]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
More consistency in the weapon files
authorSamual Lenks <samual@xonotic.org>
Fri, 10 Jan 2014 21:45:37 +0000 (16:45 -0500)
committerSamual Lenks <samual@xonotic.org>
Fri, 10 Jan 2014 21:45:37 +0000 (16:45 -0500)
20 files changed:
qcsrc/common/weapons/w_arc.qc
qcsrc/common/weapons/w_blaster.qc
qcsrc/common/weapons/w_crylink.qc
qcsrc/common/weapons/w_devastator.qc
qcsrc/common/weapons/w_electro.qc
qcsrc/common/weapons/w_fireball.qc
qcsrc/common/weapons/w_hagar.qc
qcsrc/common/weapons/w_hlac.qc
qcsrc/common/weapons/w_hook.qc
qcsrc/common/weapons/w_machinegun.qc
qcsrc/common/weapons/w_minelayer.qc
qcsrc/common/weapons/w_mortar.qc
qcsrc/common/weapons/w_porto.qc
qcsrc/common/weapons/w_rifle.qc
qcsrc/common/weapons/w_seeker.qc
qcsrc/common/weapons/w_shockwave.qc
qcsrc/common/weapons/w_shotgun.qc
qcsrc/common/weapons/w_tuba.qc
qcsrc/common/weapons/w_vaporizer.qc
qcsrc/common/weapons/w_vortex.qc

index 90d3fe3ffdd117abf1e837e4740e9ee01a2a67b0..660c741d7ab4b277d33003b1b46981fe50bbd32a 100644 (file)
@@ -38,7 +38,7 @@ vector arc_shotorigin[4];
 #endif
 #ifdef SVQC
 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void ArcInit();
+void ArcInit(void);
 .vector hook_start, hook_end; // used for beam
 .entity arc_beam; // used for beam
 .float BUTTON_ATCK_prev; // for better animation control
@@ -79,13 +79,13 @@ void W_Arc_Beam_Think(void)
 {
        print("W_Arc_Beam_Think();\n");
        self.owner.lg_fire_prev = time;
-       if (self != self.owner.arc_beam)
+       if(self != self.owner.arc_beam)
        {
                remove(self);
                print("W_Arc_Beam_Think(): EXPIRING BEAM #1\n");
                return;
        }
-       if ((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
+       if((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
        {
                if(self == self.owner.arc_beam)
                        self.owner.arc_beam = world;
@@ -122,7 +122,7 @@ void W_Arc_Beam_Think(void)
 
                if(accuracy_isgooddamage(self.owner, trace_ent))
                        accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f);
-               Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
+               Damage(trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
        }
 
        // draw effect
@@ -144,7 +144,7 @@ void W_Arc_Beam(void)
        print("W_Arc_Beam();\n");
        // only play fire sound if 0.5 sec has passed since player let go the fire button
        if(time - self.lg_fire_prev > 0.5)
-               sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
 
        entity beam, oldself;
 
@@ -216,7 +216,7 @@ float W_Arc(float req)
                                
                                if(weapon_prepareattack(0, 0))
                                {
-                                       if ((!self.arc_beam) || wasfreed(self.arc_beam))
+                                       if((!self.arc_beam) || wasfreed(self.arc_beam))
                                                W_Arc_Beam();
                                        
                                        if(!self.BUTTON_ATCK_prev)
@@ -228,7 +228,7 @@ float W_Arc(float req)
                        } 
                        else // todo
                        {
-                               if (self.BUTTON_ATCK_prev != 0)
+                               if(self.BUTTON_ATCK_prev != 0)
                                {
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
                                        ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
@@ -236,8 +236,8 @@ float W_Arc(float req)
                                self.BUTTON_ATCK_prev = 0;
                        }
 
-                       //if (self.BUTTON_ATCK2)
-                               //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+                       //if(self.BUTTON_ATCK2)
+                               //if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
                                //{
                                //      W_Arc_Attack2();
                                //      self.arc_count = autocvar_g_balance_arc_secondary_count;
@@ -249,15 +249,15 @@ float W_Arc(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_arc.md3");
-                       precache_model ("models/weapons/v_arc.md3");
-                       precache_model ("models/weapons/h_arc.iqm");
-                       //precache_sound ("weapons/arc_bounce.wav");
-                       precache_sound ("weapons/arc_fire.wav");
-                       precache_sound ("weapons/arc_fire2.wav");
-                       precache_sound ("weapons/arc_impact.wav");
-                       //precache_sound ("weapons/arc_impact_combo.wav");
-                       //precache_sound ("weapons/W_Arc_Beam_fire.wav");
+                       precache_model("models/weapons/g_arc.md3");
+                       precache_model("models/weapons/v_arc.md3");
+                       precache_model("models/weapons/h_arc.iqm");
+                       //precache_sound("weapons/arc_bounce.wav");
+                       precache_sound("weapons/arc_fire.wav");
+                       precache_sound("weapons/arc_fire2.wav");
+                       precache_sound("weapons/arc_impact.wav");
+                       //precache_sound("weapons/arc_impact_combo.wav");
+                       //precache_sound("weapons/W_Arc_Beam_fire.wav");
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -296,7 +296,7 @@ float W_Arc(float req)
        return FALSE;
 }
 
-void ArcInit()
+void ArcInit(void)
 {
        WEP_ACTION(WEP_ARC, WR_INIT);
        arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
index a3f2fbab839e4016642c4e0a03ba44dfd64d1f25..89faebb3a1840e6789faa55e9442648b197385fc 100644 (file)
@@ -46,10 +46,10 @@ BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
-void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
+void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
 
-void W_Blaster_Touch()
+void W_Blaster_Touch(void)
 {
        PROJECTILE_TOUCH;
 
@@ -71,7 +71,7 @@ void W_Blaster_Touch()
        remove(self);
 }
 
-void W_Blaster_Think()
+void W_Blaster_Think(void)
 {
        self.movetype = MOVETYPE_FLY;
        self.think = SUB_Remove;
index a599de4285e628e1b8884f75d9f8d47b6ad6c0f5..d17826a9247908f7c1bceb42dcfc2d91645d585c 100644 (file)
@@ -63,7 +63,7 @@ CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
+void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK); }
 
 void W_Crylink_CheckLinks(entity e)
 {
@@ -112,7 +112,7 @@ void W_Crylink_Reset(void)
 }
 
 // force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2)
 {
        float a;
 
@@ -131,7 +131,7 @@ void W_Crylink_LinkExplode (entity e, entity e2)
        W_Crylink_LinkExplode(e.queuenext, e2);
 
        e.classname = "spike_oktoremove";
-       remove (e);
+       remove(e);
 }
 
 // adjust towards center
@@ -222,7 +222,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed)
        return targ_origin;
 }
 
-void W_Crylink_LinkJoinEffect_Think()
+void W_Crylink_LinkJoinEffect_Think(void)
 {
        // is there at least 2 projectiles very close?
        entity e, p;
@@ -287,7 +287,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 }
 
 // NO bounce protection, as bounces are limited!
-void W_Crylink_Touch (void)
+void W_Crylink_Touch(void)
 {
        float finalhit;
        float f;
@@ -313,7 +313,7 @@ void W_Crylink_Touch (void)
                        self.realowner.crylink_lastgroup = world;
                W_Crylink_LinkExplode(self.queuenext, self);
                self.classname = "spike_oktoremove";
-               remove (self);
+               remove(self);
                return;
        }
        else if(finalhit)
@@ -332,13 +332,13 @@ void W_Crylink_Touch (void)
        //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
 }
 
-void W_Crylink_Fadethink (void)
+void W_Crylink_Fadethink(void)
 {
        W_Crylink_Dequeue(self);
        remove(self);
 }
 
-void W_Crylink_Attack (void)
+void W_Crylink_Attack(void)
 {
        float counter, shots;
        entity proj, prevproj, firstproj;
@@ -353,7 +353,7 @@ void W_Crylink_Attack (void)
        if(WEP_CVAR_PRI(crylink, joinexplode))
                maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
 
-       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -363,7 +363,7 @@ void W_Crylink_Attack (void)
        proj = prevproj = firstproj = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               proj = spawn ();
+               proj = spawn();
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = self;
                proj.classname = "spike";
@@ -394,12 +394,12 @@ void W_Crylink_Attack (void)
                proj.projectiledeathtype = WEP_CRYLINK;
                //proj.gravity = 0.001;
 
-               setorigin (proj, w_shotorg);
+               setorigin(proj, w_shotorg);
                setsize(proj, '0 0 0', '0 0 0');
 
 
                s = '0 0 0';
-               if (counter == 0)
+               if(counter == 0)
                        s = '0 0 0';
                else
                {
@@ -428,7 +428,7 @@ void W_Crylink_Attack (void)
                proj.cnt = WEP_CVAR_PRI(crylink, bounces);
                //proj.scale = 1 + 1 * proj.cnt;
 
