]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_hagar.qc
Merge branch 'master' into Mario/ctf_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hagar.qc
index 26bc5dbe08e1dad1544805ab23edc783fafcf8f9..1085c315afae03ef3992de648a29ad3c48344097 100644 (file)
@@ -79,11 +79,11 @@ void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float death
 {
        if(self.health <= 0)
                return;
-               
+
        float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : true)
-               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY) 
+               && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
                && (self.projectiledeathtype & HITTYPE_SECONDARY));
-       
+
        if(is_linkexplode)
                is_linkexplode = (is_linkexplode && WEP_CVAR_SEC(hagar, load_linkexplode));
        else
@@ -94,7 +94,7 @@ void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float death
 
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
-       
+
        if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.think);
 }
@@ -135,13 +135,13 @@ void W_Hagar_Attack(void)
        missile.classname = "missile";
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = WEP_CVAR_PRI(hagar, health);
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
-       
+
        missile.touch = W_Hagar_Touch;
        missile.use = W_Hagar_Explode;
        missile.think = adaptor_think2use_hittype_splash;
@@ -156,7 +156,7 @@ void W_Hagar_Attack(void)
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
@@ -178,7 +178,7 @@ void W_Hagar_Attack2(void)
        missile.classname = "missile";
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
-       
+
        missile.takedamage = DAMAGE_YES;
        missile.health = WEP_CVAR_SEC(hagar, health);
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
@@ -200,7 +200,7 @@ void W_Hagar_Attack2(void)
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
 
@@ -238,7 +238,7 @@ void W_Hagar_Attack2_Load_Release(void)
                missile.classname = "missile";
                missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
-               
+
                missile.takedamage = DAMAGE_YES;
                missile.health = WEP_CVAR_SEC(hagar, health);
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
@@ -254,13 +254,13 @@ void W_Hagar_Attack2_Load_Release(void)
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                missile.movetype = MOVETYPE_FLY;
-               missile.missile_flags = MIF_SPLASH; 
-               
+               missile.missile_flags = MIF_SPLASH;
+
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
-               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1)); 
+               spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
                spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
                spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
-               
+
                // pattern spread calculation
                s = '0 0 0';
                if(counter == 0)
@@ -268,11 +268,11 @@ void W_Hagar_Attack2_Load_Release(void)
                else
                {
                        makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
-                       s_y = v_forward.x;
-                       s_z = v_forward.y;
+                       s.y = v_forward.x;
+                       s.z = v_forward.y;
                }
                s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
-               
+
                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);
@@ -291,7 +291,7 @@ void W_Hagar_Attack2_Load_Release(void)
 void W_Hagar_Attack2_Load(void)
 {
        // loadable hagar secondary attack, must always run each frame
-       
+
        if(time < game_starttime)
                return;
 
@@ -367,7 +367,7 @@ void W_Hagar_Attack2_Load(void)
                                self.hagar_warning = true;
                        }
                }
-               
+
                // release if player let go of button or if they've held it in too long
                if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
@@ -401,7 +401,7 @@ float W_Hagar(float req)
                                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);
-                               
+
                        return true;
                }
                case WR_THINK:
@@ -429,7 +429,7 @@ float W_Hagar(float req)
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
                                }
                        }
-                       
+
                        return true;
                }
                case WR_GONETHINK:
@@ -440,7 +440,7 @@ float W_Hagar(float req)
                                self.weaponentity.state = WS_READY;
                                W_Hagar_Attack2_Load_Release();
                        }
-                       
+
                        return true;
                }
                case WR_INIT:
@@ -451,7 +451,7 @@ float W_Hagar(float req)
                        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)
+                       HAGAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
                        return true;
                }
                case WR_SETUP:
@@ -463,7 +463,7 @@ float W_Hagar(float req)
                                W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
                                self.hagar_load = 0;
                        }
-                       
+
                        return true;
                }
                case WR_CHECKAMMO1:
@@ -480,7 +480,7 @@ float W_Hagar(float req)
                }
                case WR_CONFIG:
                {
-                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       HAGAR_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
                        return true;
                }
                case WR_RESETPLAYER:
@@ -493,14 +493,14 @@ float W_Hagar(float req)
                        // if we have any rockets loaded when we die, release them
                        if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
                                W_Hagar_Attack2_Load_Release();
-                               
+
                        return true;
                }
                case WR_RELOAD:
                {
                        if(!self.hagar_load) // require releasing loaded rockets first
                                W_Reload(min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), "weapons/reload.wav");
-                               
+
                        return true;
                }
                case WR_SUICIDEMESSAGE:
@@ -537,7 +537,7 @@ float W_Hagar(float req)
                                else
                                        sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
                        }
-                       
+
                        return true;
                }
                case WR_INIT: