From: Samual Date: Tue, 24 Jul 2012 06:12:55 +0000 (-0400) Subject: Consistency, consistency, consistency! X-Git-Tag: xonotic-v0.8.0~152^2~408^2~40 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c223032970bf5ada6b02738dfe7b605ed1be8fed;p=xonotic%2Fxonotic-data.pk3dir.git Consistency, consistency, consistency! --- diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 666f6d3ae..88f44f398 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -27,12 +27,12 @@ void W_Laser_Touch() self.event_damage = SUB_Null; - if (self.dmg) - RadiusDamage (self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other); + if(self.dmg) + RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other); else - RadiusDamage (self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other); + RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other); - remove (self); + remove(self); } void W_Laser_Think() @@ -40,7 +40,7 @@ void W_Laser_Think() self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; - if (self.dmg) + if(self.dmg) self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime; else self.nextthink = time + autocvar_g_balance_laser_primary_lifetime; @@ -314,14 +314,14 @@ void W_Laser_Attack(float issecondary) s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD); if(nodamage) - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0); + W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0); else if(issecondary == 1) - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage); + W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage); else - W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage); + W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - missile = spawn (); + missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "laserbolt"; missile.dmg = 0; @@ -334,11 +334,11 @@ void W_Laser_Attack(float issecondary) PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_LASER; - setorigin (missile, w_shotorg); + setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary); - missile.angles = vectoangles (missile.velocity); + missile.angles = vectoangles(missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; missile.touch = W_Laser_Touch; @@ -383,9 +383,9 @@ float w_laser(float request) { if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload weapon_action(self.weapon, WR_RELOAD); - else if (self.BUTTON_ATCK) + else if(self.BUTTON_ATCK) { - if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) + if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) { W_DecreaseAmmo(ammo_none, 1, TRUE); @@ -398,7 +398,7 @@ float w_laser(float request) weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready); } } - else if (self.BUTTON_ATCK2) + else if(self.BUTTON_ATCK2) { switch(autocvar_g_balance_laser_secondary) { @@ -424,8 +424,8 @@ float w_laser(float request) case 2: // melee attack secondary { - if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense - if (weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire)) + if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense + if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire)) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... W_Laser_Melee(); @@ -439,10 +439,10 @@ float w_laser(float request) case WR_PRECACHE: { - precache_model ("models/weapons/g_laser.md3"); - precache_model ("models/weapons/v_laser.md3"); - precache_model ("models/weapons/h_laser.iqm"); - precache_sound ("weapons/lasergun_fire.wav"); + precache_model("models/weapons/g_laser.md3"); + precache_model("models/weapons/v_laser.md3"); + precache_model("models/weapons/h_laser.iqm"); + precache_sound("weapons/lasergun_fire.wav"); return TRUE; } @@ -466,7 +466,7 @@ float w_laser(float request) } } - return TRUE; // todo should be false? + return TRUE; } #endif #ifdef CSQC