name)
        else
        {
                self.model = "";
-               if(self.weaponentity)
-                       remove(self.weaponentity);
+               if (self.weaponentity) remove(self.weaponentity);
                self.weaponentity = world;
                self.movedir = '0 0 0';
                self.spawnorigin = '0 0 0';
@@ -285,7 +292,7 @@ void CL_WeaponEntity_SetModel(string name)
 
        self.view_ofs = '0 0 0';
 
-       if(self.movedir.x >= 0)
+       if (self.movedir.x >= 0)
        {
                vector v0;
                v0 = self.movedir;
@@ -295,7 +302,7 @@ void CL_WeaponEntity_SetModel(string name)
        self.owner.stat_shotorg = compressShotOrigin(self.movedir);
        self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
 
-       self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+       self.spawnorigin += self.view_ofs;                            // offset the casings origin by the same amount
 
        // check if an instant weapon switch occurred
        setorigin(self, self.view_ofs);
@@ -305,7 +312,8 @@ void CL_WeaponEntity_SetModel(string name)
 }
 
 vector CL_Weapon_GetShotOrg(float wpn)
-{SELFPARAM();
+{
+       SELFPARAM();
        entity wi = get_weaponinfo(wpn);
        setself(spawn());
        CL_WeaponEntity_SetModel(wi.mdl);
@@ -317,26 +325,25 @@ vector CL_Weapon_GetShotOrg(float wpn)
 }
 
 void CL_Weaponentity_Think()
-{SELFPARAM();
+{
+       SELFPARAM();
        int tb;
        self.nextthink = time;
-       if (intermission_running)
-               self.frame = self.anim_idle.x;
+       if (intermission_running) self.frame = self.anim_idle.x;
        if (self.owner.weaponentity != self)
        {
-               if (self.weaponentity)
-                       remove(self.weaponentity);
+               if (self.weaponentity) remove(self.weaponentity);
                remove(self);
                return;
        }
        if (self.owner.deadflag != DEAD_NO)
        {
                self.model = "";
-               if (self.weaponentity)
-                       self.weaponentity.model = "";
+               if (self.weaponentity) self.weaponentity.model = "";
                return;
        }
-       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex
+           || self.deadflag != self.owner.deadflag)
        {
                self.weaponname = self.owner.weaponname;
                self.dmg = self.owner.modelindex;
@@ -348,17 +355,14 @@ void CL_Weaponentity_Think()
        tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
        self.effects = self.owner.effects & EFMASK_CHEAP;
        self.effects &= ~EF_LOWPRECISION;
-       self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
+       self.effects &= ~EF_FULLBRIGHT;  // can mask team color, so get rid of it
        self.effects &= ~EF_TELEPORT_BIT;
        self.effects &= ~EF_RESTARTANIM_BIT;
        self.effects |= tb;
 
-       if(self.owner.alpha == default_player_alpha)
-               self.alpha = default_weapon_alpha;
-       else if(self.owner.alpha != 0)
-               self.alpha = self.owner.alpha;
-       else
-               self.alpha = 1;
+       if (self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha;
+       else if (self.owner.alpha != 0) self.alpha = self.owner.alpha;
+       else self.alpha = 1;
 
        self.glowmod = self.owner.weaponentity_glowmod;
        self.colormap = self.owner.colormap;
@@ -393,7 +397,8 @@ void CL_Weaponentity_Think()
 }
 
 void CL_ExteriorWeaponentity_Think()
-{SELFPARAM();
+{
+       SELFPARAM();
        float tag_found;
        self.nextthink = time;
        if (self.owner.exteriorweaponentity != self)
@@ -406,33 +411,31 @@ void CL_ExteriorWeaponentity_Think()
                self.model = "";
                return;
        }
-       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex
+           || self.deadflag != self.owner.deadflag)
        {
                self.weaponname = self.owner.weaponname;
                self.dmg = self.owner.modelindex;
                self.deadflag = self.owner.deadflag;
-               if (self.owner.weaponname != "")
-                       _setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3")));
-               else
-                       self.model = "";
+               if (self.owner.weaponname != "") _setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3")));
+               else self.model = "";
 