-               proj.angles = vectoangles (proj.velocity);
+               proj.angles = vectoangles(proj.velocity);
 
                //proj.glow_size = 20;
 
@@ -447,7 +447,7 @@ void W_Crylink_Attack (void)
        }
 }
 
-void W_Crylink_Attack2 (void)
+void W_Crylink_Attack2(void)
 {
        float counter, shots;
        entity proj, prevproj, firstproj;
@@ -462,7 +462,7 @@ void W_Crylink_Attack2 (void)
        if(WEP_CVAR_SEC(crylink, joinexplode))
                maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
 
-       W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+       W_SetupShot(self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
@@ -472,7 +472,7 @@ void W_Crylink_Attack2 (void)
        proj = prevproj = firstproj = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               proj = spawn ();
+               proj = spawn();
                proj.reset = W_Crylink_Reset;
                proj.realowner = proj.owner = self;
                proj.classname = "spike";
@@ -503,13 +503,13 @@ void W_Crylink_Attack2 (void)
                proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
                //proj.gravity = 0.001;
 
-               setorigin (proj, w_shotorg);
+               setorigin(proj, w_shotorg);
                setsize(proj, '0 0 0', '0 0 0');
 
                if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
                {
                        s = '0 0 0';
-                       if (counter == 0)
+                       if(counter == 0)
                                s = '0 0 0';
                        else
                        {
@@ -544,7 +544,7 @@ void W_Crylink_Attack2 (void)
                proj.cnt = WEP_CVAR_SEC(crylink, bounces);
                //proj.scale = 1 + 1 * proj.cnt;
 
-               proj.angles = vectoangles (proj.velocity);
+               proj.angles = vectoangles(proj.velocity);
 
                //proj.glow_size = 20;
 
@@ -570,7 +570,7 @@ float W_Crylink(float req)
        {
                case WR_AIM:
                {
-                       if (random() < 0.10)
+                       if(random() < 0.10)
                                self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
                        else
                                self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
@@ -582,10 +582,10 @@ float W_Crylink(float req)
                        if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
 
-                       if (self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK)
                        {
-                               if (self.crylink_waitrelease != 1)
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
+                               if(self.crylink_waitrelease != 1)
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
                                {
                                        W_Crylink_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
@@ -594,17 +594,17 @@ float W_Crylink(float req)
 
                        if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
                        {
-                               if (self.crylink_waitrelease != 2)
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
+                               if(self.crylink_waitrelease != 2)
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
                                {
                                        W_Crylink_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
                                }
                        }
 
-                       if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
+                       if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
                        {
-                               if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+                               if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
                                {
                                        // fired and released now!
                                        if(self.crylink_lastgroup)
@@ -637,12 +637,12 @@ float W_Crylink(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_crylink.md3");
-                       precache_model ("models/weapons/v_crylink.md3");
-                       precache_model ("models/weapons/h_crylink.iqm");
-                       precache_sound ("weapons/crylink_fire.wav");
-                       precache_sound ("weapons/crylink_fire2.wav");
-                       precache_sound ("weapons/crylink_linkjoin.wav");
+                       precache_model("models/weapons/g_crylink.md3");
+                       precache_model("models/weapons/v_crylink.md3");
+                       precache_model("models/weapons/h_crylink.iqm");
+                       precache_sound("weapons/crylink_fire.wav");
+                       precache_sound("weapons/crylink_fire2.wav");
+                       precache_sound("weapons/crylink_linkjoin.wav");
                        CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index 13b51243e0fe943f2c3a817a48fd95eae016f4a3..b0d7a0a1a26d8896cc08f86f6b56240c198524dd 100644 (file)
@@ -56,10 +56,10 @@ DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_devastator() { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
-void spawnfunc_weapon_rocketlauncher() { spawnfunc_weapon_devastator(); }
+void spawnfunc_weapon_devastator(void) { weapon_defaultspawnfunc(WEP_DEVASTATOR); }
+void spawnfunc_weapon_rocketlauncher(void) { spawnfunc_weapon_devastator(); }
 
-void W_Devastator_Unregister()
+void W_Devastator_Unregister(void)
 {
        if(self.realowner && self.realowner.lastrocket == self)
        {
@@ -68,7 +68,7 @@ void W_Devastator_Unregister()
        }
 }
 
-void W_Devastator_Explode()
+void W_Devastator_Explode(void)
 {
        W_Devastator_Unregister();
 
@@ -82,9 +82,9 @@ void W_Devastator_Explode()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR(devastator, damage), WEP_CVAR(devastator, edgedamage), WEP_CVAR(devastator, radius), world, world, WEP_CVAR(devastator, force), self.projectiledeathtype, other);
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
@@ -93,19 +93,19 @@ void W_Devastator_Explode()
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_DoRemoteExplode()
+void W_Devastator_DoRemoteExplode(void)
 {
        W_Devastator_Unregister();
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage(self, self.realowner, WEP_CVAR(devastator, remote_damage), WEP_CVAR(devastator, remote_edgedamage), WEP_CVAR(devastator, remote_radius), world, world, WEP_CVAR(devastator, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self.realowner.WEP_AMMO(DEVASTATOR) < WEP_CVAR(devastator, ammo))
                {
@@ -114,10 +114,10 @@ void W_Devastator_DoRemoteExplode()
                        self.realowner.switchweapon = w_getbestweapon(self.realowner);
                }
        }
-       remove (self);
+       remove(self);
 }
 
-void W_Devastator_RemoteExplode()
+void W_Devastator_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
        if(self.realowner.lastrocket)
@@ -165,7 +165,7 @@ vector W_Devastator_SteerTo(vector thisdir, vector goaldir, float maxturn_cos)
 //   normalize(thisdir + goaldir)
 //   normalize(0)
 
-void W_Devastator_Think (void)
+void W_Devastator_Think(void)
 {
        vector desireddir, olddir, newdir, desiredorigin, goal;
 #if 0
@@ -173,22 +173,22 @@ void W_Devastator_Think (void)
 #endif
        float velspeed, f;
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Devastator_Explode ();
+               W_Devastator_Explode();
                return;
        }
 
        // accelerate
        makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
        velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
-       if (velspeed > 0)
+       if(velspeed > 0)
                self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
 
        // laser guided, or remote detonation
-       if (self.realowner.weapon == WEP_DEVASTATOR)
+       if(self.realowner.weapon == WEP_DEVASTATOR)
        {
                if(self == self.realowner.lastrocket)
                if(!self.realowner.rl_release)
@@ -222,7 +222,7 @@ void W_Devastator_Think (void)
                        {
                                pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
                                // TODO add a better sound here
-                               sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               sound(self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
                                self.count = 1;
                        }
                }
@@ -235,7 +235,7 @@ void W_Devastator_Think (void)
                UpdateCSQCProjectile(self);
 }
 
-void W_Devastator_Touch (void)
+void W_Devastator_Touch(void)
 {
        if(WarpZone_Projectile_Touch())
        {
@@ -244,32 +244,32 @@ void W_Devastator_Touch (void)
                return;
        }
        W_Devastator_Unregister();
-       W_Devastator_Explode ();
+       W_Devastator_Explode();
 }
 
-void W_Devastator_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
        
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_Devastator_Explode);
 }
 
-void W_Devastator_Attack (void)
+void W_Devastator_Attack(void)
 {
        entity missile;
        entity flash;
 
        W_DecreaseAmmo(WEP_CVAR(devastator, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(devastator, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -293,11 +293,11 @@ void W_Devastator_Attack (void)
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_DEVASTATOR;
-       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+       setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
-       setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+       setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
        W_SetupProjVelocity_Basic(missile, WEP_CVAR(devastator, speedstart), 0);
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
 
        missile.touch = W_Devastator_Touch;
        missile.think = W_Devastator_Think;
@@ -309,9 +309,9 @@ void W_Devastator_Attack (void)
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
 
        // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
+       flash = spawn();
+       setmodel(flash, "models/flash.md3"); // precision set below
+       SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
 
