]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
EVEN MORE CLEANUP... MWAHAHAHAHAHAHAHA
authorSamual Lenks <samual@xonotic.org>
Thu, 27 Feb 2014 03:03:10 +0000 (22:03 -0500)
committerSamual Lenks <samual@xonotic.org>
Thu, 27 Feb 2014 03:03:10 +0000 (22:03 -0500)
qcsrc/common/weapons/w_arc.qc

index a6d4cee2339c2c078fa3968aa4629cf77aae7c16..583a43e469155641bbc7066fc3f1e4e08d57079c 100644 (file)
@@ -158,7 +158,10 @@ void W_Arc_Beam_Think(void)
                self.owner.freezetag_frozen
        )
        {
-               if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
+               #if 0
+               // is this needed? I thought this is changed to world when removed ANYWAY
+               if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
+               #endif
                entity oldself = self;
                self = self.owner;
                if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
@@ -198,7 +201,15 @@ void W_Arc_Beam_Think(void)
 
        makevectors(self.owner.v_angle);
 
-       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR(arc, beam_damage) * coefficient, WEP_CVAR(arc, beam_range));
+       W_SetupShot_Range(
+               self.owner,
+               TRUE,
+               0,
+               "",
+               0,
+               WEP_CVAR(arc, beam_damage) * coefficient,
+               WEP_CVAR(arc, beam_range)
+       );
 
        // network information: shot origin and want/aim direction
        if(self.beam_start != w_shotorg)
@@ -312,7 +323,7 @@ void W_Arc_Beam_Think(void)
 
                // Another issue is that (on the client code) we must separate the
                // curve into multiple rendered curves when handling warpzones.
-               
+
                // I can handle this by detecting it for each segment, however that
                // is a fairly inefficient method in comparison to having a curved line
                // drawing function similar to Draw_CylindricLine that accepts
@@ -505,9 +516,23 @@ float W_Arc(float req)
                case WR_AIM:
                {
                        if(WEP_CVAR(arc, beam_botaimspeed))
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(arc, beam_botaimspeed), 0, WEP_CVAR(arc, beam_botaimlifetime), FALSE);
+                       {
+                               self.BUTTON_ATCK = bot_aim(
+                                       WEP_CVAR(arc, beam_botaimspeed),
+                                       0,
+                                       WEP_CVAR(arc, beam_botaimlifetime),
+                                       FALSE
+                               );
+                       }
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                       {
+                               self.BUTTON_ATCK = bot_aim(
+                                       1000000,
+                                       0,
+                                       0.001,
+                                       FALSE
+                               );
+                       }
                        return TRUE;
                }
                case WR_THINK:
@@ -522,11 +547,15 @@ float W_Arc(float req)
 
                        if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting)
                        {
-                               if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
-                                       /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+                               if(self.BUTTON_ATCK_prev)
+                               {
+                                       #if 0
+                                       if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
                                                weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
-                                       else*/
+                                       else
+                                       #endif
                                                weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               }
 
                                if((!self.arc_beam) || wasfreed(self.arc_beam))
                                {
@@ -723,7 +752,7 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
        Draw_ArcBeam_callback_last_bottom = bottom;
 }
 
-void Draw_ArcBeam()
+void Draw_ArcBeam(void)
 {
        if(!self.beam_usevieworigin)
        {