-               if((tag_found = gettagindex(self.owner, "tag_weapon")))
+               if ((tag_found = gettagindex(self.owner, "tag_weapon")))
                {
                        self.tag_index = tag_found;
                        self.tag_entity = self.owner;
                }
                else
+               {
                        setattachment(self, self.owner, "bip01 r hand");
+               }
        }
        self.effects = self.owner.effects;
        self.effects |= EF_LOWPRECISION;
-       self.effects = self.effects & EFMASK_CHEAP; // eat performance
-       if(self.owner.alpha == default_player_alpha)
-               self.alpha = default_weapon_alpha;
-       else if(self.owner.alpha != 0)
-               self.alpha = self.owner.alpha;
-       else
-               self.alpha = 1;
+       self.effects = self.effects & EFMASK_CHEAP;  // eat performance
+       if (self.owner.alpha == default_player_alpha) self.alpha = default_weapon_alpha;
+       else if (self.owner.alpha != 0) self.alpha = self.owner.alpha;
+       else self.alpha = 1;
 
        self.glowmod = self.owner.weaponentity_glowmod;
        self.colormap = self.owner.colormap;
@@ -447,7 +450,7 @@ void CL_SpawnWeaponentity(entity e)
        view.classname = "weaponentity";
        view.solid = SOLID_NOT;
        view.owner = e;
-       setmodel(view, MDL_Null); // precision set when changed
+       setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
        view.angles = '0 0 0';
        view.viewmodelforclient = e;
@@ -486,8 +489,7 @@ void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2)
 
 void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2)
 {
-       if (actor.weaponentity)
-               actor.weaponentity.state = WS_READY;
+       if (actor.weaponentity) actor.weaponentity.state = WS_READY;
        weapon_thinkf(actor, WFRAME_IDLE, 1000000, w_ready);
 }
 
@@ -497,35 +499,29 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondar
 {
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) {
-               WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
-       } else {
-               WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
-       }
+       if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
+       else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        entity mine;
-       if(actor.weapon == WEP_MINE_LAYER.m_id)
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == actor)
-               return false;
+       if (actor.weapon == WEP_MINE_LAYER.m_id)
+               for (mine = world; (mine = find(mine, classname, "mine")); )
+                       if (mine.owner == actor) return false;
 
-       if(actor.weapon == WEP_SHOTGUN.m_id)
-       if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
-               return false; // no clicking, just allow
+       if (actor.weapon == WEP_SHOTGUN.m_id)
+               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;
+       // no clicking, just allow
 
-       if(actor.weapon == actor.switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+       if (actor.weapon == actor.switchweapon && time - actor.prevdryfire > 1)  // only play once BEFORE starting to switch weapons
        {
-               sound (actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
+               sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
        }
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) {
-               WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
-       } else {
-               WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
-       }
+       if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+       else WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -538,11 +534,11 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondar
                                actor.weapon,
                                secondary,
                                (1 - secondary)
-                       );
+                                        );
                }
                actor.prevwarntime = time;
        }
-       else // this weapon is totally unable to fire, switch to another one
+       else  // this weapon is totally unable to fire, switch to another one
        {
                W_SwitchToOtherWeapon(actor);
        }
@@ -552,30 +548,24 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondar
 .float race_penalty;
 bool weapon_prepareattack_check(Weapon thiswep, entity actor, bool secondary, float attacktime)
 {
-       if(!weapon_prepareattack_checkammo(thiswep, actor, secondary))
-               return false;
+       if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
 
-       //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
-       //if all players readied up and the countdown is running
-       if(time < game_starttime || time < actor.race_penalty) {
-               return false;
-       }
+       // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
+       // if all players readied up and the countdown is running
+       if (time < game_starttime || time < actor.race_penalty) return false;
 
-       if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
+       if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
                return false;
 
        // do not even think about shooting if switching
-       if(actor.switchweapon != actor.weapon)
-               return false;
+       if (actor.switchweapon != actor.weapon) return false;
 
-       if(attacktime >= 0)
+       if (attacktime >= 0)
        {
                // don't fire if previous attack is not finished
-               if (ATTACK_FINISHED(actor) > time + actor.weapon_frametime * 0.5)
-                       return false;
+               if (ATTACK_FINISHED(actor) > time + actor.weapon_frametime * 0.5) return false;
                // don't fire while changing weapon
-               if (actor.weaponentity.state != WS_READY)
-                       return false;
+               if (actor.weaponentity.state != WS_READY) return false;
        }
        return true;
 }
@@ -583,24 +573,25 @@ void weapon_prepareattack_do(entity actor, bool secondary, float attacktime)
 {
        actor.weaponentity.state = WS_INUSE;
 