@@ -375,24 +375,24 @@ float W_Devastator(float req)
                                enemydamage = 0;
                                targetlist = findchainfloat(bot_attack, TRUE);
                                missile = find(world, classname, "rocket");
-                               while (missile)
+                               while(missile)
                                {
-                                       if (missile.realowner != self)
+                                       if(missile.realowner != self)
                                        {
                                                missile = find(missile, classname, "rocket");
                                                continue;
                                        }
                                        targ = targetlist;
-                                       while (targ)
+                                       while(targ)
                                        {
                                                d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
                                                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
                                                // count potential damage according to type of target
-                                               if (targ == self)
+                                               if(targ == self)
                                                        selfdamage = selfdamage + d;
-                                               else if (targ.team == self.team && teamplay)
+                                               else if(targ.team == self.team && teamplay)
                                                        teamdamage = teamdamage + d;
-                                               else if (bot_shouldattack(targ))
+                                               else if(bot_shouldattack(targ))
                                                        enemydamage = enemydamage + d;
                                                targ = targ.chain;
                                        }
@@ -400,27 +400,27 @@ float W_Devastator(float req)
                                }
                                float desirabledamage;
                                desirabledamage = enemydamage;
-                               if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               if(time > self.invincible_finished && time > self.spawnshieldtime)
                                        desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                               if (teamplay && self.team)
+                               if(teamplay && self.team)
                                        desirabledamage = desirabledamage - teamdamage;
 
                                missile = find(world, classname, "rocket");
-                               while (missile)
+                               while(missile)
                                {
-                                       if (missile.realowner != self)
+                                       if(missile.realowner != self)
                                        {
                                                missile = find(missile, classname, "rocket");
                                                continue;
                                        }
                                        makevectors(missile.v_angle);
                                        targ = targetlist;
-                                       if (skill > 9) // normal players only do this for the target they are tracking
+                                       if(skill > 9) // normal players only do this for the target they are tracking
                                        {
                                                targ = targetlist;
-                                               while (targ)
+                                               while(targ)
                                                {
-                                                       if (
+                                                       if(
                                                                (v_forward * normalize(missile.origin - targ.origin)< 0.1)
                                                                && desirabledamage > 0.1*coredamage
                                                        )self.BUTTON_ATCK2 = TRUE;
@@ -442,13 +442,13 @@ float W_Devastator(float req)
                                }
                                // if we would be doing at X percent of the core damage, detonate it
                                // but don't fire a new shot at the same time!
-                               if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
                                        self.BUTTON_ATCK2 = TRUE;
-                               if ((skill > 6.5) && (selfdamage > self.health))
+                               if((skill > 6.5) && (selfdamage > self.health))
                                        self.BUTTON_ATCK2 = FALSE;
                                //if(self.BUTTON_ATCK2 == TRUE)
                                //      dprint(ftos(desirabledamage),"\n");
-                               if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
                        }
                        
                        return TRUE;
@@ -485,7 +485,7 @@ float W_Devastator(float req)
                                                }
                                        }
                                        if(rockfound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
                        }
                        
@@ -515,7 +515,7 @@ float W_Devastator(float req)
                {
                        #if 0
                        // don't switch while guiding a missile
-                       if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_DEVASTATOR)
                        {
                                ammo_amount = FALSE;
                                if(WEP_CVAR(devastator, reload_ammo))
index 2b1a135418b3ec85ea42dc4e00ec0c94069b6480..a8165d371b5c4c185ac7ab71d582db9c34d152ee 100644 (file)
@@ -66,7 +66,7 @@ void W_Electro_ExplodeCombo(void);
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
+void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO); }
 
 void W_Electro_TriggerCombo(vector org, float rad, entity own)
 {
@@ -190,7 +190,7 @@ void W_Electro_TouchExplode(void)
        W_Electro_Explode();
 }
 
-void W_Electro_Bolt_Think()
+void W_Electro_Bolt_Think(void)
 {
        if(time >= self.ltime)
        {
@@ -252,7 +252,7 @@ void W_Electro_Attack_Bolt(void)
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn ();
+       proj = spawn();
        proj.classname = "electro_bolt";
        proj.owner = proj.realowner = self;
        proj.bot_dodge = TRUE;
@@ -385,7 +385,7 @@ void W_Electro_Attack_Orb(void)
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Electro_CheckAttack()
+void W_Electro_CheckAttack(void)
 {
        if(self.electro_count > 1)
        if(self.BUTTON_ATCK2)
index 1d67eb51c686d85be02045c315db9a185ee7fe9f..a5bca22cd16ac1e3cadd9bfa734383f4c19a9cb6 100644 (file)
@@ -54,9 +54,9 @@ FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
+void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL); }
 
-void W_Fireball_Explode (void)
+void W_Fireball_Explode(void)
 {
        entity e;
        float dist;
@@ -69,7 +69,7 @@ void W_Fireball_Explode (void)
 
        // 1. dist damage
        d = (self.realowner.health + self.realowner.armorvalue);
-       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
        if(self.realowner.health + self.realowner.armorvalue >= d)
        if(!self.cnt)
        {
@@ -103,13 +103,13 @@ void W_Fireball_Explode (void)
                }
        }
 
-       remove (self);
+       remove(self);
 }
 
-void W_Fireball_TouchExplode (void)
+void W_Fireball_TouchExplode(void)
 {
        PROJECTILE_TOUCH;
-       W_Fireball_Explode ();
+       W_Fireball_Explode();
 }
 
 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
@@ -146,7 +146,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
        }
 }
 
-void W_Fireball_Think()
+void W_Fireball_Think(void)
 {
        if(time > self.pushltime)
        {
@@ -161,31 +161,31 @@ void W_Fireball_Think()
        self.nextthink = time + 0.1;
 }
 
-void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Fireball_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        if(self.health <= 0)
                return;
 
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
        self.health = self.health - damage;
-       if (self.health <= 0)
+       if(self.health <= 0)
        {
                self.cnt = 1;
                W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
        }
 }
 
-void W_Fireball_Attack1()
+void W_Fireball_Attack1(void)
 {
        entity proj;
 
-       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn ();
+       proj = spawn();
        proj.classname = "plasma_prim";
        proj.owner = proj.realowner = self;
        proj.bot_dodge = TRUE;
@@ -218,43 +218,43 @@ void W_Fireball_Attack1()
 
 void W_Fireball_AttackEffect(float i, vector f_diff)
 {
-       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
+       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
        w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
        pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 }
 
-void W_Fireball_Attack1_Frame4()
+void W_Fireball_Attack1_Frame4(void)
 {
        W_Fireball_Attack1();
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
-void W_Fireball_Attack1_Frame3()
+void W_Fireball_Attack1_Frame3(void)
 {
        W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
-void W_Fireball_Attack1_Frame2()
+void W_Fireball_Attack1_Frame2(void)
 {
        W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
-void W_Fireball_Attack1_Frame1()
+void W_Fireball_Attack1_Frame1(void)
 {
        W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
-void W_Fireball_Attack1_Frame0()
+void W_Fireball_Attack1_Frame0(void)
 {
        W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
 
-void W_Fireball_Firemine_Think()
+void W_Fireball_Firemine_Think(void)
 {
        if(time > self.pushltime)
        {
@@ -280,10 +280,10 @@ void W_Fireball_Firemine_Think()
        self.nextthink = time + 0.1;
 }
 
-void W_Fireball_Firemine_Touch (void)
+void W_Fireball_Firemine_Touch(void)
 {
        PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM)
+       if(other.takedamage == DAMAGE_AIM)
        if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
        {
                remove(self);
@@ -292,7 +292,7 @@ void W_Fireball_Firemine_Touch (void)
        self.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2()
+void W_Fireball_Attack2(void)
 {
        entity proj;
        vector f_diff;
@@ -321,7 +321,7 @@ void W_Fireball_Attack2()
 
        pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn ();
+       proj = spawn();
        proj.owner = proj.realowner = self;
        proj.classname = "grenade";
        proj.bot_dodge = TRUE;
@@ -355,7 +355,7 @@ float W_Fireball(float req)
                {
                        self.BUTTON_ATCK = FALSE;
                        self.BUTTON_ATCK2 = FALSE;
-                       if (self.bot_primary_fireballmooth == 0)
+                       if(self.bot_primary_fireballmooth == 0)
                        {
                                if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
                                {
@@ -376,18 +376,18 @@ float W_Fireball(float req)
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK)
                        {
-                               if (time >= self.fireball_primarytime)
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+                               if(time >= self.fireball_primarytime)
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
                                {
                                        W_Fireball_Attack1_Frame0();
                                        self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
                                }
                        }
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
                                {
                                        W_Fireball_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
@@ -398,13 +398,13 @@ float W_Fireball(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_fireball.md3");
-                       precache_model ("models/weapons/v_fireball.md3");
-                       precache_model ("models/weapons/h_fireball.iqm");
-                       precache_model ("models/sphere/sphere.md3");
-                       precache_sound ("weapons/fireball_fire.wav");
-                       precache_sound ("weapons/fireball_fire2.wav");
-                       precache_sound ("weapons/fireball_prefire2.wav");
+                       precache_model("models/weapons/g_fireball.md3");
+                       precache_model("models/weapons/v_fireball.md3");
+                       precache_model("models/weapons/h_fireball.iqm");
+                       precache_model("models/sphere/sphere.md3");
+                       precache_sound("weapons/fireball_fire.wav");
+                       precache_sound("weapons/fireball_fire2.wav");
+                       precache_sound("weapons/fireball_prefire2.wav");
                        FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index 1c2bae56191d170039d12e32ba7434d991a23260..fe3abf0a9a6d9f550c7cadcc2a37dced29f90274 100644 (file)
@@ -55,29 +55,29 @@ HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_hagar() { weapon_defaultspawnfunc(WEP_HAGAR); }
+void spawnfunc_weapon_hagar(void) { weapon_defaultspawnfunc(WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode (void)
+void W_Hagar_Explode(void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Hagar_Explode2 (void)
+void W_Hagar_Explode2(void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
        float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == self.owner) : TRUE)
@@ -89,23 +89,23 @@ void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deat
        else
                is_linkexplode = -1; // not secondary load, so continue as normal without exception.
 
