From: Samual Lenks Date: Fri, 10 Jan 2014 21:45:37 +0000 (-0500) Subject: More consistency in the weapon files X-Git-Tag: xonotic-v0.8.0~152^2~115 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=522b245eeaecf0e150e2faa40b4db64e8aaad5dc;p=xonotic%2Fxonotic-data.pk3dir.git More consistency in the weapon files --- diff --git a/qcsrc/common/weapons/w_arc.qc b/qcsrc/common/weapons/w_arc.qc index 90d3fe3ff..660c741d7 100644 --- a/qcsrc/common/weapons/w_arc.qc +++ b/qcsrc/common/weapons/w_arc.qc @@ -38,7 +38,7 @@ vector arc_shotorigin[4]; #endif #ifdef SVQC ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -void ArcInit(); +void ArcInit(void); .vector hook_start, hook_end; // used for beam .entity arc_beam; // used for beam .float BUTTON_ATCK_prev; // for better animation control @@ -79,13 +79,13 @@ void W_Arc_Beam_Think(void) { print("W_Arc_Beam_Think();\n"); self.owner.lg_fire_prev = time; - if (self != self.owner.arc_beam) + if(self != self.owner.arc_beam) { remove(self); print("W_Arc_Beam_Think(): EXPIRING BEAM #1\n"); return; } - if ((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen) + if((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen) { if(self == self.owner.arc_beam) self.owner.arc_beam = world; @@ -122,7 +122,7 @@ void W_Arc_Beam_Think(void) if(accuracy_isgooddamage(self.owner, trace_ent)) accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f); - Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt); + Damage(trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt); } // draw effect @@ -144,7 +144,7 @@ void W_Arc_Beam(void) print("W_Arc_Beam();\n"); // only play fire sound if 0.5 sec has passed since player let go the fire button if(time - self.lg_fire_prev > 0.5) - sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); entity beam, oldself; @@ -216,7 +216,7 @@ float W_Arc(float req) if(weapon_prepareattack(0, 0)) { - if ((!self.arc_beam) || wasfreed(self.arc_beam)) + if((!self.arc_beam) || wasfreed(self.arc_beam)) W_Arc_Beam(); if(!self.BUTTON_ATCK_prev) @@ -228,7 +228,7 @@ float W_Arc(float req) } else // todo { - if (self.BUTTON_ATCK_prev != 0) + if(self.BUTTON_ATCK_prev != 0) { weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready); ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(); @@ -236,8 +236,8 @@ float W_Arc(float req) self.BUTTON_ATCK_prev = 0; } - //if (self.BUTTON_ATCK2) - //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire)) + //if(self.BUTTON_ATCK2) + //if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire)) //{ // W_Arc_Attack2(); // self.arc_count = autocvar_g_balance_arc_secondary_count; @@ -249,15 +249,15 @@ float W_Arc(float req) } case WR_INIT: { - precache_model ("models/weapons/g_arc.md3"); - precache_model ("models/weapons/v_arc.md3"); - precache_model ("models/weapons/h_arc.iqm"); - //precache_sound ("weapons/arc_bounce.wav"); - precache_sound ("weapons/arc_fire.wav"); - precache_sound ("weapons/arc_fire2.wav"); - precache_sound ("weapons/arc_impact.wav"); - //precache_sound ("weapons/arc_impact_combo.wav"); - //precache_sound ("weapons/W_Arc_Beam_fire.wav"); + precache_model("models/weapons/g_arc.md3"); + precache_model("models/weapons/v_arc.md3"); + precache_model("models/weapons/h_arc.iqm"); + //precache_sound("weapons/arc_bounce.wav"); + precache_sound("weapons/arc_fire.wav"); + precache_sound("weapons/arc_fire2.wav"); + precache_sound("weapons/arc_impact.wav"); + //precache_sound("weapons/arc_impact_combo.wav"); + //precache_sound("weapons/W_Arc_Beam_fire.wav"); return TRUE; } case WR_CHECKAMMO1: @@ -296,7 +296,7 @@ float W_Arc(float req) return FALSE; } -void ArcInit() +void ArcInit(void) { WEP_ACTION(WEP_ARC, WR_INIT); arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1); diff --git a/qcsrc/common/weapons/w_blaster.qc b/qcsrc/common/weapons/w_blaster.qc index a3f2fbab8..89faebb3a 100644 --- a/qcsrc/common/weapons/w_blaster.qc +++ b/qcsrc/common/weapons/w_blaster.qc @@ -46,10 +46,10 @@ BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); } -void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); } +void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); } +void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); } -void W_Blaster_Touch() +void W_Blaster_Touch(void) { PROJECTILE_TOUCH; @@ -71,7 +71,7 @@ void W_Blaster_Touch() remove(self); } -void W_Blaster_Think() +void W_Blaster_Think(void) { self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; diff --git a/qcsrc/common/weapons/w_crylink.qc b/qcsrc/common/weapons/w_crylink.qc index a599de428..d17826a92 100644 --- a/qcsrc/common/weapons/w_crylink.qc +++ b/qcsrc/common/weapons/w_crylink.qc @@ -63,7 +63,7 @@ CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); } +void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK); } void W_Crylink_CheckLinks(entity e) { @@ -112,7 +112,7 @@ void W_Crylink_Reset(void) } // force projectile to explode -void W_Crylink_LinkExplode (entity e, entity e2) +void W_Crylink_LinkExplode(entity e, entity e2) { float a; @@ -131,7 +131,7 @@ void W_Crylink_LinkExplode (entity e, entity e2) W_Crylink_LinkExplode(e.queuenext, e2); e.classname = "spike_oktoremove"; - remove (e); + remove(e); } // adjust towards center @@ -222,7 +222,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed) return targ_origin; } -void W_Crylink_LinkJoinEffect_Think() +void W_Crylink_LinkJoinEffect_Think(void) { // is there at least 2 projectiles very close? entity e, p; @@ -287,7 +287,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad) } // NO bounce protection, as bounces are limited! -void W_Crylink_Touch (void) +void W_Crylink_Touch(void) { float finalhit; float f; @@ -313,7 +313,7 @@ void W_Crylink_Touch (void) self.realowner.crylink_lastgroup = world; W_Crylink_LinkExplode(self.queuenext, self); self.classname = "spike_oktoremove"; - remove (self); + remove(self); return; } else if(finalhit) @@ -332,13 +332,13 @@ void W_Crylink_Touch (void) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } -void W_Crylink_Fadethink (void) +void W_Crylink_Fadethink(void) { W_Crylink_Dequeue(self); remove(self); } -void W_Crylink_Attack (void) +void W_Crylink_Attack(void) { float counter, shots; entity proj, prevproj, firstproj; @@ -353,7 +353,7 @@ void W_Crylink_Attack (void) if(WEP_CVAR_PRI(crylink, joinexplode)) maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage); - W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg); + W_SetupShot(self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; @@ -363,7 +363,7 @@ void W_Crylink_Attack (void) proj = prevproj = firstproj = world; for(counter = 0; counter < shots; ++counter) { - proj = spawn (); + proj = spawn(); proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = self; proj.classname = "spike"; @@ -394,12 +394,12 @@ void W_Crylink_Attack (void) proj.projectiledeathtype = WEP_CRYLINK; //proj.gravity = 0.001; - setorigin (proj, w_shotorg); + setorigin(proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); s = '0 0 0'; - if (counter == 0) + if(counter == 0) s = '0 0 0'; else { @@ -428,7 +428,7 @@ void W_Crylink_Attack (void) proj.cnt = WEP_CVAR_PRI(crylink, bounces); //proj.scale = 1 + 1 * proj.cnt; - proj.angles = vectoangles (proj.velocity); + proj.angles = vectoangles(proj.velocity); //proj.glow_size = 20; @@ -447,7 +447,7 @@ void W_Crylink_Attack (void) } } -void W_Crylink_Attack2 (void) +void W_Crylink_Attack2(void) { float counter, shots; entity proj, prevproj, firstproj; @@ -462,7 +462,7 @@ void W_Crylink_Attack2 (void) if(WEP_CVAR_SEC(crylink, joinexplode)) maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage); - W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg); + W_SetupShot(self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; @@ -472,7 +472,7 @@ void W_Crylink_Attack2 (void) proj = prevproj = firstproj = world; for(counter = 0; counter < shots; ++counter) { - proj = spawn (); + proj = spawn(); proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = self; proj.classname = "spike"; @@ -503,13 +503,13 @@ void W_Crylink_Attack2 (void) proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY; //proj.gravity = 0.001; - setorigin (proj, w_shotorg); + setorigin(proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); if(WEP_CVAR_SEC(crylink, spreadtype) == 1) { s = '0 0 0'; - if (counter == 0) + if(counter == 0) s = '0 0 0'; else { @@ -544,7 +544,7 @@ void W_Crylink_Attack2 (void) proj.cnt = WEP_CVAR_SEC(crylink, bounces); //proj.scale = 1 + 1 * proj.cnt; - proj.angles = vectoangles (proj.velocity); + proj.angles = vectoangles(proj.velocity); //proj.glow_size = 20; @@ -570,7 +570,7 @@ float W_Crylink(float req) { case WR_AIM: { - if (random() < 0.10) + if(random() < 0.10) self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE); else self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE); @@ -582,10 +582,10 @@ float W_Crylink(float req) if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (self.crylink_waitrelease != 1) - if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire))) + if(self.crylink_waitrelease != 1) + if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire))) { W_Crylink_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); @@ -594,17 +594,17 @@ float W_Crylink(float req) if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary) { - if (self.crylink_waitrelease != 2) - if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire))) + if(self.crylink_waitrelease != 2) + if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire))) { W_Crylink_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); } } - if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2)) + if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2)) { - if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time) + if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time) { // fired and released now! if(self.crylink_lastgroup) @@ -637,12 +637,12 @@ float W_Crylink(float req) } case WR_INIT: { - precache_model ("models/weapons/g_crylink.md3"); - precache_model ("models/weapons/v_crylink.md3"); - precache_model ("models/weapons/h_crylink.iqm"); - precache_sound ("weapons/crylink_fire.wav"); - precache_sound ("weapons/crylink_fire2.wav"); - precache_sound ("weapons/crylink_linkjoin.wav"); + precache_model("models/weapons/g_crylink.md3"); + precache_model("models/weapons/v_crylink.md3"); + precache_model("models/weapons/h_crylink.iqm"); + precache_sound("weapons/crylink_fire.wav"); + precache_sound("weapons/crylink_fire2.wav"); + precache_sound("weapons/crylink_linkjoin.wav"); CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_devastator.qc b/qcsrc/common/weapons/w_devastator.qc index 13b51243e..b0d7a0a1a 100644 --- a/qcsrc/common/weapons/w_devastator.qc +++ b/qcsrc/common/weapons/w_devastator.qc @@ -56,10 +56,10 @@ DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); } -void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); } +void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); } +void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); } -void W_Devastator_Unregister() +void W_Devastator_Unregister(void) { if(self.realowner && self.realowner.lastrocket == self) { @@ -68,7 +68,7 @@ void W_Devastator_Unregister() } } -void W_Devastator_Explode() +void W_Devastator_Explode(void) { W_Devastator_Unregister(); @@ -82,9 +82,9 @@ void W_Devastator_Explode() self.event_damage = func_null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other); - if (self.realowner.weapon == WEP_DEVASTATOR) + if(self.realowner.weapon == WEP_DEVASTATOR) { if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) { @@ -93,19 +93,19 @@ void W_Devastator_Explode() self.realowner.switchweapon = w_getbestweapon(self.realowner); } } - remove (self); + remove(self); } -void W_Devastator_DoRemoteExplode() +void W_Devastator_DoRemoteExplode(void) { W_Devastator_Unregister(); self.event_damage = func_null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); + RadiusDamage(self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); - if (self.realowner.weapon == WEP_DEVASTATOR) + if(self.realowner.weapon == WEP_DEVASTATOR) { if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo)) { @@ -114,10 +114,10 @@ void W_Devastator_DoRemoteExplode() self.realowner.switchweapon = w_getbestweapon(self.realowner); } } - remove (self); + remove(self); } -void W_Devastator_RemoteExplode() +void W_Devastator_RemoteExplode(void) { if(self.realowner.deadflag == DEAD_NO) if(self.realowner.lastrocket) @@ -165,7 +165,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos) // normalize(thisdir + goaldir) // normalize(0) -void W_Devastator_Think (void) +void W_Devastator_Think(void) { vector desireddir, olddir, newdir, desiredorigin, goal; #if 0 @@ -173,22 +173,22 @@ void W_Devastator_Think (void) #endif float velspeed, f; self.nextthink = time; - if (time > self.cnt) + if(time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; - W_Devastator_Explode (); + W_Devastator_Explode(); return; } // accelerate makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward); - if (velspeed > 0) + if(velspeed > 0) self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed); // laser guided, or remote detonation - if (self.realowner.weapon == WEP_DEVASTATOR) + if(self.realowner.weapon == WEP_DEVASTATOR) { if(self == self.realowner.lastrocket) if(!self.realowner.rl_release) @@ -222,7 +222,7 @@ void W_Devastator_Think (void) { pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1); // TODO add a better sound here - sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); + sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM); self.count = 1; } } @@ -235,7 +235,7 @@ void W_Devastator_Think (void) UpdateCSQCProjectile(self); } -void W_Devastator_Touch (void) +void W_Devastator_Touch(void) { if(WarpZone_Projectile_Touch()) { @@ -244,32 +244,32 @@ void W_Devastator_Touch (void) return; } W_Devastator_Unregister(); - W_Devastator_Explode (); + W_Devastator_Explode(); } -void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, W_Devastator_Explode); } -void W_Devastator_Attack (void) +void W_Devastator_Attack(void) { entity missile; entity flash; W_DecreaseAmmo(WEP_CVAR(devastator, ammo)); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage)); + W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage)); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = WarpZone_RefSys_SpawnSameRefSys(self); @@ -293,11 +293,11 @@ void W_Devastator_Attack (void) missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_DEVASTATOR; - setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot + setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot - setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point + setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.touch = W_Devastator_Touch; missile.think = W_Devastator_Think; @@ -309,9 +309,9 @@ void W_Devastator_Attack (void) CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound // muzzle flash for 1st person view - flash = spawn (); - setmodel (flash, "models/flash.md3"); // precision set below - SUB_SetFade (flash, time, 0.1); + flash = spawn(); + setmodel(flash, "models/flash.md3"); // precision set below + SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); @@ -375,24 +375,24 @@ float W_Devastator(float req) enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); missile = find(world, classname, "rocket"); - while (missile) + while(missile) { - if (missile.realowner != self) + if(missile.realowner != self) { missile = find(missile, classname, "rocket"); continue; } targ = targetlist; - while (targ) + while(targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target - if (targ == self) + if(targ == self) selfdamage = selfdamage + d; - else if (targ.team == self.team && teamplay) + else if(targ.team == self.team && teamplay) teamdamage = teamdamage + d; - else if (bot_shouldattack(targ)) + else if(bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } @@ -400,27 +400,27 @@ float W_Devastator(float req) } float desirabledamage; desirabledamage = enemydamage; - if (time > self.invincible_finished && time > self.spawnshieldtime) + if(time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if (teamplay && self.team) + if(teamplay && self.team) desirabledamage = desirabledamage - teamdamage; missile = find(world, classname, "rocket"); - while (missile) + while(missile) { - if (missile.realowner != self) + if(missile.realowner != self) { missile = find(missile, classname, "rocket"); continue; } makevectors(missile.v_angle); targ = targetlist; - if (skill > 9) // normal players only do this for the target they are tracking + if(skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; - while (targ) + while(targ) { - if ( + if( (v_forward * normalize(missile.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; @@ -442,13 +442,13 @@ float W_Devastator(float req) } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! - if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events + if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; - if ((skill > 6.5) && (selfdamage > self.health)) + if((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); - if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; + if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } return TRUE; @@ -485,7 +485,7 @@ float W_Devastator(float req) } } if(rockfound) - sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } } @@ -515,7 +515,7 @@ float W_Devastator(float req) { #if 0 // don't switch while guiding a missile - if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR) + if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR) { ammo_amount = FALSE; if(WEP_CVAR(devastator, reload_ammo)) diff --git a/qcsrc/common/weapons/w_electro.qc b/qcsrc/common/weapons/w_electro.qc index 2b1a13541..a8165d371 100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@ -66,7 +66,7 @@ void W_Electro_ExplodeCombo(void); #endif #else #ifdef SVQC -void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); } +void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO); } void W_Electro_TriggerCombo(vector org, float rad, entity own) { @@ -190,7 +190,7 @@ void W_Electro_TouchExplode(void) W_Electro_Explode(); } -void W_Electro_Bolt_Think() +void W_Electro_Bolt_Think(void) { if(time >= self.ltime) { @@ -252,7 +252,7 @@ void W_Electro_Attack_Bolt(void) pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - proj = spawn (); + proj = spawn(); proj.classname = "electro_bolt"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; @@ -385,7 +385,7 @@ void W_Electro_Attack_Orb(void) other = proj; MUTATOR_CALLHOOK(EditProjectile); } -void W_Electro_CheckAttack() +void W_Electro_CheckAttack(void) { if(self.electro_count > 1) if(self.BUTTON_ATCK2) diff --git a/qcsrc/common/weapons/w_fireball.qc b/qcsrc/common/weapons/w_fireball.qc index 1d67eb51c..a5bca22cd 100644 --- a/qcsrc/common/weapons/w_fireball.qc +++ b/qcsrc/common/weapons/w_fireball.qc @@ -54,9 +54,9 @@ FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); } +void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL); } -void W_Fireball_Explode (void) +void W_Fireball_Explode(void) { entity e; float dist; @@ -69,7 +69,7 @@ void W_Fireball_Explode (void) // 1. dist damage d = (self.realowner.health + self.realowner.armorvalue); - RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other); if(self.realowner.health + self.realowner.armorvalue >= d) if(!self.cnt) { @@ -103,13 +103,13 @@ void W_Fireball_Explode (void) } } - remove (self); + remove(self); } -void W_Fireball_TouchExplode (void) +void W_Fireball_TouchExplode(void) { PROJECTILE_TOUCH; - W_Fireball_Explode (); + W_Fireball_Explode(); } void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime) @@ -146,7 +146,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, } } -void W_Fireball_Think() +void W_Fireball_Think(void) { if(time > self.pushltime) { @@ -161,31 +161,31 @@ void W_Fireball_Think() self.nextthink = time + 0.1; } -void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Fireball_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; - if (self.health <= 0) + if(self.health <= 0) { self.cnt = 1; W_PrepareExplosionByDamage(attacker, W_Fireball_Explode); } } -void W_Fireball_Attack1() +void W_Fireball_Attack1(void) { entity proj; - W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); + W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - proj = spawn (); + proj = spawn(); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; @@ -218,43 +218,43 @@ void W_Fireball_Attack1() void W_Fireball_AttackEffect(float i, vector f_diff) { - W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0); + W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0); w_shotorg += f_diff_x * v_up + f_diff_y * v_right; pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); } -void W_Fireball_Attack1_Frame4() +void W_Fireball_Attack1_Frame4(void) { W_Fireball_Attack1(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } -void W_Fireball_Attack1_Frame3() +void W_Fireball_Attack1_Frame3(void) { W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } -void W_Fireball_Attack1_Frame2() +void W_Fireball_Attack1_Frame2(void) { W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } -void W_Fireball_Attack1_Frame1() +void W_Fireball_Attack1_Frame1(void) { W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } -void W_Fireball_Attack1_Frame0() +void W_Fireball_Attack1_Frame0(void) { W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); - sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM); + sound(self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } -void W_Fireball_Firemine_Think() +void W_Fireball_Firemine_Think(void) { if(time > self.pushltime) { @@ -280,10 +280,10 @@ void W_Fireball_Firemine_Think() self.nextthink = time + 0.1; } -void W_Fireball_Firemine_Touch (void) +void W_Fireball_Firemine_Touch(void) { PROJECTILE_TOUCH; - if (other.takedamage == DAMAGE_AIM) + if(other.takedamage == DAMAGE_AIM) if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0) { remove(self); @@ -292,7 +292,7 @@ void W_Fireball_Firemine_Touch (void) self.projectiledeathtype |= HITTYPE_BOUNCE; } -void W_Fireball_Attack2() +void W_Fireball_Attack2(void) { entity proj; vector f_diff; @@ -321,7 +321,7 @@ void W_Fireball_Attack2() pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - proj = spawn (); + proj = spawn(); proj.owner = proj.realowner = self; proj.classname = "grenade"; proj.bot_dodge = TRUE; @@ -355,7 +355,7 @@ float W_Fireball(float req) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; - if (self.bot_primary_fireballmooth == 0) + if(self.bot_primary_fireballmooth == 