]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Start of uncrusticracy script, and kill trailing whitespace in all sources.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 5b2672fecaa7638cdc3ffdac81b964ae0e1749f8..a40a2da4b7c1d7aedeb41f180cb60bfdaa4666a5 100644 (file)
@@ -67,66 +67,66 @@ void shotgun_meleethink (void)
 
        if(!self.cnt) // set start time of melee
        {
-               self.cnt = time; 
+               self.cnt = time;
                W_PlayStrengthSound(self.realowner);
        }
 
        makevectors(self.realowner.v_angle); // update values for v_* vectors
-       
+
        // calculate swing percentage based on time
        meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
        f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
-       
+
        // check to see if we can still continue, otherwise give up now
        if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
        {
                remove(self);
                return;
        }
-       
-       // if okay, perform the traces needed for this frame 
+
+       // if okay, perform the traces needed for this frame
        for(i=self.swing_prev; i < f; ++i)
        {
                swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
-               
-               targpos = (self.realowner.origin + self.realowner.view_ofs 
+
+               targpos = (self.realowner.origin + self.realowner.view_ofs
                        + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
                        + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
                        + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
 
                WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
-               
+
                // draw lightning beams for debugging
-               //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
+               //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
                //te_customflash(targpos, 40,  2, '1 1 1');
-               
+
                is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
-                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent.takedamage == DAMAGE_AIM)
                        && (trace_ent != self.swing_alreadyhit)
                        && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
                {
                        target_victim = trace_ent; // so it persists through other calls
-                       
+
                        if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
                                swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
                        else
                                swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
-                       
+
                        //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-                       
-                       Damage(target_victim, self.realowner, self.realowner, 
-                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
-                               self.realowner.origin + self.realowner.view_ofs, 
+
+                       Damage(target_victim, self.realowner, self.realowner,
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+                               self.realowner.origin + self.realowner.view_ofs,
                                v_forward * autocvar_g_balance_shotgun_secondary_force);
-                               
+
                        if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
-                               
+
                        // draw large red flash for debugging
                        //te_customflash(targpos, 200, 2, '15 0 0');
-                       
+
                        if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
                        {
                                self.swing_alreadyhit = target_victim;
@@ -139,7 +139,7 @@ void shotgun_meleethink (void)
                        }
                }
        }
-       
+
        if(time >= self.cnt + meleetime)
        {
                // melee is finished
@@ -148,7 +148,7 @@ void shotgun_meleethink (void)
        }
        else
        {
-               // set up next frame 
+               // set up next frame
                self.swing_prev = i;
                self.nextthink = time;
        }