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
                return; // g_projectiles_damage says to halt
 
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.think);
 }
 
-void W_Hagar_Touch (void)
+void W_Hagar_Touch(void)
 {
        PROJECTILE_TOUCH;
-       self.use ();
+       self.use();
 }
 
-void W_Hagar_Touch2 (void)
+void W_Hagar_Touch2(void)
 {
        PROJECTILE_TOUCH;
 
@@ -114,23 +114,23 @@ void W_Hagar_Touch2 (void)
        } else {
                self.cnt++;
                pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
-               self.angles = vectoangles (self.velocity);
+               self.angles = vectoangles(self.velocity);
                self.owner = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
        }
 }
 
-void W_Hagar_Attack (void)
+void W_Hagar_Attack(void)
 {
        entity missile;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
@@ -148,13 +148,13 @@ void W_Hagar_Attack (void)
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR;
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        missile.movetype = MOVETYPE_FLY;
        W_SetupProjVelocity_PRI(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
 
@@ -163,17 +163,17 @@ void W_Hagar_Attack (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Hagar_Attack2 (void)
+void W_Hagar_Attack2(void)
 {
        entity missile;
 
        W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "missile";
        missile.bot_dodge = TRUE;
@@ -192,13 +192,13 @@ void W_Hagar_Attack2 (void)
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        missile.movetype = MOVETYPE_BOUNCEMISSILE;
        W_SetupProjVelocity_SEC(missile, hagar);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH; 
 
@@ -208,7 +208,7 @@ void W_Hagar_Attack2 (void)
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release (void)
+void W_Hagar_Attack2_Load_Release(void)
 {
        // time to release the rockets we've loaded
 
@@ -222,7 +222,7 @@ void W_Hagar_Attack2_Load_Release (void)
 
        weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(self, FALSE, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
@@ -233,7 +233,7 @@ void W_Hagar_Attack2_Load_Release (void)
        missile = world;
        for(counter = 0; counter < shots; ++counter)
        {
-               missile = spawn ();
+               missile = spawn();
                missile.owner = missile.realowner = self;
                missile.classname = "missile";
                missile.bot_dodge = TRUE;
@@ -251,7 +251,7 @@ void W_Hagar_Attack2_Load_Release (void)
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
                missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
-               setorigin (missile, w_shotorg);
+               setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                missile.movetype = MOVETYPE_FLY;
                missile.missile_flags = MIF_SPLASH; 
@@ -263,7 +263,7 @@ void W_Hagar_Attack2_Load_Release (void)
                
                // pattern spread calculation
                s = '0 0 0';
-               if (counter == 0)
+               if(counter == 0)
                        s = '0 0 0';
                else
                {
@@ -275,7 +275,7 @@ void W_Hagar_Attack2_Load_Release (void)
                
                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);
+               missile.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
 
                CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
@@ -288,7 +288,7 @@ void W_Hagar_Attack2_Load_Release (void)
        self.hagar_load = 0;
 }
 
-void W_Hagar_Attack2_Load (void)
+void W_Hagar_Attack2_Load(void)
 {
        // loadable hagar secondary attack, must always run each frame
        
@@ -335,7 +335,7 @@ void W_Hagar_Attack2_Load (void)
                                        self.hagar_load += 1;
                                        sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       if (self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
+                                       if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
                                        else
                                                self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
@@ -397,7 +397,7 @@ float W_Hagar(float req)
        {
                case WR_AIM:
                {
-                       if (random()>0.15)
+                       if(random()>0.15)
                                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);
@@ -409,21 +409,21 @@ float W_Hagar(float req)
                        float loadable_secondary;
                        loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
 
-                       if (loadable_secondary)
+                       if(loadable_secondary)
                                W_Hagar_Attack2_Load(); // must always run each frame
                        if(autocvar_g_balance_hagar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
+                       else if(self.BUTTON_ATCK && !self.hagar_load && !self.hagar_loadblock) // not while secondary is loaded or awaiting reset
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hagar, refire)))
                                {
                                        W_Hagar_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hagar, refire), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
+                       else if(self.BUTTON_ATCK2 && !loadable_secondary && WEP_CVAR(hagar, secondary))
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hagar, refire)))
                                {
                                        W_Hagar_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
@@ -445,12 +445,12 @@ float W_Hagar(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hagar.md3");
-                       precache_model ("models/weapons/v_hagar.md3");
-                       precache_model ("models/weapons/h_hagar.iqm");
-                       precache_sound ("weapons/hagar_fire.wav");
-                       precache_sound ("weapons/hagar_load.wav");
-                       precache_sound ("weapons/hagar_beep.wav");
+                       precache_model("models/weapons/g_hagar.md3");
+                       precache_model("models/weapons/v_hagar.md3");
+                       precache_model("models/weapons/h_hagar.iqm");
+                       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)
                        return TRUE;
                }
@@ -530,9 +530,9 @@ float W_Hagar(float req)
                        pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
                        if(!w_issilent)
                        {
-                               if (w_random<0.15)
+                               if(w_random<0.15)
                                        sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
-                               else if (w_random<0.7)
+                               else if(w_random<0.7)
                                        sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
                                else
                                        sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
index aa0b736944729417e563b833109926cc2ea60f1d..d3dbed2f9c9fd9a88d974d227c378460016570b4 100644 (file)
@@ -47,9 +47,9 @@ HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC); }
 
-void W_HLAC_Touch (void)
+void W_HLAC_Touch(void)
 {
        float isprimary;
 
@@ -61,10 +61,10 @@ void W_HLAC_Touch (void)
        
        RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_HLAC_Attack (void)
+void W_HLAC_Attack(void)
 {
        entity missile;
     float spread;
@@ -76,15 +76,15 @@ void W_HLAC_Attack (void)
     if(self.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-       if (!autocvar_g_norecoil)
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
@@ -94,11 +94,11 @@ void W_HLAC_Attack (void)
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -113,7 +113,7 @@ void W_HLAC_Attack (void)
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_HLAC_Attack2()
+void W_HLAC_Attack2(void)
 {
        entity missile;
     float spread;
@@ -124,10 +124,10 @@ void W_HLAC_Attack2()
     if(self.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "hlacbolt";
        missile.bot_dodge = TRUE;
@@ -137,11 +137,11 @@ void W_HLAC_Attack2()
        missile.movetype = MOVETYPE_FLY;
        PROJECTILE_MAKETRIGGER(missile);
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
-       //missile.angles = vectoangles (missile.velocity); // csqc
+       //missile.angles = vectoangles(missile.velocity); // csqc
 
        missile.touch = W_HLAC_Touch;
        missile.think = SUB_Remove;
@@ -158,7 +158,7 @@ void W_HLAC_Attack2()
 }
 
 // weapon frames
-void W_HLAC_Attack_Frame()
+void W_HLAC_Attack_Frame(void)
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
@@ -166,9 +166,9 @@ void W_HLAC_Attack_Frame()
                return;
        }
 
-       if (self.BUTTON_ATCK)
+       if(self.BUTTON_ATCK)
        {
-               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
@@ -187,7 +187,7 @@ void W_HLAC_Attack_Frame()
        }
 }
 
-void W_HLAC_Attack2_Frame()
+void W_HLAC_Attack2_Frame(void)
 {
     float i;
 
@@ -196,10 +196,10 @@ void W_HLAC_Attack2_Frame()
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2();
 
-       if (!autocvar_g_norecoil)
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 }
 
@@ -217,9 +217,9 @@ float W_HLAC(float req)
                {
                        if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_HLAC_Attack();
@@ -227,9 +227,9 @@ float W_HLAC(float req)
                                }
                        }
 
-                       else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+                       else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
                                {
                                        W_HLAC_Attack2_Frame();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
@@ -240,10 +240,10 @@ float W_HLAC(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hlac.md3");
-                       precache_model ("models/weapons/v_hlac.md3");
-                       precache_model ("models/weapons/h_hlac.iqm");
-                       precache_sound ("weapons/lasergun_fire.wav");
+                       precache_model("models/weapons/g_hlac.md3");
+                       precache_model("models/weapons/v_hlac.md3");
+                       precache_model("models/weapons/h_hlac.iqm");
+                       precache_sound("weapons/lasergun_fire.wav");
                        HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index 112c2fd1967382e43170bf8f14914b235ce9b0df..931d3e0ad17b13b7e0641f35026e097bea0265ef 100644 (file)
@@ -58,7 +58,7 @@ HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #else
 #ifdef SVQC
 
-void spawnfunc_weapon_hook()
+void spawnfunc_weapon_hook(void)
 {
        if(g_grappling_hook) // offhand hook
        {
@@ -69,7 +69,7 @@ void spawnfunc_weapon_hook()
        weapon_defaultspawnfunc(WEP_HOOK);
 }
 
-void W_Hook_ExplodeThink (void)
+void W_Hook_ExplodeThink(void)
 {
        float dt, dmg_remaining_next, f;
 
@@ -79,9 +79,9 @@ void W_Hook_ExplodeThink (void)
        f = self.dmg_last - dmg_remaining_next;
        self.dmg_last = dmg_remaining_next;
 
-       RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
+       RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
        self.projectiledeathtype |= HITTYPE_BOUNCE;
-       //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+       //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
 
        if(dt < self.dmg_duration)
                self.nextthink = time + 0.05; // soon
@@ -89,7 +89,7 @@ void W_Hook_ExplodeThink (void)
                remove(self);
 }
 
-void W_Hook_Explode2 (void)
+void W_Hook_Explode2(void)
 {
        self.event_damage = func_null;
        self.touch = func_null;
@@ -108,34 +108,34 @@ void W_Hook_Explode2 (void)
        self.movetype = MOVETYPE_NONE;
 }
 
-void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hook_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt    
        
        self.health = self.health - damage;
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
 }
 
-void W_Hook_Touch2 (void)
+void W_Hook_Touch2(void)
 {
        PROJECTILE_TOUCH;
        self.use();
 }
 
-void W_Hook_Attack2()
+void W_Hook_Attack2(void)
 {
        entity gren;
 
        //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
-       W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+       W_SetupShot(self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
 
-       gren = spawn ();
+       gren = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "hookbomb";
        gren.bot_dodge = TRUE;
@@ -186,13 +186,13 @@ float W_Hook(float req)
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                       if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
                        {
                                if(!self.hook)
                                if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
                                if(!(self.hook_state & HOOK_FIRING))
-                               if (time > self.hook_refire)
-                               if (weapon_prepareattack(0, -1))
+                               if(time > self.hook_refire)
+                               if(weapon_prepareattack(0, -1))
                                {
                                        W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
                                        self.hook_state |= HOOK_FIRING;
@@ -200,9 +200,9 @@ float W_Hook(float req)
                                }
                        }
 
-                       if (self.BUTTON_ATCK2)
+                       if(self.BUTTON_ATCK2)
                        {
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
                                {
                                        W_Hook_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
@@ -222,20 +222,20 @@ float W_Hook(float req)
                        if(self.hook && self.hook.state == 1)
                        {
                                hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
-                               if (hooked_time_max > 0)
+                               if(hooked_time_max > 0)
                                {
-                                       if ( time > self.hook_time_hooked + hooked_time_max )
+                                       if( time > self.hook_time_hooked + hooked_time_max )
                                                self.hook_state |= HOOK_REMOVING;
                                }
                                
                                hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
-                               if (hooked_fuel > 0)
+                               if(hooked_fuel > 0)
                                {
-                                       if ( time > self.hook_time_fueldecrease )
+                                       if( time > self.hook_time_fueldecrease )
                                        {
                                                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                                {
-                                                       if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+                                                       if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
                                                        {
                                                                W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
                                                                self.hook_time_fueldecrease = time;
@@ -257,10 +257,10 @@ float W_Hook(float req)
                                self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
                        }
 
-                       if (self.BUTTON_CROUCH)
+                       if(self.BUTTON_CROUCH)
                        {
                                self.hook_state &= ~HOOK_PULLING;
-                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                               if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
                                        self.hook_state &= ~HOOK_RELEASING;
                                else
                                        self.hook_state |= HOOK_RELEASING;
@@ -270,7 +270,7 @@ float W_Hook(float req)
                                self.hook_state |= HOOK_PULLING;
                                self.hook_state &= ~HOOK_RELEASING;
 
-                               if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+                               if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
                                {
                                        // already fired
                                        if(self.hook)
@@ -287,12 +287,12 @@ float W_Hook(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_hookgun.md3");
-                       precache_model ("models/weapons/v_hookgun.md3");
-                       precache_model ("models/weapons/h_hookgun.iqm");
-                       precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
-                       precache_sound ("weapons/hook_fire.wav");
-                       precache_sound ("weapons/hookbomb_fire.wav");
+                       precache_model("models/weapons/g_hookgun.md3");
+                       precache_model("models/weapons/v_hookgun.md3");
+                       precache_model("models/weapons/h_hookgun.iqm");
+                       precache_sound("weapons/hook_impact.wav"); // done by g_hook.qc
+                       precache_sound("weapons/hook_fire.wav");
+                       precache_sound("weapons/hookbomb_fire.wav");
                        HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index ec42d7cb81bfa400b0b494108433647541f5d4fb..9c69c8d824b3d03c7db8ed18b32d7db39d7782b2 100644 (file)
@@ -54,7 +54,7 @@ MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #else
 #ifdef SVQC
 
-void spawnfunc_weapon_machinegun()
+void spawnfunc_weapon_machinegun(void)
 {
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
@@ -64,16 +64,16 @@ void spawnfunc_weapon_machinegun()
        }
        weapon_defaultspawnfunc(WEP_MACHINEGUN);
 }
-void spawnfunc_weapon_uzi() { spawnfunc_weapon_machinegun(); }
+void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
 
-void W_MachineGun_MuzzleFlash_Think()
+void W_MachineGun_MuzzleFlash_Think(void)
 {
        self.frame = self.frame + 2;
        self.scale = self.scale * 0.5;
        self.alpha = self.alpha - 0.25;
        self.nextthink = time + 0.05;
 
-       if (self.alpha <= 0)
+       if(self.alpha <= 0)
        {
                self.think = SUB_Remove;
                self.nextthink = time;
@@ -83,9 +83,9 @@ void W_MachineGun_MuzzleFlash_Think()
 
 }
 
-void W_MachineGun_MuzzleFlash()
+void W_MachineGun_MuzzleFlash(void)
 {
-       if (self.muzzle_flash == world)
+       if(self.muzzle_flash == world)
                self.muzzle_flash = spawn();
 
        // muzzle flash for 1st person view
@@ -103,17 +103,17 @@ void W_MachineGun_MuzzleFlash()
 
 void W_MachineGun_Attack(float deathtype)
 {
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
-       if (!autocvar_g_norecoil)
+       W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
        // this attack_finished just enforces a cooldown at the end of a burst
        ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
 
-       if (self.misc_bulletcounter == 1)
+       if(self.misc_bulletcounter == 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
        else
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
@@ -124,27 +124,27 @@ void W_MachineGun_Attack(float deathtype)
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
 
        // casing code
-       if (autocvar_g_casings >= 2)
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+       if(autocvar_g_casings >= 2)
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
 
-       if (self.misc_bulletcounter == 1)
+       if(self.misc_bulletcounter == 1)
                W_DecreaseAmmo(WEP_CVAR(machinegun, first_ammo));
        else
                W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
 }
 
 // weapon frames
-void W_MachineGun_Attack_Frame()
+void W_MachineGun_Attack_Frame(void)
 {
        if(self.weapon != self.switchweapon) // abort immediately if switching
        {
                w_ready();
                return;
        }
-       if (self.BUTTON_ATCK)
+       if(self.BUTTON_ATCK)
        {
-               if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-               if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(self, w_getbestweapon(self));
                        w_ready();
@@ -159,18 +159,18 @@ void W_MachineGun_Attack_Frame()
 }
 
 
-void W_MachineGun_Attack_Auto()
+void W_MachineGun_Attack_Auto(void)
 {
        float machinegun_spread;
 
-       if (!self.BUTTON_ATCK)
+       if(!self.BUTTON_ATCK)
        {
                w_ready();
                return;
        }
 
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                w_ready();
@@ -179,11 +179,11 @@ void W_MachineGun_Attack_Auto()
 
        W_DecreaseAmmo(WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
-       if (!autocvar_g_norecoil)
+       W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
        machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * self.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
@@ -196,20 +196,20 @@ void W_MachineGun_Attack_Auto()
        W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
 