0) { if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE)) { @@ -376,18 +376,18 @@ float W_Fireball(float req) } case WR_THINK: { - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (time >= self.fireball_primarytime) - if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire))) + if(time >= self.fireball_primarytime) + if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire))) { W_Fireball_Attack1_Frame0(); self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); } } - else if (self.BUTTON_ATCK2) + else if(self.BUTTON_ATCK2) { - if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire))) + if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire))) { W_Fireball_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); @@ -398,13 +398,13 @@ float W_Fireball(float req) } case WR_INIT: { - precache_model ("models/weapons/g_fireball.md3"); - precache_model ("models/weapons/v_fireball.md3"); - precache_model ("models/weapons/h_fireball.iqm"); - precache_model ("models/sphere/sphere.md3"); - precache_sound ("weapons/fireball_fire.wav"); - precache_sound ("weapons/fireball_fire2.wav"); - precache_sound ("weapons/fireball_prefire2.wav"); + precache_model("models/weapons/g_fireball.md3"); + precache_model("models/weapons/v_fireball.md3"); + precache_model("models/weapons/h_fireball.iqm"); + precache_model("models/sphere/sphere.md3"); + precache_sound("weapons/fireball_fire.wav"); + precache_sound("weapons/fireball_fire2.wav"); + precache_sound("weapons/fireball_prefire2.wav"); FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index 1c2bae561..fe3abf0a9 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -55,29 +55,29 @@ HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); } +void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); } // NO bounce protection, as bounces are limited! -void W_Hagar_Explode (void) +void W_Hagar_Explode(void) { self.event_damage = func_null; - RadiusDamage (self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Hagar_Explode2 (void) +void W_Hagar_Explode2(void) { self.event_damage = func_null; - RadiusDamage (self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE) @@ -89,23 +89,23 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat else is_linkexplode = -1; // not secondary load, so continue as normal without exception. - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode)) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, self.think); } -void W_Hagar_Touch (void) +void W_Hagar_Touch(void) { PROJECTILE_TOUCH; - self.use (); + self.use(); } -void W_Hagar_Touch2 (void) +void W_Hagar_Touch2(void) { PROJECTILE_TOUCH; @@ -114,23 +114,23 @@ void W_Hagar_Touch2 (void) } else { self.cnt++; pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); - self.angles = vectoangles (self.velocity); + self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; } } -void W_Hagar_Attack (void) +void W_Hagar_Attack(void) { entity missile; W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; @@ -148,13 +148,13 @@ void W_Hagar_Attack (void) missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRI(missile, hagar); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; @@ -163,17 +163,17 @@ void W_Hagar_Attack (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -void W_Hagar_Attack2 (void) +void W_Hagar_Attack2(void) { entity missile; W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; @@ -192,13 +192,13 @@ void W_Hagar_Attack2 (void) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_BOUNCEMISSILE; W_SetupProjVelocity_SEC(missile, hagar); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH; @@ -208,7 +208,7 @@ void W_Hagar_Attack2 (void) } .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning; -void W_Hagar_Attack2_Load_Release (void) +void W_Hagar_Attack2_Load_Release(void) { // time to release the rockets we've loaded @@ -222,7 +222,7 @@ void W_Hagar_Attack2_Load_Release (void) weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); forward = v_forward; @@ -233,7 +233,7 @@ void W_Hagar_Attack2_Load_Release (void) missile = world; for(counter = 0; counter < shots; ++counter) { - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; @@ -251,7 +251,7 @@ void W_Hagar_Attack2_Load_Release (void) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); missile.movetype = MOVETYPE_FLY; missile.missile_flags = MIF_SPLASH; @@ -263,7 +263,7 @@ void W_Hagar_Attack2_Load_Release (void) // pattern spread calculation s = '0 0 0'; - if (counter == 0) + if(counter == 0) s = '0 0 0'; else { @@ -275,7 +275,7 @@ void W_Hagar_Attack2_Load_Release (void) W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, FALSE); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); missile.flags = FL_PROJECTILE; CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE); @@ -288,7 +288,7 @@ void W_Hagar_Attack2_Load_Release (void) self.hagar_load = 0; } -void W_Hagar_Attack2_Load (void) +void W_Hagar_Attack2_Load(void) { // loadable hagar secondary attack, must always run each frame @@ -335,7 +335,7 @@ void W_Hagar_Attack2_Load (void) self.hagar_load += 1; sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most - if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) + if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max)) self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(); else self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(); @@ -397,7 +397,7 @@ float W_Hagar(float req) { case WR_AIM: { - if (random()>0.15) + if(random()>0.15) self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), FALSE); @@ -409,21 +409,21 @@ float W_Hagar(float req) float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - if (loadable_secondary) + if(loadable_secondary) W_Hagar_Attack2_Load(); // must always run each frame if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset + else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset { - if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) + if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire))) { W_Hagar_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready); } } - else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) + else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary)) { - if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) + if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire))) { W_Hagar_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready); @@ -445,12 +445,12 @@ float W_Hagar(float req) } case WR_INIT: { - precache_model ("models/weapons/g_hagar.md3"); - precache_model ("models/weapons/v_hagar.md3"); - precache_model ("models/weapons/h_hagar.iqm"); - precache_sound ("weapons/hagar_fire.wav"); - precache_sound ("weapons/hagar_load.wav"); - precache_sound ("weapons/hagar_beep.wav"); + precache_model("models/weapons/g_hagar.md3"); + precache_model("models/weapons/v_hagar.md3"); + precache_model("models/weapons/h_hagar.iqm"); + precache_sound("weapons/hagar_fire.wav"); + precache_sound("weapons/hagar_load.wav"); + precache_sound("weapons/hagar_beep.wav"); HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } @@ -530,9 +530,9 @@ float W_Hagar(float req) pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { - if (w_random<0.15) + if(w_random<0.15) sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); - else if (w_random<0.7) + else if(w_random<0.7) sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); diff --git a/qcsrc/common/weapons/w_hlac.qc b/qcsrc/common/weapons/w_hlac.qc index aa0b73694..d3dbed2f9 100644 --- a/qcsrc/common/weapons/w_hlac.qc +++ b/qcsrc/common/weapons/w_hlac.qc @@ -47,9 +47,9 @@ HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); } +void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); } -void W_HLAC_Touch (void) +void W_HLAC_Touch(void) { float isprimary; @@ -61,10 +61,10 @@ void W_HLAC_Touch (void) RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_HLAC_Attack (void) +void W_HLAC_Attack(void) { entity missile; float spread; @@ -76,15 +76,15 @@ void W_HLAC_Attack (void) if(self.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); + W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - if (!autocvar_g_norecoil) + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "hlacbolt"; missile.bot_dodge = TRUE; @@ -94,11 +94,11 @@ void W_HLAC_Attack (void) missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread); - //missile.angles = vectoangles (missile.velocity); // csqc + //missile.angles = vectoangles(missile.velocity); // csqc missile.touch = W_HLAC_Touch; missile.think = SUB_Remove; @@ -113,7 +113,7 @@ void W_HLAC_Attack (void) other = missile; MUTATOR_CALLHOOK(EditProjectile); } -void W_HLAC_Attack2() +void W_HLAC_Attack2(void) { entity missile; float spread; @@ -124,10 +124,10 @@ void W_HLAC_Attack2() if(self.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); + W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "hlacbolt"; missile.bot_dodge = TRUE; @@ -137,11 +137,11 @@ void W_HLAC_Attack2() missile.movetype = MOVETYPE_FLY; PROJECTILE_MAKETRIGGER(missile); - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread); - //missile.angles = vectoangles (missile.velocity); // csqc + //missile.angles = vectoangles(missile.velocity); // csqc missile.touch = W_HLAC_Touch; missile.think = SUB_Remove; @@ -158,7 +158,7 @@ void W_HLAC_Attack2() } // weapon frames -void W_HLAC_Attack_Frame() +void W_HLAC_Attack_Frame(void) { if(self.weapon != self.switchweapon) // abort immediately if switching { @@ -166,9 +166,9 @@ void W_HLAC_Attack_Frame() return; } - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); @@ -187,7 +187,7 @@ void W_HLAC_Attack_Frame() } } -void W_HLAC_Attack2_Frame() +void W_HLAC_Attack2_Frame(void) { float i; @@ -196,10 +196,10 @@ void W_HLAC_Attack2_Frame() for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) W_HLAC_Attack2(); - if (!autocvar_g_norecoil) + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } } @@ -217,9 +217,9 @@ float W_HLAC(float req) { if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { - if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire))) + if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire))) { self.misc_bulletcounter = 0; W_HLAC_Attack(); @@ -227,9 +227,9 @@ float W_HLAC(float req) } } - else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary)) + else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary)) { - if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire))) + if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire))) { W_HLAC_Attack2_Frame(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready); @@ -240,10 +240,10 @@ float W_HLAC(float req) } case WR_INIT: { - precache_model ("models/weapons/g_hlac.md3"); - precache_model ("models/weapons/v_hlac.md3"); - precache_model ("models/weapons/h_hlac.iqm"); - precache_sound ("weapons/lasergun_fire.wav"); + precache_model("models/weapons/g_hlac.md3"); + precache_model("models/weapons/v_hlac.md3"); + precache_model("models/weapons/h_hlac.iqm"); + precache_sound("weapons/lasergun_fire.wav"); HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_hook.qc b/qcsrc/common/weapons/w_hook.qc index 112c2fd19..931d3e0ad 100644 --- a/qcsrc/common/weapons/w_hook.qc +++ b/qcsrc/common/weapons/w_hook.qc @@ -58,7 +58,7 @@ HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #else #ifdef SVQC -void spawnfunc_weapon_hook() +void