From 21dd2c7bcc4d6de80ad92e5070c6f579e0526ed4 Mon Sep 17 00:00:00 2001 From: bones_was_here Date: Sat, 3 Jun 2023 17:57:02 +1000 Subject: [PATCH] Fix indenting in qcsrc/client/items/items.qc --- qcsrc/client/items/items.qc | 352 ++++++++++++++++++------------------ 1 file changed, 176 insertions(+), 176 deletions(-) diff --git a/qcsrc/client/items/items.qc b/qcsrc/client/items/items.qc index 4c46ae0c4..f4abe9989 100644 --- a/qcsrc/client/items/items.qc +++ b/qcsrc/client/items/items.qc @@ -40,47 +40,47 @@ void Item_SetAlpha(entity this) void ItemDraw(entity this) { - if(this.gravity) - { - Movetype_Physics_MatchServer(this, false); - if(IS_ONGROUND(this)) - { // For some reason avelocity gets set to '0 0 0' here ... - this.oldorigin = this.origin; - this.gravity = 0; - - if(autocvar_cl_animate_items) - { // ... so reset it if animations are requested. - if(this.ItemStatus & ITS_ANIMATE1) - this.avelocity = '0 180 0'; - - if(this.ItemStatus & ITS_ANIMATE2) - this.avelocity = '0 -90 0'; - } - - // delay is for blocking item's position for a while; - // it's a workaround for dropped weapons that receive the position - // another time right after they spawn overriding animation position - this.onground_time = time + 0.5; - } - } - else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons) - { - if(this.ItemStatus & ITS_ANIMATE1) - { - this.angles += this.avelocity * frametime; - float fade_in = bound(0, time - this.onground_time, 1); - setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); - } - - if(this.ItemStatus & ITS_ANIMATE2) - { - this.angles += this.avelocity * frametime; - float fade_in = bound(0, time - this.onground_time, 1); - setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); - } - } - - Item_SetAlpha(this); + if(this.gravity) + { + Movetype_Physics_MatchServer(this, false); + if(IS_ONGROUND(this)) + { // For some reason avelocity gets set to '0 0 0' here ... + this.oldorigin = this.origin; + this.gravity = 0; + + if(autocvar_cl_animate_items) + { // ... so reset it if animations are requested. + if(this.ItemStatus & ITS_ANIMATE1) + this.avelocity = '0 180 0'; + + if(this.ItemStatus & ITS_ANIMATE2) + this.avelocity = '0 -90 0'; + } + + // delay is for blocking item's position for a while; + // it's a workaround for dropped weapons that receive the position + // another time right after they spawn overriding animation position + this.onground_time = time + 0.5; + } + } + else if (autocvar_cl_animate_items && !this.item_simple) // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons) + { + if(this.ItemStatus & ITS_ANIMATE1) + { + this.angles += this.avelocity * frametime; + float fade_in = bound(0, time - this.onground_time, 1); + setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2))); + } + + if(this.ItemStatus & ITS_ANIMATE2) + { + this.angles += this.avelocity * frametime; + float fade_in = bound(0, time - this.onground_time, 1); + setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3))); + } + } + + Item_SetAlpha(this); } void Item_PreDraw(entity this) @@ -131,145 +131,145 @@ SHUTDOWN(ENT_CLIENT_ITEM_simple) NET_HANDLE(ENT_CLIENT_ITEM, bool isnew) { - int sf = ReadByte(); - - if(sf & ISF_LOCATION) - { - vector org = ReadVector(); - setorigin(this, org); - this.oldorigin = org; - } - - if(sf & ISF_ANGLES) - { - this.angles = ReadAngleVector(); - } - - if(sf & ISF_SIZE) - { - setsize(this, '-16 -16 0', '16 16 48'); - } - - if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. - { - this.ItemStatus = ReadByte(); - - Item_SetAlpha(this); - - if(this.ItemStatus & ITS_ALLOWFB) - this.effects |= EF_FULLBRIGHT; - else - this.effects &= ~EF_FULLBRIGHT; - - if(this.ItemStatus & ITS_GLOW) - { - if(this.ItemStatus & ITS_AVAILABLE) - this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); - else - this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); - } - } - - if(sf & ISF_MODEL) - { - this.drawmask = MASK_NORMAL; + int sf = ReadByte(); + + if(sf & ISF_LOCATION) + { + vector org = ReadVector(); + setorigin(this, org); + this.oldorigin = org; + } + + if(sf & ISF_ANGLES) + { + this.angles = ReadAngleVector(); + } + + if(sf & ISF_SIZE) + { + setsize(this, '-16 -16 0', '16 16 48'); + } + + if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc. + { + this.ItemStatus = ReadByte(); + + Item_SetAlpha(this); + + if(this.ItemStatus & ITS_ALLOWFB) + this.effects |= EF_FULLBRIGHT; + else + this.effects &= ~EF_FULLBRIGHT; + + if(this.ItemStatus & ITS_GLOW) + { + if(this.ItemStatus & ITS_AVAILABLE) + this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT); + else + this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT); + } + } + + if(sf & ISF_MODEL) + { + this.drawmask = MASK_NORMAL; set_movetype(this, MOVETYPE_TOSS); if (isnew) IL_PUSH(g_drawables, this); - this.draw = ItemDraw; - this.solid = SOLID_TRIGGER; - //this.flags |= FL_ITEM; + this.draw = ItemDraw; + this.solid = SOLID_TRIGGER; + //this.flags |= FL_ITEM; - this.fade_end = ReadShort(); - this.fade_start = ReadShort(); - if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) - setpredraw(this, Item_PreDraw); + this.fade_end = ReadShort(); + this.fade_start = ReadShort(); + if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade) + setpredraw(this, Item_PreDraw); strfree(this.mdl); - string _fn = ReadString(); - this.item_simple = false; // reset it! - - if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) - { - string _fn2 = substring(_fn, 0 , strlen(_fn) -4); - this.item_simple = true; - - #define extensions(x) \ - x(md3) \ - x(dpm) \ - x(iqm) \ - x(mdl) \ - /**/ - #define tryext(ext) { \ - string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \ - string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \ - if (cached == "") { \ - HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \ - } \ - if (cached != "0") { \ - strcpy(this.mdl, s); \ - break; \ - } \ - } - do { - extensions(tryext); - this.item_simple = false; - LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn); - } while (0); - #undef tryext - #undef extensions - } - - if(!this.item_simple) - strcpy(this.mdl, _fn); - - if(this.mdl == "") - LOG_WARNF("this.mdl is unset for item %s", this.classname); - - precache_model(this.mdl); - _setmodel(this, this.mdl); - - this.skin = ReadByte(); - - setsize(this, '-16 -16 0', '16 16 48'); - } - - if(sf & ISF_COLORMAP) - { - this.colormap = ReadShort(); - this.item_glowmod_x = ReadByte() / 255.0; - this.item_glowmod_y = ReadByte() / 255.0; - this.item_glowmod_z = ReadByte() / 255.0; - } - - if(sf & ISF_DROP) - { - this.gravity = 1; - this.pushable = true; - //this.angles = '0 0 0'; - set_movetype(this, MOVETYPE_TOSS); - this.velocity = ReadVector(); - setorigin(this, this.oldorigin); - - if(!this.move_time) - { - this.move_time = time; - this.spawntime = time; - } - else - this.move_time = max(this.move_time, time); - } - - if(autocvar_cl_animate_items) - { - if(this.ItemStatus & ITS_ANIMATE1) - this.avelocity = '0 180 0'; - - if(this.ItemStatus & ITS_ANIMATE2) - this.avelocity = '0 -90 0'; - } - - this.entremove = ItemRemove; - - return true; + string _fn = ReadString(); + this.item_simple = false; // reset it! + + if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI)) + { + string _fn2 = substring(_fn, 0 , strlen(_fn) -4); + this.item_simple = true; + + #define extensions(x) \ + x(md3) \ + x(dpm) \ + x(iqm) \ + x(mdl) \ + /**/ + #define tryext(ext) { \ + string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \ + string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \ + if (cached == "") { \ + HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \ + } \ + if (cached != "0") { \ + strcpy(this.mdl, s); \ + break; \ + } \ + } + do { + extensions(tryext); + this.item_simple = false; + LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn); + } while (0); + #undef tryext + #undef extensions + } + + if(!this.item_simple) + strcpy(this.mdl, _fn); + + if(this.mdl == "") + LOG_WARNF("this.mdl is unset for item %s", this.classname); + + precache_model(this.mdl); + _setmodel(this, this.mdl); + + this.skin = ReadByte(); + + setsize(this, '-16 -16 0', '16 16 48'); + } + + if(sf & ISF_COLORMAP) + { + this.colormap = ReadShort(); + this.item_glowmod_x = ReadByte() / 255.0; + this.item_glowmod_y = ReadByte() / 255.0; + this.item_glowmod_z = ReadByte() / 255.0; + } + + if(sf & ISF_DROP) + { + this.gravity = 1; + this.pushable = true; + //this.angles = '0 0 0'; + set_movetype(this, MOVETYPE_TOSS); + this.velocity = ReadVector(); + setorigin(this, this.oldorigin); + + if(!this.move_time) + { + this.move_time = time; + this.spawntime = time; + } + else + this.move_time = max(this.move_time, time); + } + + if(autocvar_cl_animate_items) + { + if(this.ItemStatus & ITS_ANIMATE1) + this.avelocity = '0 180 0'; + + if(this.ItemStatus & ITS_ANIMATE2) + this.avelocity = '0 -90 0'; + } + + this.entremove = ItemRemove; + + return true; } -- 2.39.2