-       if (autocvar_g_casings >= 2) // casing code
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+       if(autocvar_g_casings >= 2) // casing code
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
 
        ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_MachineGun_Attack_Burst()
+void W_MachineGun_Attack_Burst(void)
 {
-       W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
-       if (!autocvar_g_norecoil)
+       W_SetupShot(self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
+               self.punchangle_x = random() - 0.5;
+               self.punchangle_y = random() - 0.5;
        }
 
        fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
@@ -219,11 +219,11 @@ void W_MachineGun_Attack_Burst()
        W_MachineGun_MuzzleFlash();
        W_AttachToShotorg(self.muzzle_flash, '5 0 0');
 
-       if (autocvar_g_casings >= 2) // casing code
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+       if(autocvar_g_casings >= 2) // casing code
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
 
        self.misc_bulletcounter = self.misc_bulletcounter + 1;
-       if (self.misc_bulletcounter == 0)
+       if(self.misc_bulletcounter == 0)
        {
                ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
                weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
@@ -255,8 +255,8 @@ float W_MachineGun(float req)
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(WEP_CVAR(machinegun, mode) == 1)
                        {
-                               if (self.BUTTON_ATCK)
-                               if (weapon_prepareattack(0, 0))
+                               if(self.BUTTON_ATCK)
+                               if(weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 0;
                                        W_MachineGun_Attack_Auto();
@@ -265,8 +265,8 @@ float W_MachineGun(float req)
                                if(self.BUTTON_ATCK2)
                                if(weapon_prepareattack(1, 0))
                                {
-                                       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-                                       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+                                       if(!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
                                                w_ready();
@@ -282,16 +282,16 @@ float W_MachineGun(float req)
                        else
                        {
 
-                               if (self.BUTTON_ATCK)
-                               if (weapon_prepareattack(0, 0))
+                               if(self.BUTTON_ATCK)
+                               if(weapon_prepareattack(0, 0))
                                {
                                        self.misc_bulletcounter = 1;
                                        W_MachineGun_Attack(WEP_MACHINEGUN); // sets attack_finished
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
                                }
 
-                               if (self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
-                               if (weapon_prepareattack(1, 0))
+                               if(self.BUTTON_ATCK2 && WEP_CVAR(machinegun, first))
+                               if(weapon_prepareattack(1, 0))
                                {
                                        self.misc_bulletcounter = 1;
                                        W_MachineGun_Attack(WEP_MACHINEGUN | HITTYPE_SECONDARY); // sets attack_finished
@@ -303,11 +303,11 @@ float W_MachineGun(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/uziflash.md3");
-                       precache_model ("models/weapons/g_uzi.md3");
-                       precache_model ("models/weapons/v_uzi.md3");
-                       precache_model ("models/weapons/h_uzi.iqm");
-                       precache_sound ("weapons/uzi_fire.wav");
+                       precache_model("models/uziflash.md3");
+                       precache_model("models/weapons/g_uzi.md3");
+                       precache_model("models/weapons/v_uzi.md3");
+                       precache_model("models/weapons/h_uzi.iqm");
+                       precache_sound("weapons/uzi_fire.wav");
                        MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index b0d05cc36b6ce1f9e76d3e893d536318277c6a83..ab4a77b94450ec142b0ea8fcc40c9164791cad52 100644 (file)
@@ -49,18 +49,18 @@ REGISTER_WEAPON(
 
 #ifdef SVQC
 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think (void);
+void W_MineLayer_Think(void);
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
+void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
 
-void W_MineLayer_Stick (entity to)
+void W_MineLayer_Stick(entity to)
 {
-       spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+       spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
 
@@ -105,7 +105,7 @@ void W_MineLayer_Stick (entity to)
                SetMovetypeFollow(self, to);
 }
 
-void W_MineLayer_Explode()
+void W_MineLayer_Explode(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -117,14 +117,14 @@ void W_MineLayer_Explode()
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
 
-       if (self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
        {
                entity oldself;
                oldself = self;
                self = self.realowner;
-               if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -133,10 +133,10 @@ void W_MineLayer_Explode()
                self = oldself;
        }
        self.realowner.minelayer_mines -= 1;
-       remove (self);
+       remove(self);
 }
 
-void W_MineLayer_DoRemoteExplode ()
+void W_MineLayer_DoRemoteExplode(void)
 {
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -144,14 +144,14 @@ void W_MineLayer_DoRemoteExplode ()
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                self.velocity = self.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
 
-       if (self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
        {
                entity oldself;
                oldself = self;
                self = self.realowner;
-               if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
+               if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
                {
                        self.cnt = WEP_MINE_LAYER;
                        ATTACK_FINISHED(self) = time;
@@ -160,10 +160,10 @@ void W_MineLayer_DoRemoteExplode ()
                self = oldself;
        }
        self.realowner.minelayer_mines -= 1;
-       remove (self);
+       remove(self);
 }
 
-void W_MineLayer_RemoteExplode ()
+void W_MineLayer_RemoteExplode(void)
 {
        if(self.realowner.deadflag == DEAD_NO)
                if((self.spawnshieldtime >= 0)
@@ -175,7 +175,7 @@ void W_MineLayer_RemoteExplode ()
                }
 }
 
-void W_MineLayer_ProximityExplode ()
+void W_MineLayer_ProximityExplode(void)
 {
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
        if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
@@ -204,7 +204,7 @@ float W_MineLayer_Count(entity e)
        return minecount;
 }
 
-void W_MineLayer_Think (void)
+void W_MineLayer_Think(void)
 {
        entity head;
 
@@ -221,10 +221,10 @@ void W_MineLayer_Think (void)
        
        // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
        // TODO: replace this mine_trigger.wav sound with a real countdown
-       if ((time > self.cnt) && (!self.mine_time))
+       if((time > self.cnt) && (!self.mine_time))
        {
                if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
-                       spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
                self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
                self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
        }
@@ -247,7 +247,7 @@ void W_MineLayer_Think (void)
                if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
                if(!self.mine_time)
                {
-                       spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
                        self.mine_time = time + WEP_CVAR(minelayer, time);
                }
                head = head.chain;
@@ -261,13 +261,13 @@ void W_MineLayer_Think (void)
        }
 
        // remote detonation
-       if (self.realowner.weapon == WEP_MINE_LAYER)
-       if (self.realowner.deadflag == DEAD_NO)
-       if (self.minelayer_detonate)
+       if(self.realowner.weapon == WEP_MINE_LAYER)
+       if(self.realowner.deadflag == DEAD_NO)
+       if(self.minelayer_detonate)
                W_MineLayer_RemoteExplode();
 }
 
-void W_MineLayer_Touch (void)
+void W_MineLayer_Touch(void)
 {
        if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
                return; // we're already a stuck mine, why do we get called? TODO does this even happen?
@@ -290,24 +290,24 @@ void W_MineLayer_Touch (void)
        }
 }
 
-void W_MineLayer_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
        float is_from_enemy = (inflictor.realowner != self.realowner);
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        self.angles = vectoangles(self.velocity);
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
 }
 
-void W_MineLayer_Attack()
+void W_MineLayer_Attack(void)
 {
        entity mine;
        entity flash;
@@ -326,7 +326,7 @@ void W_MineLayer_Attack()
 
        W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(self);
@@ -348,11 +348,11 @@ void W_MineLayer_Attack()
        mine.movetype = MOVETYPE_TOSS;
        PROJECTILE_MAKETRIGGER(mine);
        mine.projectiledeathtype = WEP_MINE_LAYER;
-       setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
+       setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
 
-       setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
+       setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
        W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
-       mine.angles = vectoangles (mine.velocity);
+       mine.angles = vectoangles(mine.velocity);
 
        mine.touch = W_MineLayer_Touch;
        mine.think = W_MineLayer_Think;
@@ -364,9 +364,9 @@ void W_MineLayer_Attack()
        CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
 
        // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
+       flash = spawn();
+       setmodel(flash, "models/flash.md3"); // precision set below
+       SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
 
@@ -426,24 +426,24 @@ float W_MineLayer(float req)
                                enemydamage = 0;
                                targetlist = findchainfloat(bot_attack, TRUE);
                                mine = find(world, classname, "mine");
-                               while (mine)
+                               while(mine)
                                {
-                                       if (mine.realowner != self)
+                                       if(mine.realowner != self)
                                        {
                                                mine = find(mine, classname, "mine");
                                                continue;
                                        }
                                        targ = targetlist;
-                                       while (targ)
+                                       while(targ)
                                        {
                                                d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
                                                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
                                                // count potential damage according to type of target
-                                               if (targ == self)
+                                               if(targ == self)
                                                        selfdamage = selfdamage + d;
-                                               else if (targ.team == self.team && teamplay)
+                                               else if(targ.team == self.team && teamplay)
                                                        teamdamage = teamdamage + d;
-                                               else if (bot_shouldattack(targ))
+                                               else if(bot_shouldattack(targ))
                                                        enemydamage = enemydamage + d;
                                                targ = targ.chain;
                                        }
@@ -451,27 +451,27 @@ float W_MineLayer(float req)
                                }
                                float desirabledamage;
                                desirabledamage = enemydamage;
-                               if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               if(time > self.invincible_finished && time > self.spawnshieldtime)
                                        desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                               if (teamplay && self.team)
+                               if(teamplay && self.team)
                                        desirabledamage = desirabledamage - teamdamage;
 