-       actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
+       actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
 
        // if the weapon hasn't been firing continuously, reset the timer
-       if(attacktime >= 0)
+       if (attacktime >= 0)
        {
                if (ATTACK_FINISHED(actor) < time - actor.weapon_frametime * 1.5)
                {
                        ATTACK_FINISHED(actor) = time;
-                       //dprint("resetting attack finished to ", ftos(time), "\n");
+                       // dprint("resetting attack finished to ", ftos(time), "\n");
                }
                ATTACK_FINISHED(actor) = ATTACK_FINISHED(actor) + attacktime * W_WeaponRateFactor();
        }
        actor.bulletcounter += 1;
-       //dprint("attack finished ", ftos(ATTACK_FINISHED(actor)), "\n");
+       // dprint("attack finished ", ftos(ATTACK_FINISHED(actor)), "\n");
 }
 bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime)
 {
-       if (weapon_prepareattack_check(thiswep, actor, secondary, attacktime)) {
+       if (weapon_prepareattack_check(thiswep, actor, secondary, attacktime))
+       {
                weapon_prepareattack_do(actor, secondary, attacktime);
                return true;
        }
@@ -613,15 +604,19 @@ void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity
        vector of, or, ou;
        float restartanim;
 
-       if(fr == WFRAME_DONTCHANGE)
+       if (fr == WFRAME_DONTCHANGE)
        {
                fr = actor.weaponentity.wframe;
                restartanim = false;
        }
        else if (fr == WFRAME_IDLE)
+       {
                restartanim = false;
+       }
        else
+       {
                restartanim = true;
+       }
 
        of = v_forward;
        or = v_right;
@@ -631,13 +626,10 @@ void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity
        {
                actor.weaponentity.wframe = fr;
                a = '0 0 0';
-               if (fr == WFRAME_IDLE)
-                       a = actor.weaponentity.anim_idle;
-               else if (fr == WFRAME_FIRE1)
-                       a = actor.weaponentity.anim_fire1;
-               else if (fr == WFRAME_FIRE2)
-                       a = actor.weaponentity.anim_fire2;
-               else // if (fr == WFRAME_RELOAD)
+               if (fr == WFRAME_IDLE) a = actor.weaponentity.anim_idle;
+               else if (fr == WFRAME_FIRE1) a = actor.weaponentity.anim_fire1;
+               else if (fr == WFRAME_FIRE2) a = actor.weaponentity.anim_fire2;
+               else  // if (fr == WFRAME_RELOAD)
                        a = actor.weaponentity.anim_reload;
                a.z *= g_weaponratefactor;
                setanim(actor.weaponentity, a, restartanim == false, restartanim, restartanim);
@@ -647,10 +639,8 @@ void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity
        v_right = or;
        v_up = ou;
 
-       if(actor.weapon_think == w_ready && func != w_ready && actor.weaponentity.state == WS_RAISE)
-       {
-               backtrace("Tried to override initial weapon think function - should this really happen?");
-       }
+       if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity.state == WS_RAISE) backtrace(
+                       "Tried to override initial weapon think function - should this really happen?");
 
        t *= W_WeaponRateFactor();
 
@@ -658,43 +648,38 @@ void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity
        if (actor.weapon_think == w_ready)
        {
                actor.weapon_nextthink = time;
-               //dprint("started firing at ", ftos(time), "\n");
+               // dprint("started firing at ", ftos(time), "\n");
        }
-       if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5 || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
+       if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
+           || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
        {
                actor.weapon_nextthink = time;
-               //dprint("reset weapon animation timer at ", ftos(time), "\n");
+               // dprint("reset weapon animation timer at ", ftos(time), "\n");
        }
        actor.weapon_nextthink = actor.weapon_nextthink + t;
        actor.weapon_think = func;
-       //dprint("next ", ftos(actor.weapon_nextthink), "\n");
+       // dprint("next ", ftos(actor.weapon_nextthink), "\n");
 
-       if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
+       if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id) && fr == WFRAME_FIRE2)
-                       animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
-               else
-                       animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
+               if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
+                   && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
+               else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
        }
        else
        {
-               if(actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
-                       actor.anim_upper_action = 0;
+               if (actor.anim_upper_action == ANIMACTION_SHOOT
+                   || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
        }
 }
 
 float forbidWeaponUse(entity player)
 {
-       if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
-               return 1;
-       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
-               return 1;
-       if(player.player_blocked)
-               return 1;
-       if(player.frozen)
-               return 1;
-       if(player.weapon_blocked)
-               return 1;
+       if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return 1;
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return 1;
+       if (player.player_blocked) return 1;
+       if (player.frozen) return 1;
+       if (player.weapon_blocked) return 1;
        return 0;
 }
 
@@ -704,32 +689,32 @@ void W_WeaponFrame(entity actor)
 {
        vector fo, ri, up;
 
-       if (frametime)
-               actor.weapon_frametime = frametime;
+       if (frametime) actor.weapon_frametime = frametime;
 
-       if (!actor.weaponentity || actor.health < 1)
-               return; // Dead player can't use weapons and injure impulse commands
+       if (!actor.weaponentity || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
 
-       if(forbidWeaponUse(actor))
-       if(actor.weaponentity.state != WS_CLEAR)
+       if (forbidWeaponUse(actor))
        {
-               Weapon wpn = get_weaponinfo(actor.weapon);
-               w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
-               return;
+               if (actor.weaponentity.state != WS_CLEAR)
+               {
+                       Weapon wpn = get_weaponinfo(actor.weapon);
+                       w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+                       return;
+               }
        }
 
-       if(!actor.switchweapon)
+       if (!actor.switchweapon)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
                actor.weaponentity.state = WS_CLEAR;
                actor.weaponname = "";
-               //actor.items &= ~IT_AMMO;
+               // actor.items &= ~IT_AMMO;
                return;
        }
 
        makevectors(actor.v_angle);
-       fo = v_forward; // save them in case the weapon think functions change it
+       fo = v_forward;  // save them in case the weapon think functions change it
        ri = v_right;
        up = v_up;
 
@@ -752,13 +737,15 @@ void W_WeaponFrame(entity actor)
                        actor.weaponentity.state = WS_RAISE;
 
                        // set our clip load to the load of the weapon we switched to, if it's reloadable
-                       if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
+                       if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo)  // prevent accessing undefined cvars
                        {
                                actor.clip_load = actor.(weapon_load[actor.switchweapon]);
                                actor.clip_size = newwep.reloading_ammo;
                        }
                        else
+                       {
                                actor.clip_load = actor.clip_size = 0;
+                       }
 
                        weapon_thinkf(actor, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
                }
@@ -774,21 +761,21 @@ void W_WeaponFrame(entity actor)
                        entity oldwep = get_weaponinfo(actor.weapon);
 
                        // set up weapon switch think in the future, and start drop anim
-                       #ifndef INDEPENDENT_ATTACK_FINISHED
-                       if(ATTACK_FINISHED(actor) <= time + actor.weapon_frametime * 0.5)
-                       {
-                       #endif
-                               sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
-                               actor.weaponentity.state = WS_DROP;
-                               weapon_thinkf(actor, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
-                       #ifndef INDEPENDENT_ATTACK_FINISHED
-                       }
-                       #endif
+#ifndef INDEPENDENT_ATTACK_FINISHED
+                               if (ATTACK_FINISHED(actor) <= time + actor.weapon_frametime * 0.5)
+                               {
+#endif
+                       sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
+                       actor.weaponentity.state = WS_DROP;
+                       weapon_thinkf(actor, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+#ifndef INDEPENDENT_ATTACK_FINISHED
+               }
+#endif
                }
        }
 
        // LordHavoc: network timing test code
-       //if (actor.button0)
+       // if (actor.button0)
        //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor)), " >= ", ftos(actor.weapon_nextthink), "\n");
 
        float w;
@@ -802,10 +789,9 @@ void W_WeaponFrame(entity actor)
        while (c < W_TICSPERFRAME)
        {
                c = c + 1;
-               if(w && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w && !(actor.weapons & WepSet_FromWeapon(w)))
                {
-                       if(actor.weapon == actor.switchweapon)
-                               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                        w = 0;
                }
 
