]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_minstanex.qc
Merge remote-tracking branch 'origin/Mario/misc_fixes'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minstanex.qc
index 4f231a2cb46f5e221db2dfcc89090ed4c5c87c33..9fb80c6d515d3a03bfee39e7efccea6f4fce6792 100644 (file)
@@ -74,7 +74,7 @@ void W_MinstaNex_Attack (void)
                                WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
                        break;
        }
-       
+
        W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
 }
 
@@ -117,7 +117,7 @@ float w_minstanex(float req)
                        {
                                // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
                                self.jump_interval = time + autocvar_g_balance_minstanex_laser_refire * W_WeaponRateFactor();
-                               
+
                                // decrease ammo for the laser?
                                if(autocvar_g_balance_minstanex_laser_ammo)
                                        W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_laser_ammo, autocvar_g_balance_minstanex_reload_ammo);
@@ -128,7 +128,7 @@ float w_minstanex(float req)
                                self.weapon = WEP_LASER;
                                W_Laser_Attack(2);
                                self.weapon = w;
-                               
+
                                // now do normal refire
                                weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_minstanex_laser_animtime, w_ready);
                        }
@@ -201,7 +201,7 @@ float w_minstanex(float req)
                org2 = w_org + w_backoff * 6;
                pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
                if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
        }
        else if(req == WR_PRECACHE)
        {