                                mine = find(world, classname, "mine");
-                               while (mine)
+                               while(mine)
                                {
-                                       if (mine.realowner != self)
+                                       if(mine.realowner != self)
                                        {
                                                mine = find(mine, classname, "mine");
                                                continue;
                                        }
                                        makevectors(mine.v_angle);
                                        targ = targetlist;
-                                       if (skill > 9) // normal players only do this for the target they are tracking
+                                       if(skill > 9) // normal players only do this for the target they are tracking
                                        {
                                                targ = targetlist;
-                                               while (targ)
+                                               while(targ)
                                                {
-                                                       if (
+                                                       if(
                                                                (v_forward * normalize(mine.origin - targ.origin)< 0.1)
                                                                && desirabledamage > 0.1*coredamage
                                                        )self.BUTTON_ATCK2 = TRUE;
@@ -493,13 +493,13 @@ float W_MineLayer(float req)
                                }
                                // if we would be doing at X percent of the core damage, detonate it
                                // but don't fire a new shot at the same time!
-                               if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
                                        self.BUTTON_ATCK2 = TRUE;
-                               if ((skill > 6.5) && (selfdamage > self.health))
+                               if((skill > 6.5) && (selfdamage > self.health))
                                        self.BUTTON_ATCK2 = FALSE;
                                //if(self.BUTTON_ATCK2 == TRUE)
                                //      dprint(ftos(desirabledamage),"\n");
-                               if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+                               if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
                        }
                        
                        return TRUE;
@@ -512,7 +512,7 @@ float W_MineLayer(float req)
                                if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
                                if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
                                {
@@ -521,32 +521,32 @@ float W_MineLayer(float req)
                                }
                        }
 
-                       if (self.BUTTON_ATCK2)
+                       if(self.BUTTON_ATCK2)
                        {
                                if(W_MineLayer_PlacedMines(TRUE))
-                                       sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
                        }
                        
                        return TRUE;
                }
                case WR_INIT:
                {
-                       precache_model ("models/flash.md3");
-                       precache_model ("models/mine.md3");
-                       precache_model ("models/weapons/g_minelayer.md3");
-                       precache_model ("models/weapons/v_minelayer.md3");
-                       precache_model ("models/weapons/h_minelayer.iqm");
-                       precache_sound ("weapons/mine_det.wav");
-                       precache_sound ("weapons/mine_fire.wav");
-                       precache_sound ("weapons/mine_stick.wav");
-                       precache_sound ("weapons/mine_trigger.wav");
+                       precache_model("models/flash.md3");
+                       precache_model("models/mine.md3");
+                       precache_model("models/weapons/g_minelayer.md3");
+                       precache_model("models/weapons/v_minelayer.md3");
+                       precache_model("models/weapons/h_minelayer.iqm");
+                       precache_sound("weapons/mine_det.wav");
+                       precache_sound("weapons/mine_fire.wav");
+                       precache_sound("weapons/mine_stick.wav");
+                       precache_sound("weapons/mine_trigger.wav");
                        MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
                        // don't switch while placing a mine
-                       if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
                        {
                                ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
                                ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
@@ -556,7 +556,7 @@ float W_MineLayer(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       if (W_MineLayer_PlacedMines(FALSE))
+                       if(W_MineLayer_PlacedMines(FALSE))
                                return TRUE;
                        else
                                return FALSE;
index ef69847a48fb3898a605fc4c40c0dd6a31a8d5c3..de40fcb3933ec04462de65c03cd9287fdfbda626 100644 (file)
@@ -55,10 +55,10 @@ MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #else
 #ifdef SVQC
 
-void spawnfunc_weapon_mortar() { weapon_defaultspawnfunc(WEP_MORTAR); }
-void spawnfunc_weapon_grenadelauncher() { spawnfunc_weapon_mortar(); }
+void spawnfunc_weapon_mortar(void) { weapon_defaultspawnfunc(WEP_MORTAR); }
+void spawnfunc_weapon_grenadelauncher(void) { spawnfunc_weapon_mortar(); }
 
-void W_Mortar_Grenade_Explode()
+void W_Mortar_Grenade_Explode(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -73,12 +73,12 @@ void W_Mortar_Grenade_Explode()
        if(self.movetype == MOVETYPE_NONE)
                self.velocity = self.oldvelocity;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Mortar_Grenade_Explode2()
+void W_Mortar_Grenade_Explode2(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -93,30 +93,30 @@ void W_Mortar_Grenade_Explode2()
        if(self.movetype == MOVETYPE_NONE)
                self.velocity = self.oldvelocity;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
 
 void W_Mortar_Grenade_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
                
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
                
        self.health = self.health - damage;
        
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, self.use);
 }
 
-void W_Mortar_Grenade_Think1()
+void W_Mortar_Grenade_Think1(void)
 {
        self.nextthink = time;
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
@@ -127,36 +127,36 @@ void W_Mortar_Grenade_Think1()
                W_Mortar_Grenade_Explode();
 }
 
-void W_Mortar_Grenade_Touch1()
+void W_Mortar_Grenade_Touch1(void)
 {
        PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use ();
+               self.use();
        }
-       else if (WEP_CVAR_PRI(mortar, type) == 1) // bounce
+       else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
        {
                float r;
                r = random() * 6;
                if(r < 1)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
                else if(r < 2)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
                else if(r < 3)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
                else if(r < 4)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
                else if(r < 5)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
                else
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
                pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
        }
        else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -172,40 +172,40 @@ void W_Mortar_Grenade_Touch1()
        }
 }
 
-void W_Mortar_Grenade_Touch2()
+void W_Mortar_Grenade_Touch2(void)
 {
        PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use ();
+               self.use();
        }
-       else if (WEP_CVAR_SEC(mortar, type) == 1) // bounce
+       else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
        {
                float r;
                r = random() * 6;
                if(r < 1)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
                else if(r < 2)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
                else if(r < 3)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
                else if(r < 4)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
                else if(r < 5)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
                else
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+                       spamsound(self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
                pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
                self.gl_bouncecnt += 1;
                
-               if (WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
+               if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
                        self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
                        
        }
        else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+               spamsound(self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
                self.oldvelocity = self.velocity;
@@ -221,18 +221,18 @@ void W_Mortar_Grenade_Touch2()
        }
 }
 
-void W_Mortar_Attack()
+void W_Mortar_Attack(void)
 {
        entity gren;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn ();
+       gren = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
        gren.bot_dodge = TRUE;
@@ -259,7 +259,7 @@ void W_Mortar_Attack()
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
        W_SetupProjVelocity_UP_PRI(gren, mortar);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
@@ -270,18 +270,18 @@ void W_Mortar_Attack()
        other = gren; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Mortar_Attack2()
+void W_Mortar_Attack2(void)
 {
        entity gren;
 