@@ -816,32 +802,39 @@ void W_WeaponFrame(entity actor)
                bool block_weapon = false;
                {
                        bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
-               Weapon off = actor.offhand;
-               if (off && !(actor.weapons & WEPSET(HOOK))) {
-                       if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
-               } else {
-                       if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) {
-                                       W_SwitchWeapon(WEP_HOOK.m_id);
-                               }
+                       Weapon off = actor.offhand;
+                       if (off && !(actor.weapons & WEPSET(HOOK)))
+                       {
+                               if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
+                       }
+                       else
+                       {
+                               if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
+                                               WEP_HOOK.m_id);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
                                h.wr_think(h, actor, block_weapon, false);
-               }
-        }
+                       }
+               }
 
                if (!block_weapon)
-               if (w) {
-                       Weapon e = get_weaponinfo(actor.weapon);
-                       e.wr_think(e, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
-               } else {
-                       Weapon w = get_weaponinfo(actor.weapon);
-                       w.wr_gonethink(w);
+               {
+                       if (w)
+                       {
+                               Weapon e = get_weaponinfo(actor.weapon);
+                               e.wr_think(e, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+                       }
+                       else
+                       {
+                               Weapon w = get_weaponinfo(actor.weapon);
+                               w.wr_gonethink(w);
+                       }
                }
 
                if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
                {
-                       if(actor.weapon_think)
+                       if (actor.weapon_think)
                        {
                                v_forward = fo;
                                v_right = ri;
@@ -850,7 +843,9 @@ void W_WeaponFrame(entity actor)
                                actor.weapon_think(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
                        }
                        else
+                       {
                                bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
+                       }
                }
        }
 }
@@ -861,10 +856,8 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
-       if(gettagindex(actor.weaponentity, "shot"))
-               setattachment(flash, actor.weaponentity, "shot");
-       else
-               setattachment(flash, actor.weaponentity, "tag_shot");
+       if (gettagindex(actor.weaponentity, "shot")) setattachment(flash, actor.weaponentity, "shot");
+       else setattachment(flash, actor.weaponentity, "tag_shot");
        setorigin(flash, offset);
 
        xflash = spawn();
@@ -872,44 +865,42 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
 
        flash.viewmodelforclient = actor;
 
-       if(actor.weaponentity.oldorigin.x > 0)
+       if (actor.weaponentity.oldorigin.x > 0)
        {
                setattachment(xflash, actor.exteriorweaponentity, "");
                setorigin(xflash, actor.weaponentity.oldorigin + offset);
        }
        else
        {
-               if(gettagindex(actor.exteriorweaponentity, "shot"))
-                       setattachment(xflash, actor.exteriorweaponentity, "shot");
-               else
-                       setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
+               if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
+               else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
                setorigin(xflash, offset);
        }
 }
 
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 {
-
-       if(cvar("g_overkill"))
-       if(actor.ok_use_ammocharge)
+       if (cvar("g_overkill"))
        {
-               ok_DecreaseCharge(actor, actor.weapon);
-               return; // TODO
+               if (actor.ok_use_ammocharge)
+               {
+                       ok_DecreaseCharge(actor, actor.weapon);
+                       return;  // TODO
+               }
        }
 
-       if((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
-               return;
+       if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
 
        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if(wep.reloading_ammo)
+       if (wep.reloading_ammo)
        {
                actor.clip_load -= ammo_use;
                actor.(weapon_load[actor.weapon]) = actor.clip_load;
        }
-       else if(wep.ammo_field != ammo_none)
+       else if (wep.ammo_field != ammo_none)
        {
                actor.(wep.ammo_field) -= ammo_use;
-               if(actor.(wep.ammo_field) < 0)
+               if (actor.(wep.ammo_field) < 0)
                {
                        backtrace(sprintf(
                                "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
@@ -919,7 +910,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
                                GetAmmoPicture(wep.ammo_field),
                                actor.netname,
                                actor.(wep.ammo_field)
-                       ));
+                                            ));
                }
        }
 }
@@ -934,17 +925,19 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, bool fire1, bool fire2)
 {
        // finish the reloading process, and do the ammo transfer
 
-       actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
 
        // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
-       if(!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+       if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+       {
                actor.clip_load = actor.reload_ammo_amount;
+       }
        else
        {
                // make sure we don't add more ammo than we have
                float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
-        actor.clip_load += load;
-        actor.(actor.ammo_field) -= load;
+               actor.clip_load += load;
+               actor.(actor.ammo_field) -= load;
        }
        actor.(weapon_load[actor.weapon]) = actor.clip_load;
 