spawnfunc_weapon_hook(void) { if(g_grappling_hook) // offhand hook { @@ -69,7 +69,7 @@ void spawnfunc_weapon_hook() weapon_defaultspawnfunc(WEP_HOOK); } -void W_Hook_ExplodeThink (void) +void W_Hook_ExplodeThink(void) { float dt, dmg_remaining_next, f; @@ -79,9 +79,9 @@ void W_Hook_ExplodeThink (void) f = self.dmg_last - dmg_remaining_next; self.dmg_last = dmg_remaining_next; - RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world); + RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world); self.projectiledeathtype |= HITTYPE_BOUNCE; - //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world); + //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world); if(dt < self.dmg_duration) self.nextthink = time + 0.05; // soon @@ -89,7 +89,7 @@ void W_Hook_ExplodeThink (void) remove(self); } -void W_Hook_Explode2 (void) +void W_Hook_Explode2(void) { self.event_damage = func_null; self.touch = func_null; @@ -108,34 +108,34 @@ void W_Hook_Explode2 (void) self.movetype = MOVETYPE_NONE; } -void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_Hook_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2); } -void W_Hook_Touch2 (void) +void W_Hook_Touch2(void) { PROJECTILE_TOUCH; self.use(); } -void W_Hook_Attack2() +void W_Hook_Attack2(void) { entity gren; //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) - W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); + W_SetupShot(self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); - gren = spawn (); + gren = spawn(); gren.owner = gren.realowner = self; gren.classname = "hookbomb"; gren.bot_dodge = TRUE; @@ -186,13 +186,13 @@ float W_Hook(float req) } case WR_THINK: { - if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) + if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) { if(!self.hook) if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE)) if(!(self.hook_state & HOOK_FIRING)) - if (time > self.hook_refire) - if (weapon_prepareattack(0, -1)) + if(time > self.hook_refire) + if(weapon_prepareattack(0, -1)) { W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo)); self.hook_state |= HOOK_FIRING; @@ -200,9 +200,9 @@ float W_Hook(float req) } } - if (self.BUTTON_ATCK2) + if(self.BUTTON_ATCK2) { - if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire))) + if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire))) { W_Hook_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); @@ -222,20 +222,20 @@ float W_Hook(float req) if(self.hook && self.hook.state == 1) { hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); - if (hooked_time_max > 0) + if(hooked_time_max > 0) { - if ( time > self.hook_time_hooked + hooked_time_max ) + if( time > self.hook_time_hooked + hooked_time_max ) self.hook_state |= HOOK_REMOVING; } hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo); - if (hooked_fuel > 0) + if(hooked_fuel > 0) { - if ( time > self.hook_time_fueldecrease ) + if( time > self.hook_time_fueldecrease ) { if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { - if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel ) + if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel ) { W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel); self.hook_time_fueldecrease = time; @@ -257,10 +257,10 @@ float W_Hook(float req) self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); } - if (self.BUTTON_CROUCH) + if(self.BUTTON_CROUCH) { self.hook_state &= ~HOOK_PULLING; - if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) + if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) self.hook_state &= ~HOOK_RELEASING; else self.hook_state |= HOOK_RELEASING; @@ -270,7 +270,7 @@ float W_Hook(float req) self.hook_state |= HOOK_PULLING; self.hook_state &= ~HOOK_RELEASING; - if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) + if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) { // already fired if(self.hook) @@ -287,12 +287,12 @@ float W_Hook(float req) } case WR_INIT: { - precache_model ("models/weapons/g_hookgun.md3"); - precache_model ("models/weapons/v_hookgun.md3"); - precache_model ("models/weapons/h_hookgun.iqm"); - precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc - precache_sound ("weapons/hook_fire.wav"); - precache_sound ("weapons/hookbomb_fire.wav"); + precache_model("models/weapons/g_hookgun.md3"); + precache_model("models/weapons/v_hookgun.md3"); + precache_model("models/weapons/h_hookgun.iqm"); + precache_sound("weapons/hook_impact.wav"); // done by g_hook.qc + precache_sound("weapons/hook_fire.wav"); + precache_sound("weapons/hookbomb_fire.wav"); HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index ec42d7cb8..9c69c8d82 100644 --- a/qcsrc/common/weapons/w_machinegun.qc +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -54,7 +54,7 @@ MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #else #ifdef SVQC -void spawnfunc_weapon_machinegun() +void spawnfunc_weapon_machinegun(void) { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") @@ -64,16 +64,16 @@ void spawnfunc_weapon_machinegun() } weapon_defaultspawnfunc(WEP_MACHINEGUN); } -void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); } +void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); } -void W_MachineGun_MuzzleFlash_Think() +void W_MachineGun_MuzzleFlash_Think(void) { self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; self.nextthink = time + 0.05; - if (self.alpha <= 0) + if(self.alpha <= 0) { self.think = SUB_Remove; self.nextthink = time; @@ -83,9 +83,9 @@ void W_MachineGun_MuzzleFlash_Think() } -void W_MachineGun_MuzzleFlash() +void W_MachineGun_MuzzleFlash(void) { - if (self.muzzle_flash == world) + if(self.muzzle_flash == world) self.muzzle_flash = spawn(); // muzzle flash for 1st person view @@ -103,17 +103,17 @@ void W_MachineGun_MuzzleFlash() void W_MachineGun_Attack(float deathtype) { - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage))); - if (!autocvar_g_norecoil) + W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage))); + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); - if (self.misc_bulletcounter == 1) + if(self.misc_bulletcounter == 1) fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0); else fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0); @@ -124,27 +124,27 @@ void W_MachineGun_Attack(float deathtype) W_AttachToShotorg(self.muzzle_flash, '5 0 0'); // casing code - if (autocvar_g_casings >= 2) - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); - if (self.misc_bulletcounter == 1) + if(self.misc_bulletcounter == 1) W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo)); else W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); } // weapon frames -void W_MachineGun_Attack_Frame() +void W_MachineGun_Attack_Frame(void) { if(self.weapon != self.switchweapon) // abort immediately if switching { w_ready(); return; } - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -159,18 +159,18 @@ void W_MachineGun_Attack_Frame() } -void W_MachineGun_Attack_Auto() +void W_MachineGun_Attack_Auto(void) { float machinegun_spread; - if (!self.BUTTON_ATCK) + if(!self.BUTTON_ATCK) { w_ready(); return; } - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -179,11 +179,11 @@ void W_MachineGun_Attack_Auto() W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo)); - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); - if (!autocvar_g_norecoil) + W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max)); @@ -196,20 +196,20 @@ void W_MachineGun_Attack_Auto() W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - if (autocvar_g_casings >= 2) // casing code - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) // casing code + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); } -void W_MachineGun_Attack_Burst() +void W_MachineGun_Attack_Burst(void) { - W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); - if (!autocvar_g_norecoil) + W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + if(!autocvar_g_norecoil) { - self.punchangle_x = random () - 0.5; - self.punchangle_y = random () - 0.5; + self.punchangle_x = random() - 0.5; + self.punchangle_y = random() - 0.5; } fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0); @@ -219,11 +219,11 @@ void W_MachineGun_Attack_Burst() W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); - if (autocvar_g_casings >= 2) // casing code - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) // casing code + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); self.misc_bulletcounter = self.misc_bulletcounter + 1; - if (self.misc_bulletcounter == 0) + if(self.misc_bulletcounter == 0) { ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); @@ -255,8 +255,8 @@ float W_MachineGun(float req) WEP_ACTION(self.weapon, WR_RELOAD); else if(WEP_CVAR(machinegun, mode) == 1) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(self.BUTTON_ATCK) + if(weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 0; W_MachineGun_Attack_Auto(); @@ -265,8 +265,8 @@ float W_MachineGun(float req) if(self.BUTTON_ATCK2) if(weapon_prepareattack(1, 0)) { - if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) - if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2)) + if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); @@ -282,16 +282,16 @@ float W_MachineGun(float req) else { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, 0)) + if(self.BUTTON_ATCK) + if(weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 1; W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } - if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first)) - if (weapon_prepareattack(1, 0)) + if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first)) + if(weapon_prepareattack(1, 0)) { self.misc_bulletcounter = 1; W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished @@ -303,11 +303,11 @@ float W_MachineGun(float req) } case WR_INIT: { - precache_model ("models/uziflash.md3"); - precache_model ("models/weapons/g_uzi.md3"); - precache_model ("models/weapons/v_uzi.md3"); - precache_model ("models/weapons/h_uzi.iqm"); - precache_sound ("weapons/uzi_fire.wav"); + precache_model("models/uziflash.md3"); + precache_model("models/weapons/g_uzi.md3"); + precache_model("models/weapons/v_uzi.md3"); + precache_model("models/weapons/h_uzi.iqm"); + precache_sound("weapons/uzi_fire.wav"); MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc index b0d05cc36..ab4a77b94 100644 --- a/qcsrc/common/weapons/w_minelayer.qc +++ b/qcsrc/common/weapons/w_minelayer.qc @@ -49,18 +49,18 @@ REGISTER_WEAPON( #ifdef SVQC MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -void W_MineLayer_Think (void); +void W_MineLayer_Think(void); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; #endif #else #ifdef SVQC -void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); } +void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } -void W_MineLayer_Stick (entity to) +void W_MineLayer_Stick(entity to) { - spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile @@ -105,7 +105,7 @@ void W_MineLayer_Stick (entity to) SetMovetypeFollow(self, to); } -void W_MineLayer_Explode() +void W_MineLayer_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) @@ -117,14 +117,14 @@ void W_MineLayer_Explode() self.event_damage = func_null; self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -133,10 +133,10 @@ void W_MineLayer_Explode() self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_MineLayer_DoRemoteExplode () +void W_MineLayer_DoRemoteExplode(void) { self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -144,14 +144,14 @@ void W_MineLayer_DoRemoteExplode () if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) self.velocity = self.mine_orientation; // particle fx and decals need .velocity - RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); + RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world); - if (self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; - if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) + if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; @@ -160,10 +160,10 @@ void W_MineLayer_DoRemoteExplode () self = oldself; } self.realowner.minelayer_mines -= 1; - remove (self); + remove(self); } -void W_MineLayer_RemoteExplode () +void W_MineLayer_RemoteExplode(void) { if(self.realowner.deadflag == DEAD_NO) if((self.spawnshieldtime >= 0) @@ -175,7 +175,7 @@ void W_MineLayer_RemoteExplode () } } -void W_MineLayer_ProximityExplode () +void W_MineLayer_ProximityExplode(void) { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0) @@ -204,7 +204,7 @@ float W_MineLayer_Count(entity e) return minecount; } -void W_MineLayer_Think (void) +void W_MineLayer_Think(void) { entity head; @@ -221,10 +221,10 @@ void W_MineLayer_Think (void) // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown - if ((time > self.cnt) && (!self.mine_time)) + if((time > self.cnt) && (!self.mine_time)) { if(WEP_CVAR(minelayer, lifetime_countdown) > 0) - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown); self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } @@ -247,7 +247,7 @@ void W_MineLayer_Think (void) if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + WEP_CVAR(minelayer, time); } head = head.chain; @@ -261,13 +261,13 @@ void W_MineLayer_Think (void) } // remote detonation - if (self.realowner.weapon == WEP_MINE_LAYER) - if (self.realowner.deadflag == DEAD_NO) - if (self.minelayer_detonate) + if(self.realowner.weapon == WEP_MINE_LAYER) + if(self.realowner.deadflag == DEAD_NO) + if(self.minelayer_detonate) W_MineLayer_RemoteExplode(); } -void W_MineLayer_Touch (void) +void W_MineLayer_Touch(void) { if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? @@ -290,24 +290,24 @@ void W_MineLayer_Touch (void) } } -void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; float is_from_enemy = (inflictor.realowner != self.realowner); - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode); } -void W_MineLayer_Attack() +void W_MineLayer_Attack(void) { entity mine; entity flash; @@ -326,7 +326,7 @@ void W_MineLayer_Attack() W_DecreaseAmmo(WEP_CVAR(minelayer, ammo)); - W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); + W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage)); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); @@ -348,11 +348,11 @@ void W_MineLayer_Attack() mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; - setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot + setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot - setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point + setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0); - mine.angles = vectoangles (mine.velocity); + mine.angles = vectoangles(mine.velocity); mine.touch = W_MineLayer_Touch; mine.think = W_MineLayer_Think; @@ -364,9 +364,9 @@ void W_MineLayer_Attack() CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); // muzzle flash for 1st person view - flash = spawn (); - setmodel (flash, "models/flash.md3"); // precision set below - SUB_SetFade (flash, time, 0.1); + flash = spawn(); + setmodel(flash, "models/flash.md3"); // precision set below + SUB_SetFade(flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); @@ -426,24 +426,24 @@ float W_MineLayer(float req) enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); mine = find(world, classname, "mine"); - while (mine) + while(mine) { - if (mine.realowner != self) + if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } targ = targetlist; - while (targ) + while(targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target - if (targ == self) + if(targ == self) selfdamage = selfdamage + d; - else if (targ.team == self.team && teamplay) + else if(targ.team == self.team && teamplay) teamdamage = teamdamage + d; - else if (bot_shouldattack(targ)) + else if(bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } @@ -451,27 +451,27 @@ float W_MineLayer(float req) } float desirabledamage; desirabledamage = enemydamage; - if (time > self.invincible_finished && time > self.spawnshieldtime) + if(time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if (teamplay && self.team) + if(teamplay && self.team) desirabledamage = desirabledamage - teamdamage; mine = find(world, classname, "mine"); - while (mine) + while(mine) { - if (mine.realowner != self) + if(mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } makevectors(mine.v_angle); targ = targetlist; - if (skill > 9) // normal players only do this for the target they are tracking + if(skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; - while (targ) + while(targ) { - if ( + if( (v_forward * normalize(mine.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; @@ -493,13 +493,13 @@ float W_MineLayer(float req) } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! - if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events + if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; - if ((skill > 6.5) && (selfdamage > self.health)) + if((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); - if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; + if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } return TRUE; @@ -512,7 +512,7 @@ float W_MineLayer(float req) if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) WEP_ACTION(self.weapon, WR_RELOAD); } - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire))) { @@ -521,32 +521,32 @@ float W_MineLayer(float req) } } - if (self.BUTTON_ATCK2) + if(self.BUTTON_ATCK2) { if(W_MineLayer_PlacedMines(TRUE)) - sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_INIT: { - precache_model ("models/flash.md3"); - precache_model ("models/mine.md3"); - precache_model ("models/weapons/g_minelayer.md3"); - precache_model ("models/weapons/v_minelayer.md3"); - precache_model ("models/weapons/h_minelayer.iqm"); - precache_sound ("weapons/mine_det.wav"); - precache_sound ("weapons/mine_fire.wav"); - precache_sound ("weapons/mine_stick.wav"); - precache_sound ("weapons/mine_trigger.wav"); + precache_model("models/flash.md3"); + precache_model("models/mine.md3"); + precache_model("models/weapons/g_minelayer.md3"); + precache_model("models/weapons/v_minelayer.md3"); + precache_model("models/weapons/h_minelayer.iqm"); + precache_sound("weapons/mine_det.wav"); + precache_sound("weapons/mine_fire.wav"); + precache_sound("weapons/mine_stick.wav"); + precache_sound("weapons/mine_trigger.wav"); MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { // don't switch while placing a mine - if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) + if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo); ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo); @@ -556,7 +556,7 @@ float W_MineLayer(float req) } case WR_CHECKAMMO2: { - if (W_MineLayer_PlacedMines(FALSE)) + if(W_MineLayer_PlacedMines(FALSE)) return TRUE; else return FALSE; diff --git a/qcsrc/common/weapons/w_mortar.qc b/qcsrc/common/weapons/w_mortar.qc index ef69847a4..de40fcb39 100644 --- a/qcsrc/common/weapons/w_mortar.qc +++ b/qcsrc/common/weapons/w_mortar.qc @@ -55,10 +55,10 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #else #ifdef SVQC -void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); } -void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); } +void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR); } +void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); } -void W_Mortar_Grenade_Explode() +void W_Mortar_Grenade_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) @@ -73,12 +73,12 @@ void W_Mortar_Grenade_Explode() if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Mortar_Grenade_Explode2() +void W_Mortar_Grenade_Explode2(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) @@ -93,30 +93,30 @@ void W_Mortar_Grenade_Explode2() if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; - RadiusDamage (self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other); - remove (self); + remove(self); } void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, self.use); } -void W_Mortar_Grenade_Think1() +void W_Mortar_Grenade_Think1(void) { self.nextthink = time; - if (time > self.cnt) + if(time > self.cnt) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; @@ -127,36 +127,36 @@ void W_Mortar_Grenade_Think1() W_Mortar_Grenade_Explode(); } -void W_Mortar_Grenade_Touch1() +void W_Mortar_Grenade_Touch1(void) { PROJECTILE_TOUCH; - if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile + if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile { - self.use (); + self.use(); } - else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce + else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce { float r; r = random() * 6; if(r < 1) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else - spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; } else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { - spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; @@ -172,40 +172,40 @@ void W_Mortar_Grenade_Touch1() } } -void W_Mortar_Grenade_Touch2() +void W_Mortar_Grenade_Touch2(void) { PROJECTILE_TOUCH; - if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile + if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile { - self.use (); + self.use(); } - else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce + else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce { float r; r = random() * 6; if(r < 1) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM); else if(r < 2) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM); else if(r < 3) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM); else if(r < 4) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM); else if(r < 5) - spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM); else - spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1); self.projectiledeathtype |= HITTYPE_BOUNCE; self.gl_bouncecnt += 1; - if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1) + if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1) self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce); } else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick { - spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); + spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM); // let it stick whereever it is self.oldvelocity = self.velocity; @@ -221,18 +221,18 @@ void W_Mortar_Grenade_Touch2() } } -void W_Mortar_Attack() +void W_Mortar_Attack(void) { entity gren; W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo)); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage)); + W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - gren = spawn (); + gren = spawn(); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; @@ -259,7 +259,7 @@ void W_Mortar_Attack() gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_UP_PRI(gren, mortar); - gren.angles = vectoangles (gren.velocity); + gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2) @@ -270,18 +270,18 @@ void W_Mortar_Attack() other = gren; MUTATOR_CALLHOOK(EditProjectile); } -void W_Mortar_Attack2() +void W_Mortar_Attack2(void) { entity gren; W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo)); - W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage)); + W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage)); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - gren = spawn (); + gren = spawn(); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; @@ -307,7 +307,7 @@ void W_Mortar_Attack2() gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_UP_SEC(gren, mortar); - gren.angles = vectoangles (gren.velocity); + gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2) @@ -330,7 +330,7 @@ float W_Mortar(float req) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; - if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH + if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH { if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE)) { @@ -369,15 +369,15 @@ float W_Mortar(float req) { if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { - if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire))) + if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire))) { W_Mortar_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready); } } - else if (self.BUTTON_ATCK2) + else if(self.BUTTON_ATCK2) { if(WEP_CVAR_SEC(mortar, remote_detonateprimary)) { @@ -391,9 +391,9 @@ float W_Mortar(float req) } } if(nadefound) - sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM); } - else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire))) + else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire))) { W_Mortar_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready); @@ -404,17 +404,17 @@ float W_Mortar(float req) } case WR_INIT: { - precache_model ("models/weapons/g_gl.md3"); - precache_model ("models/weapons/v_gl.md3"); - precache_model ("models/weapons/h_gl.iqm"); - precache_sound ("weapons/grenade_bounce1.wav"); - precache_sound ("weapons/grenade_bounce2.wav"); - precache_sound ("weapons/grenade_bounce3.wav"); - precache_sound ("weapons/grenade_bounce4.wav"); - precache_sound ("weapons/grenade_bounce5.wav"); - precache_sound ("weapons/grenade_bounce6.wav"); - precache_sound ("weapons/grenade_stick.wav"); - precache_sound ("weapons/grenade_fire.wav"); + precache_model("models/weapons/g_gl.md3"); + precache_model("models/weapons/v_gl.md3"); + precache_model("models/weapons/h_gl.iqm"); + precache_sound("weapons/grenade_bounce1.wav"); + precache_sound("weapons/grenade_bounce2.wav"); + precache_sound("weapons/grenade_bounce3.wav"); + precache_sound("weapons/grenade_bounce4.wav"); + precache_sound("weapons/grenade_bounce5.wav"); + precache_sound("weapons/grenade_bounce6.wav"); + precache_sound("weapons/grenade_stick.wav"); + precache_sound("weapons/grenade_fire.wav"); MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_porto.qc b/qcsrc/common/weapons/w_porto.qc index 0c6a725f0..49fb47e43 100644 --- a/qcsrc/common/weapons/w_porto.qc +++ b/qcsrc/common/weapons/w_porto.qc @@ -38,9 +38,9 @@ PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); } +void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); } -void W_Porto_Success (void) +void W_Porto_Success(void) { if(self.realowner == world) { @@ -53,7 +53,7 @@ void W_Porto_Success (void) } string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo); -void W_Porto_Fail (float failhard) +void W_Porto_Fail(float failhard) { if(self.realowner == world) { @@ -71,7 +71,7 @@ void W_Porto_Fail (float failhard) if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO)) { - setsize (self, '-16 -16 0', '16 16 32'); + setsize(self, '-16 -16 0', '16 16 32'); setorigin(self, self.origin + trace_plane_normal); if(move_out_of_solid(self)) { @@ -88,7 +88,7 @@ void W_Porto_Fail (float failhard) remove(self); } -void W_Porto_Remove (entity p) +void W_Porto_Remove(entity p) { if(p.porto_current.realowner == p && p.porto_current.classname == "porto") { @@ -100,7 +100,7 @@ void W_Porto_Remove (entity p) } } -void W_Porto_Think (void) +void W_Porto_Think(void) { trace_plane_normal = '0 0 0'; if(self.realowner.playerid != self.playerid) @@ -109,7 +109,7 @@ void W_Porto_Think (void) W_Porto_Fail(0); } -void W_Porto_Touch (void) +void W_Porto_Touch(void) { vector norm; @@ -231,18 +231,18 @@ void W_Porto_Touch (void) } } -void W_Porto_Attack (float type) +void W_Porto_Attack(float type) { entity gren; - W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0); + W_SetupShot(self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0); // always shoot from the eye w_shotdir = v_forward; w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward; //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - gren = spawn (); + gren = spawn(); gren.cnt = type; gren.owner = gren.realowner = self; gren.playerid = self.playerid; @@ -265,7 +265,7 @@ void W_Porto_Attack (float type) else W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0); - gren.angles = vectoangles (gren.velocity); + gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; gren.portal_id = time; @@ -289,7 +289,7 @@ float W_Porto(float req) { //vector v_angle_save; - if (g_nexball) { return w_nexball_weapon(req); } + if(g_nexball) { return w_nexball_weapon(req); } switch(req) { @@ -312,19 +312,19 @@ float W_Porto(float req) { if(WEP_CVAR(porto, secondary)) { - if (self.BUTTON_ATCK) - if (!self.porto_current) - if (!self.porto_forbidden) - if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire))) + if(self.BUTTON_ATCK) + if(!self.porto_current) + if(!self.porto_forbidden) + if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire))) { W_Porto_Attack(0); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready); } - if (self.BUTTON_ATCK2) - if (!self.porto_current) - if (!self.porto_forbidden) - if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire))) + if(self.BUTTON_ATCK2) + if(!self.porto_current) + if(!self.porto_forbidden) + if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire))) { W_Porto_Attack(1); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready); @@ -354,10 +354,10 @@ float W_Porto(float req) if(self.porto_v_angle_held) makevectors(self.porto_v_angle); // override the previously set angles - if (self.BUTTON_ATCK) - if (!self.porto_current) - if (!self.porto_forbidden) - if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire))) + if(self.BUTTON_ATCK) + if(!self.porto_current) + if(!self.porto_forbidden) + if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire))) { W_Porto_Attack(-1); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready); @@ -368,16 +368,16 @@ float W_Porto(float req) } case WR_INIT: { - precache_model ("models/weapons/g_porto.md3"); - precache_model ("models/weapons/v_porto.md3"); - precache_model ("models/weapons/h_porto.iqm"); - precache_model ("models/portal.md3"); - precache_sound ("porto/bounce.wav"); - precache_sound ("porto/create.wav"); - precache_sound ("porto/expire.wav"); - precache_sound ("porto/explode.wav"); - precache_sound ("porto/fire.wav"); - precache_sound ("porto/unsupported.wav"); + precache_model("models/weapons/g_porto.md3"); + precache_model("models/weapons/v_porto.md3"); + precache_model("models/weapons/h_porto.iqm"); + precache_model("models/portal.md3"); + precache_sound("porto/bounce.wav"); + precache_sound("porto/create.wav"); + precache_sound("porto/expire.wav"); + precache_sound("porto/explode.wav"); + precache_sound("porto/fire.wav"); + precache_sound("porto/unsupported.wav"); PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_rifle.qc b/qcsrc/common/weapons/w_rifle.qc index c691d6a9f..03c396ceb 100644 --- a/qcsrc/common/weapons/w_rifle.qc +++ b/qcsrc/common/weapons/w_rifle.qc @@ -46,9 +46,9 @@ RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); } -void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); } -void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); } +void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE); } +void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); } +void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); } void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound) { @@ -56,7 +56,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolid W_DecreaseAmmo(pAmmo); - W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots); + W_SetupShot(self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots); pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1); @@ -69,16 +69,16 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolid for(i = 0; i < pShots; ++i) fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE)); - if (autocvar_g_casings >= 2) - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); + if(autocvar_g_casings >= 2) + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self); } -void W_Rifle_Attack() +void W_Rifle_Attack(void) { W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav"); } -void W_Rifle_Attack2() +void W_Rifle_Attack2(void) { W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav"); } @@ -87,7 +87,7 @@ void W_Rifle_Attack2() .float rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; -void W_Rifle_BulletHail_Continue() +void W_Rifle_BulletHail_Continue(void) { float r, sw, af; @@ -171,24 +171,24 @@ float W_Rifle(float req) else { self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time); - if (self.BUTTON_ATCK) - if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire))) - if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) + if(self.BUTTON_ATCK) + if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire))) + if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) { weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire)); W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); } - if (self.BUTTON_ATCK2) + if(self.BUTTON_ATCK2) { - if (WEP_CVAR(rifle, secondary)) + if(WEP_CVAR(rifle, secondary)) { if(WEP_CVAR_SEC(rifle, reload)) WEP_ACTION(self.weapon, WR_RELOAD); else { - if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire))) - if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) + if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire))) + if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) { weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire)); W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire)); @@ -203,11 +203,11 @@ float W_Rifle(float req) } case WR_INIT: { - precache_model ("models/weapons/g_campingrifle.md3"); - precache_model ("models/weapons/v_campingrifle.md3"); - precache_model ("models/weapons/h_campingrifle.iqm"); - precache_sound ("weapons/campingrifle_fire.wav"); - precache_sound ("weapons/campingrifle_fire2.wav"); + precache_model("models/weapons/g_campingrifle.md3"); + precache_model("models/weapons/v_campingrifle.md3"); + precache_model("models/weapons/h_campingrifle.iqm"); + precache_sound("weapons/campingrifle_fire.wav"); + precache_sound("weapons/campingrifle_fire2.wav"); RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_seeker.qc b/qcsrc/common/weapons/w_seeker.qc index 4c448a10d..7d933d5ca 100644 --- a/qcsrc/common/weapons/w_seeker.qc +++ b/qcsrc/common/weapons/w_seeker.qc @@ -83,27 +83,27 @@ SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); } +void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER); } // ============================ // Begin: Missile functions, these are general functions to be manipulated by other code // ============================ -void W_Seeker_Missile_Explode() +void W_Seeker_Missile_Explode(void) { self.event_damage = func_null; - RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Seeker_Missile_Touch() +void W_Seeker_Missile_Touch(void) { PROJECTILE_TOUCH; W_Seeker_Missile_Explode(); } -void W_Seeker_Missile_Think() +void W_Seeker_Missile_Think(void) { entity e; vector desireddir, olddir, newdir, eorg; @@ -111,7 +111,7 @@ void W_Seeker_Missile_Think() float dist; float spd; - if (time > self.cnt) + if(time > self.cnt) { self.projectiledeathtype |= HITTYPE_SPLASH; W_Seeker_Missile_Explode(); @@ -124,11 +124,11 @@ void W_Seeker_Missile_Think() spd + WEP_CVAR(seeker, missile_accel) * frametime ); - if (self.enemy != world) - if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) + if(self.enemy != world) + if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) self.enemy = world; - if (self.enemy != world) + if(self.enemy != world) { e = self.enemy; eorg = 0.5 * (e.absmin + e.absmax); @@ -138,10 +138,10 @@ void W_Seeker_Missile_Think() dist = vlen(eorg - self.origin); // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P ) - if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist))) + if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist))) { // Is it a better idea (shorter distance) to trace to the target itself? - if ( vlen(self.origin + olddir * self.wait) < dist) + if( vlen(self.origin + olddir * self.wait) < dist) traceline(self.origin, self.origin + olddir * self.wait, FALSE, self); else traceline(self.origin, eorg, FALSE, self); @@ -160,17 +160,17 @@ void W_Seeker_Missile_Think() dist = 0; // Proxy - if (WEP_CVAR(seeker, missile_proxy)) + if(WEP_CVAR(seeker, missile_proxy)) { - if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange)) + if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange)) { - if (self.autoswitch == 0) + if(self.autoswitch == 0) { self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay); } else { - if (self.autoswitch <= time) + if(self.autoswitch <= time) { W_Seeker_Missile_Explode(); self.autoswitch = 0; @@ -179,13 +179,13 @@ void W_Seeker_Missile_Think() } else { - if (self.autoswitch != 0) + if(self.autoswitch != 0) self.autoswitch = 0; } } /////////////// - if (self.enemy.deadflag != DEAD_NO) + if(self.enemy.deadflag != DEAD_NO) { self.enemy = world; self.cnt = time + 1 + (random() * 4); @@ -202,29 +202,29 @@ void W_Seeker_Missile_Think() void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - if (self.realowner == attacker) + if(self.realowner == attacker) self.health = self.health - (damage * 0.25); else self.health = self.health - damage; - if (self.health <= 0) + if(self.health <= 0) W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode); } /* -void W_Seeker_Missile_Animate() +void W_Seeker_Missile_Animate(void) { self.frame = self.frame +1; self.nextthink = time + 0.05; - if (self.enemy != world) - if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) + if(self.enemy != world) + if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO) self.enemy = world; if(self.frame == 5) @@ -232,7 +232,7 @@ void W_Seeker_Missile_Animate() self.think = W_Seeker_Missile_Think; self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles - if (autocvar_g_balance_seeker_missile_proxy) + if(autocvar_g_balance_seeker_missile_proxy) self.movetype = MOVETYPE_BOUNCEMISSILE; else self.movetype = MOVETYPE_FLYMISSILE; @@ -249,7 +249,7 @@ void W_Seeker_Fire_Missile(vector f_diff, entity m_target) W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo)); makevectors(self.v_angle); - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0); + W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0); w_shotorg += f_diff; pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); @@ -275,21 +275,21 @@ void W_Seeker_Fire_Missile(vector f_diff, entity m_target) missile.damagedbycontents = TRUE; //missile.think = W_Seeker_Missile_Animate; // csqc projectiles. - if (missile.enemy != world) + if(missile.enemy != world) missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY; else missile.projectiledeathtype = WEP_SEEKER; - setorigin (missile, w_shotorg); - setsize (missile, '-4 -4 -4', '4 4 4'); + setorigin(missile, w_shotorg); + setsize(missile, '-4 -4 -4', '4 4 4'); missile.movetype = MOVETYPE_FLYMISSILE; missile.flags = FL_PROJECTILE; missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG; W_SetupProjVelocity_UP_PRE(missile, seeker, missile_); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE); @@ -299,23 +299,23 @@ void W_Seeker_Fire_Missile(vector f_diff, entity m_target) // ============================ // Begin: FLAC, close range attack meant for defeating rockets which are coming at you. // ============================ -void W_Seeker_Flac_Explode() +void W_Seeker_Flac_Explode(void) { self.event_damage = func_null; - RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other); - remove (self); + remove(self); } -void W_Seeker_Flac_Touch() +void W_Seeker_Flac_Touch(void) { PROJECTILE_TOUCH; W_Seeker_Flac_Explode(); } -void W_Seeker_Fire_Flac() +void W_Seeker_Fire_Flac(void) { entity missile; vector f_diff; @@ -340,12 +340,12 @@ void W_Seeker_Fire_Flac() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); + W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); w_shotorg += f_diff; pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "missile"; missile.bot_dodge = TRUE; @@ -362,11 +362,11 @@ void W_Seeker_Fire_Flac() missile.missile_flags = MIF_SPLASH; // csqc projectiles - //missile.angles = vectoangles (missile.velocity); + //missile.angles = vectoangles(missile.velocity); //missile.scale = 0.4; // BUG: the model is too big - setorigin (missile, w_shotorg); - setsize (missile, '-2 -2 -2', '2 2 2'); + setorigin(missile, w_shotorg); + setsize(missile, '-2 -2 -2', '2 2 2'); W_SetupProjVelocity_UP_PRE(missile, seeker, flac_); CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE); @@ -381,22 +381,22 @@ entity W_Seeker_Tagged_Info(entity isowner, entity istarget) { entity tag; for(tag = world; (tag = find(tag, classname, "tag_tracker")); ) - if ((tag.realowner == isowner) && (tag.tag_target == istarget)) + if((tag.realowner == isowner) && (tag.tag_target == istarget)) return tag; return world; } -void W_Seeker_Attack() +void W_Seeker_Attack(void) { entity tracker, closest_target; closest_target = world; for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self) { - if (closest_target) + if(closest_target) { - if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin)) + if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin)) closest_target = tracker.tag_target; } else @@ -404,13 +404,13 @@ void W_Seeker_Attack() } traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self); - if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target))) + if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target))) closest_target = world; W_Seeker_Fire_Missile('0 0 0', closest_target); } -void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack +void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack { float c; entity oldself,oldenemy; @@ -452,13 +452,13 @@ void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack self = oldself; } -void W_Seeker_Tracker_Think() +void W_Seeker_Tracker_Think(void) { // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up - if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER) + if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER) || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime))) { - if (self) + if(self) { WaypointSprite_Kill(self.tag_target.wps_tag_tracker); remove(self); @@ -473,25 +473,25 @@ void W_Seeker_Tracker_Think() // ============================ // Begin: Tag projectile // ============================ -void W_Seeker_Tag_Explode() +void W_Seeker_Tag_Explode(void) { //if(other==self.realowner) // return; Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self); - remove (self); + remove(self); } void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - if (self.health <= 0) + if(self.health <= 0) return; self.health = self.health - damage; - if (self.health <= 0) + if(self.health <= 0) W_Seeker_Tag_Explode(); } -void W_Seeker_Tag_Touch() +void W_Seeker_Tag_Touch(void) { vector dir; vector org2; @@ -499,22 +499,22 @@ void W_Seeker_Tag_Touch() PROJECTILE_TOUCH; - dir = normalize (self.realowner.origin - self.origin); - org2 = findbetterlocation (self.origin, 8); + dir = normalize(self.realowner.origin - self.origin); + org2 = findbetterlocation(self.origin, 8); te_knightspike(org2); self.event_damage = func_null; Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self); - if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) + if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO) { // check to see if this person is already tagged by me entity tag = W_Seeker_Tagged_Info(self.realowner, other); - if (tag != world) + if(tag != world) { - if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first + if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first WaypointSprite_Kill(other.wps_tag_tracker); tag.tag_time = time; @@ -554,12 +554,12 @@ void W_Seeker_Tag_Touch() return; } -void W_Seeker_Fire_Tag() +void W_Seeker_Fire_Tag(void) { entity missile; W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo)); - W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); + W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); missile = spawn(); missile.owner = missile.realowner = self; @@ -577,15 +577,15 @@ void W_Seeker_Fire_Tag() missile.health = WEP_CVAR(seeker, tag_health); missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale); - setorigin (missile, w_shotorg); - setsize (missile, '-2 -2 -2', '2 2 2'); + setorigin(missile, w_shotorg); + setsize(missile, '-2 -2 -2', '2 2 2'); missile.flags = FL_PROJECTILE; //missile.missile_flags = MIF_..?; missile.