From: Samual Lenks Date: Thu, 27 Feb 2014 03:03:10 +0000 (-0500) Subject: EVEN MORE CLEANUP... MWAHAHAHAHAHAHAHA X-Git-Tag: xonotic-v0.8.0~152^2~46 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=33efa76db3832b4a72d7e2aa3ac6c8782cde2916;p=xonotic%2Fxonotic-data.pk3dir.git EVEN MORE CLEANUP... MWAHAHAHAHAHAHAHA --- diff --git a/qcsrc/common/weapons/w_arc.qc b/qcsrc/common/weapons/w_arc.qc index a6d4cee23..583a43e46 100644 --- a/qcsrc/common/weapons/w_arc.qc +++ b/qcsrc/common/weapons/w_arc.qc @@ -158,7 +158,10 @@ void W_Arc_Beam_Think(void) 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)) @@ -198,7 +201,15 @@ void W_Arc_Beam_Think(void) 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) @@ -312,7 +323,7 @@ void W_Arc_Beam_Think(void) // 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 @@ -505,9 +516,23 @@ float W_Arc(float req) 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: @@ -522,11 +547,15 @@ float W_Arc(float req) 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)) { @@ -723,7 +752,7 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end) Draw_ArcBeam_callback_last_bottom = bottom; } -void Draw_ArcBeam() +void Draw_ArcBeam(void) { if(!self.beam_usevieworigin) {