@@ -952,7 +945,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, bool fire1, bool fire2)
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       //ATTACK_FINISHED(actor) -= actor.reload_time - 1;
+       // ATTACK_FINISHED(actor) -= actor.reload_time - 1;
 
        Weapon wpn = get_weaponinfo(actor.weapon);
        w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
@@ -964,9 +957,9 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        entity e;
        e = get_weaponinfo(actor.weapon);
 
-       if(cvar("g_overkill"))
-       if(actor.ok_use_ammocharge)
-               return; // TODO
+       if (cvar("g_overkill"))
+               if (actor.ok_use_ammocharge) return;
+       // TODO
 
        actor.reload_ammo_min = sent_ammo_min;
        actor.reload_ammo_amount = e.reloading_ammo;
@@ -976,43 +969,45 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        // don't reload weapons that don't have the RELOADABLE flag
        if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
        {
-               LOG_TRACE("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+               LOG_TRACE(
+                       "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
                return;
        }
 
        // return if reloading is disabled for this weapon
-       if(!actor.reload_ammo_amount)
-               return;
+       if (!actor.reload_ammo_amount) return;
 
        // our weapon is fully loaded, no need to reload
-       if (actor.clip_load >= actor.reload_ammo_amount)
-               return;
+       if (actor.clip_load >= actor.reload_ammo_amount) return;
 
        // no ammo, so nothing to load
-       if(actor.ammo_field != ammo_none)
-       if(!actor.(actor.ammo_field) && actor.reload_ammo_min)
-       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if (actor.ammo_field != ammo_none)
        {
-               if(IS_REAL_CLIENT(actor) && actor.reload_complain < time)
-               {
-                       play2(actor, SND(UNAVAILABLE));
-                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
-                       actor.reload_complain = time + 1;
-               }
-               // switch away if the amount of ammo is not enough to keep using this weapon
-               Weapon w = get_weaponinfo(actor.weapon);
-               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+               if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
                {
-                       actor.clip_load = -1; // reload later
-                       W_SwitchToOtherWeapon(actor);
+                       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                       {
+                               if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
+                               {
+                                       play2(actor, SND(UNAVAILABLE));
+                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
+                                       actor.reload_complain = time + 1;
+                               }
+                               // switch away if the amount of ammo is not enough to keep using this weapon
+                               Weapon w = get_weaponinfo(actor.weapon);
+                               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+                               {
+                                       actor.clip_load = -1;  // reload later
+                                       W_SwitchToOtherWeapon(actor);
+                               }
+                               return;
+                       }
                }
-               return;
        }
 
        if (actor.weaponentity)
        {
-               if (actor.weaponentity.wframe == WFRAME_RELOAD)
-                       return;
+               if (actor.weaponentity.wframe == WFRAME_RELOAD) return;
 
                // allow switching away while reloading, but this will cause a new reload!
                actor.weaponentity.state = WS_READY;
@@ -1026,18 +1021,18 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       //ATTACK_FINISHED(actor) = max(time, ATTACK_FINISHED(actor)) + actor.reload_time + 1;
+       // ATTACK_FINISHED(actor) = max(time, ATTACK_FINISHED(actor)) + actor.reload_time + 1;
 
        weapon_thinkf(actor, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
 
-       if(actor.clip_load < 0)
-               actor.clip_load = 0;
+       if (actor.clip_load < 0) actor.clip_load = 0;
        actor.old_clip_load = actor.clip_load;
        actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
 }
 
 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
-{SELFPARAM();
+{
+       SELFPARAM();
        setself(player);
        weapon_dropevent_item = weapon_item;
        Weapon w = get_weaponinfo(weapon_type);
index 5b169f061844dea22a70aee001d247ac839526d0..b09403f9545fa44e5d246bfab479be9815f535b2 100644 (file)
@@ -1436,7 +1436,7 @@ pos_class_colon                          = ignore   # ignore/join/lead/lead_brea
 #
 
 # Try to limit code width to N number of columns
-code_width                               = 0        # number
+code_width                               = 120      # number
 
 # Whether to fully split long 'for' statements at semi-colons
 # WARNING: Code doesn't seem to use this feature - delete from the config?