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRE(missile, seeker, tag_); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound @@ -604,8 +604,8 @@ float W_Seeker(float req) { case WR_AIM: { - if (WEP_CVAR(seeker, type) == 1) - if (W_Seeker_Tagged_Info(self, self.enemy) != world) + if(WEP_CVAR(seeker, type) == 1) + if(W_Seeker_Tagged_Info(self, self.enemy) != world) self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE); else self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE); @@ -618,11 +618,11 @@ float W_Seeker(float req) if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { - if (WEP_CVAR(seeker, type) == 1) + if(WEP_CVAR(seeker, type) == 1) { - if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire))) + if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire))) { W_Seeker_Attack(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready); @@ -630,7 +630,7 @@ float W_Seeker(float req) } else { - if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire))) + if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire))) { W_Seeker_Fire_Tag(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); @@ -638,11 +638,11 @@ float W_Seeker(float req) } } - else if (self.BUTTON_ATCK2) + else if(self.BUTTON_ATCK2) { - if (WEP_CVAR(seeker, type) == 1) + if(WEP_CVAR(seeker, type) == 1) { - if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire))) + if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire))) { W_Seeker_Fire_Tag(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready); @@ -650,7 +650,7 @@ float W_Seeker(float req) } else { - if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire))) + if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire))) { W_Seeker_Fire_Flac(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready); @@ -662,18 +662,18 @@ float W_Seeker(float req) } case WR_INIT: { - precache_model ("models/weapons/g_seeker.md3"); - precache_model ("models/weapons/v_seeker.md3"); - precache_model ("models/weapons/h_seeker.iqm"); - precache_sound ("weapons/tag_fire.wav"); - precache_sound ("weapons/flac_fire.wav"); - precache_sound ("weapons/seeker_fire.wav"); + precache_model("models/weapons/g_seeker.md3"); + precache_model("models/weapons/v_seeker.md3"); + precache_model("models/weapons/h_seeker.iqm"); + precache_sound("weapons/tag_fire.wav"); + precache_sound("weapons/flac_fire.wav"); + precache_sound("weapons/seeker_fire.wav"); SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { - if (WEP_CVAR(seeker, type) == 1) + if(WEP_CVAR(seeker, type) == 1) { ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo); ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo); @@ -687,7 +687,7 @@ float W_Seeker(float req) } case WR_CHECKAMMO2: { - if (WEP_CVAR(seeker, type) == 1) + if(WEP_CVAR(seeker, type) == 1) { ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo); ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo); @@ -745,9 +745,9 @@ float W_Seeker(float req) pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { - if (w_random<0.15) + if(w_random<0.15) sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM); - else if (w_random<0.7) + else if(w_random<0.7) sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM); else sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM); @@ -759,9 +759,9 @@ float W_Seeker(float req) pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if(!w_issilent) { - if (w_random<0.15) + if(w_random<0.15) sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM); - else if (w_random<0.7) + else if(w_random<0.7) sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM); else sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM); diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 6cf877ffd..d12f876b0 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -72,7 +72,7 @@ SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_shockwave() +void spawnfunc_weapon_shockwave(void) { //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO if(autocvar_sv_q3acompat_machineshotgunswap) @@ -95,7 +95,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS]; vector shockwave_hit_force[MAX_SHOCKWAVE_HITS]; // MELEE ATTACK MODE -void W_Shockwave_Melee_Think() +void W_Shockwave_Melee_Think(void) { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; @@ -215,7 +215,7 @@ void W_Shockwave_Melee_Think() } } -void W_Shockwave_Melee() +void W_Shockwave_Melee(void) { sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready); @@ -321,7 +321,7 @@ float W_Shockwave_Attack_CheckHit( return TRUE; } -void W_Shockwave_Attack() +void W_Shockwave_Attack(void) { // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; diff --git a/qcsrc/common/weapons/w_shotgun.qc b/qcsrc/common/weapons/w_shotgun.qc index 8353442fb..eec7f649c 100644 --- a/qcsrc/common/weapons/w_shotgun.qc +++ b/qcsrc/common/weapons/w_shotgun.qc @@ -51,23 +51,23 @@ SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #ifdef SVQC void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); } -void W_Shotgun_Attack (void) +void W_Shotgun_Attack(void) { float sc; entity flash; W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo)); - W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); - for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) + W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); + for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0); pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); // casing code - if (autocvar_g_casings >= 1) - for (sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1) - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self); + if(autocvar_g_casings >= 1) + for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1) + SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self); // muzzle flash for 1st person view flash = spawn(); @@ -80,7 +80,7 @@ void W_Shotgun_Attack (void) .float swing_prev; .entity swing_alreadyhit; -void W_Shotgun_Melee_Think() +void W_Shotgun_Melee_Think(void) { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; @@ -176,9 +176,9 @@ void W_Shotgun_Melee_Think() } } -void W_Shotgun_Attack2 (void) +void W_Shotgun_Attack2(void) { - sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM); + sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready); entity meleetemp; @@ -209,14 +209,14 @@ float W_Shotgun(float req) if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload { // don't force reload an empty shotgun if its melee attack is active - if (!WEP_CVAR(shotgun, secondary)) + if(!WEP_CVAR(shotgun, secondary)) WEP_ACTION(self.weapon, WR_RELOAD); } else { - if (self.BUTTON_ATCK) + if(self.BUTTON_ATCK) { - if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime))) { @@ -227,10 +227,10 @@ float W_Shotgun(float req) } } } - if (self.clip_load >= 0) // we are not currently reloading - if (!self.crouch) // no crouchmelee please - if (self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary)) - if (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire))) + if(self.clip_load >= 0) // we are not currently reloading + if(!self.crouch) // no crouchmelee please + if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary)) + if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); @@ -240,13 +240,13 @@ float W_Shotgun(float req) } case WR_INIT: { - precache_model ("models/uziflash.md3"); - precache_model ("models/weapons/g_shotgun.md3"); - precache_model ("models/weapons/v_shotgun.md3"); - precache_model ("models/weapons/h_shotgun.iqm"); - precache_sound ("misc/itempickup.wav"); - precache_sound ("weapons/shotgun_fire.wav"); - precache_sound ("weapons/shotgun_melee.wav"); + precache_model("models/uziflash.md3"); + precache_model("models/weapons/g_shotgun.md3"); + precache_model("models/weapons/v_shotgun.md3"); + precache_model("models/weapons/h_shotgun.iqm"); + precache_sound("misc/itempickup.wav"); + precache_sound("weapons/shotgun_fire.wav"); + precache_sound("weapons/shotgun_melee.wav"); SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_tuba.qc b/qcsrc/common/weapons/w_tuba.qc index ec673b7a8..e450c5bd0 100644 --- a/qcsrc/common/weapons/w_tuba.qc +++ b/qcsrc/common/weapons/w_tuba.qc @@ -45,7 +45,7 @@ TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); } +void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); } float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo) { @@ -138,7 +138,7 @@ float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorep return TRUE; } -void W_Tuba_NoteOff() +void W_Tuba_NoteOff(void) { // we have a note: // on: self.spawnshieldtime @@ -273,7 +273,7 @@ float W_Tuba_NoteSendEntity(entity to, float sf) return TRUE; } -void W_Tuba_NoteThink() +void W_Tuba_NoteThink(void) { float dist_mult; float vol0, vol1; @@ -337,7 +337,7 @@ void W_Tuba_NoteOn(float hittype) } } - if (!self.tuba_note) + if(!self.tuba_note) { self.tuba_note = spawn(); self.tuba_note.owner = self.tuba_note.realowner = self; @@ -382,15 +382,15 @@ float W_Tuba(float req) } case WR_THINK: { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, WEP_CVAR(tuba, refire))) + if(self.BUTTON_ATCK) + if(weapon_prepareattack(0, WEP_CVAR(tuba, refire))) { W_Tuba_NoteOn(0); //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready); weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready); } - if (self.BUTTON_ATCK2) - if (weapon_prepareattack(1, WEP_CVAR(tuba, refire))) + if(self.BUTTON_ATCK2) + if(weapon_prepareattack(1, WEP_CVAR(tuba, refire))) { W_Tuba_NoteOn(HITTYPE_SECONDARY); //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready); @@ -411,13 +411,13 @@ float W_Tuba(float req) } case WR_INIT: { - precache_model ("models/weapons/g_tuba.md3"); - precache_model ("models/weapons/v_tuba.md3"); - precache_model ("models/weapons/h_tuba.iqm"); - precache_model ("models/weapons/v_akordeon.md3"); - precache_model ("models/weapons/h_akordeon.iqm"); - precache_model ("models/weapons/v_kleinbottle.md3"); - precache_model ("models/weapons/h_kleinbottle.iqm"); + precache_model("models/weapons/g_tuba.md3"); + precache_model("models/weapons/v_tuba.md3"); + precache_model("models/weapons/h_tuba.iqm"); + precache_model("models/weapons/v_akordeon.md3"); + precache_model("models/weapons/h_akordeon.iqm"); + precache_model("models/weapons/v_kleinbottle.md3"); + precache_model("models/weapons/h_kleinbottle.iqm"); TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } diff --git a/qcsrc/common/weapons/w_vaporizer.qc b/qcsrc/common/weapons/w_vaporizer.qc index 08f5d801c..22fa6efcf 100644 --- a/qcsrc/common/weapons/w_vaporizer.qc +++ b/qcsrc/common/weapons/w_vaporizer.qc @@ -48,19 +48,19 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); } -void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); } +void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); } +void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); } -void W_Vaporizer_Attack (void) +void W_Vaporizer_Attack(void) { float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last - W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000); + W_SetupShot(self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000); yoda = 0; damage_goodhits = 0; - FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER); + FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER); if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); @@ -140,18 +140,18 @@ float W_Vaporizer(float req) WEP_ACTION(self.weapon, WR_RELOAD); else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { - if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) + if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) { W_Vaporizer_Attack(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); } } - else if (self.BUTTON_ATCK2) + else if(self.BUTTON_ATCK2) { - if (self.jump_interval <= time) - if (weapon_prepareattack(1, -1)) + if(self.jump_interval <= time) + if(weapon_prepareattack(1, -1)) { // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib) self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); diff --git a/qcsrc/common/weapons/w_vortex.qc b/qcsrc/common/weapons/w_vortex.qc index 09daf8c10..4942a67e1 100644 --- a/qcsrc/common/weapons/w_vortex.qc +++ b/qcsrc/common/weapons/w_vortex.qc @@ -56,8 +56,8 @@ VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC -void spawnfunc_weapon_vortex() { weapon_defaultspawnfunc(WEP_VORTEX); } -void spawnfunc_weapon_nex() { spawnfunc_weapon_vortex(); } +void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); } +void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); } void SendCSQCVortexBeamParticle(float charge) { vector v;