        W_DecreaseAmmo(WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn ();
+       gren = spawn();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
        gren.bot_dodge = TRUE;
@@ -307,7 +307,7 @@ void W_Mortar_Attack2()
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
        W_SetupProjVelocity_UP_SEC(gren, mortar);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
@@ -330,7 +330,7 @@ float W_Mortar(float req)
                {
                        self.BUTTON_ATCK = FALSE;
                        self.BUTTON_ATCK2 = FALSE;
-                       if (self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+                       if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
                        {
                                if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), TRUE))
                                {
@@ -369,15 +369,15 @@ float W_Mortar(float req)
                {
                        if(autocvar_g_balance_mortar_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(mortar, refire)))
                                {
                                        W_Mortar_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
                                if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
                                {
@@ -391,9 +391,9 @@ float W_Mortar(float req)
                                                }
                                        }
                                        if(nadefound)
-                                               sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                                               sound(self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
                                }
-                               else if (weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
+                               else if(weapon_prepareattack(1, WEP_CVAR_SEC(mortar, refire)))
                                {
                                        W_Mortar_Attack2();
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
@@ -404,17 +404,17 @@ float W_Mortar(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_gl.md3");
-                       precache_model ("models/weapons/v_gl.md3");
-                       precache_model ("models/weapons/h_gl.iqm");
-                       precache_sound ("weapons/grenade_bounce1.wav");
-                       precache_sound ("weapons/grenade_bounce2.wav");
-                       precache_sound ("weapons/grenade_bounce3.wav");
-                       precache_sound ("weapons/grenade_bounce4.wav");
-                       precache_sound ("weapons/grenade_bounce5.wav");
-                       precache_sound ("weapons/grenade_bounce6.wav");
-                       precache_sound ("weapons/grenade_stick.wav");
-                       precache_sound ("weapons/grenade_fire.wav");
+                       precache_model("models/weapons/g_gl.md3");
+                       precache_model("models/weapons/v_gl.md3");
+                       precache_model("models/weapons/h_gl.iqm");
+                       precache_sound("weapons/grenade_bounce1.wav");
+                       precache_sound("weapons/grenade_bounce2.wav");
+                       precache_sound("weapons/grenade_bounce3.wav");
+                       precache_sound("weapons/grenade_bounce4.wav");
+                       precache_sound("weapons/grenade_bounce5.wav");
+                       precache_sound("weapons/grenade_bounce6.wav");
+                       precache_sound("weapons/grenade_stick.wav");
+                       precache_sound("weapons/grenade_fire.wav");
                        MORTAR_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index 0c6a725f0fc3d47102061e7e98323b06f313a5d2..49fb47e43e9d7626a31ffc4d5a1f3be82d6e5cd2 100644 (file)
@@ -38,9 +38,9 @@ PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
+void spawnfunc_weapon_porto(void) { weapon_defaultspawnfunc(WEP_PORTO); }
 
-void W_Porto_Success (void)
+void W_Porto_Success(void)
 {
        if(self.realowner == world)
        {
@@ -53,7 +53,7 @@ void W_Porto_Success (void)
 }
 
 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
-void W_Porto_Fail (float failhard)
+void W_Porto_Fail(float failhard)
 {
        if(self.realowner == world)
        {
@@ -71,7 +71,7 @@ void W_Porto_Fail (float failhard)
 
        if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
        {
-               setsize (self, '-16 -16 0', '16 16 32');
+               setsize(self, '-16 -16 0', '16 16 32');
                setorigin(self, self.origin + trace_plane_normal);
                if(move_out_of_solid(self))
                {
@@ -88,7 +88,7 @@ void W_Porto_Fail (float failhard)
        remove(self);
 }
 
-void W_Porto_Remove (entity p)
+void W_Porto_Remove(entity p)
 {
        if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
        {
@@ -100,7 +100,7 @@ void W_Porto_Remove (entity p)
        }
 }
 
-void W_Porto_Think (void)
+void W_Porto_Think(void)
 {
        trace_plane_normal = '0 0 0';
        if(self.realowner.playerid != self.playerid)
@@ -109,7 +109,7 @@ void W_Porto_Think (void)
                W_Porto_Fail(0);
 }
 
-void W_Porto_Touch (void)
+void W_Porto_Touch(void)
 {
        vector norm;
 
@@ -231,18 +231,18 @@ void W_Porto_Touch (void)
        }
 }
 
-void W_Porto_Attack (float type)
+void W_Porto_Attack(float type)
 {
        entity gren;
 
-       W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
+       W_SetupShot(self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
        // always shoot from the eye
        w_shotdir = v_forward;
        w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
 
        //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       gren = spawn ();
+       gren = spawn();
        gren.cnt = type;
        gren.owner = gren.realowner = self;
        gren.playerid = self.playerid;
@@ -265,7 +265,7 @@ void W_Porto_Attack (float type)
        else
                W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
 
-       gren.angles = vectoangles (gren.velocity);
+       gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
 
        gren.portal_id = time;
@@ -289,7 +289,7 @@ float W_Porto(float req)
 {
        //vector v_angle_save;
 
-       if (g_nexball) { return w_nexball_weapon(req); }
+       if(g_nexball) { return w_nexball_weapon(req); }
        
        switch(req)
        {
@@ -312,19 +312,19 @@ float W_Porto(float req)
                {
                        if(WEP_CVAR(porto, secondary))
                        {
-                               if (self.BUTTON_ATCK)
-                               if (!self.porto_current)
-                               if (!self.porto_forbidden)
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+                               if(self.BUTTON_ATCK)
+                               if(!self.porto_current)
+                               if(!self.porto_forbidden)
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(0);
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
 
-                               if (self.BUTTON_ATCK2)
-                               if (!self.porto_current)
-                               if (!self.porto_forbidden)
-                               if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
+                               if(self.BUTTON_ATCK2)
+                               if(!self.porto_current)
+                               if(!self.porto_forbidden)
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
                                {
                                        W_Porto_Attack(1);
                                        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
@@ -354,10 +354,10 @@ float W_Porto(float req)
                                if(self.porto_v_angle_held)
                                        makevectors(self.porto_v_angle); // override the previously set angles
 
-                               if (self.BUTTON_ATCK)
-                               if (!self.porto_current)
-                               if (!self.porto_forbidden)
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
+                               if(self.BUTTON_ATCK)
+                               if(!self.porto_current)
+                               if(!self.porto_forbidden)
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(-1);
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
@@ -368,16 +368,16 @@ float W_Porto(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_porto.md3");
-                       precache_model ("models/weapons/v_porto.md3");
-                       precache_model ("models/weapons/h_porto.iqm");
-                       precache_model ("models/portal.md3");
-                       precache_sound ("porto/bounce.wav");
-                       precache_sound ("porto/create.wav");
-                       precache_sound ("porto/expire.wav");
-                       precache_sound ("porto/explode.wav");
-                       precache_sound ("porto/fire.wav");
-                       precache_sound ("porto/unsupported.wav");
+                       precache_model("models/weapons/g_porto.md3");
+                       precache_model("models/weapons/v_porto.md3");
+                       precache_model("models/weapons/h_porto.iqm");
+                       precache_model("models/portal.md3");
+                       precache_sound("porto/bounce.wav");
+                       precache_sound("porto/create.wav");
+                       precache_sound("porto/expire.wav");
+                       precache_sound("porto/explode.wav");
+                       precache_sound("porto/fire.wav");
+                       precache_sound("porto/unsupported.wav");
                        PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index c691d6a9f42e710ec21607b75285ed6e2f37aea6..03c396cebabcc91f9b7e2086af6404d984283cdc 100644 (file)
@@ -46,9 +46,9 @@ RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
-void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
-void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
+void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE); }
+void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
+void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
 
 void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
 {
@@ -56,7 +56,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolid
 
        W_DecreaseAmmo(pAmmo);
 
-       W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+       W_SetupShot(self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
 
        pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
 
@@ -69,16 +69,16 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolid
        for(i = 0; i < pShots; ++i)
                fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
 
-       if (autocvar_g_casings >= 2)
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+       if(autocvar_g_casings >= 2)
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
 }
 
-void W_Rifle_Attack()
+void W_Rifle_Attack(void)
 {
        W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
 }
 
-void W_Rifle_Attack2()
+void W_Rifle_Attack2(void)
 {
        W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
 }
@@ -87,7 +87,7 @@ void W_Rifle_Attack2()
 .float rifle_bullethail_frame;
 .float rifle_bullethail_animtime;
 .float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue()
+void W_Rifle_BulletHail_Continue(void)
 {
        float r, sw, af;
 
@@ -171,24 +171,24 @@ float W_Rifle(float req)
                        else
                        {
                                self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
-                               if (self.BUTTON_ATCK)
-                               if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
-                               if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+                               if(self.BUTTON_ATCK)
+                               if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
+                               if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
                                {
                                        weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
                                        W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                                        self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
                                }
-                               if (self.BUTTON_ATCK2)
+                               if(self.BUTTON_ATCK2)
                                {
-                                       if (WEP_CVAR(rifle, secondary))
+                                       if(WEP_CVAR(rifle, secondary))
                                        {
                                                if(WEP_CVAR_SEC(rifle, reload))
                                                        WEP_ACTION(self.weapon, WR_RELOAD);
                                                else
                                                {
-                                                       if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
-                                                       if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+                                                       if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
+                                                       if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
                                                        {
                                                                weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
                                                                W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
@@ -203,11 +203,11 @@ float W_Rifle(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_campingrifle.md3");
-                       precache_model ("models/weapons/v_campingrifle.md3");
-                       precache_model ("models/weapons/h_campingrifle.iqm");
-                       precache_sound ("weapons/campingrifle_fire.wav");
-                       precache_sound ("weapons/campingrifle_fire2.wav");
+                       precache_model("models/weapons/g_campingrifle.md3");
+                       precache_model("models/weapons/v_campingrifle.md3");
+                       precache_model("models/weapons/h_campingrifle.iqm");
+                       precache_sound("weapons/campingrifle_fire.wav");
+                       precache_sound("weapons/campingrifle_fire2.wav");
                        RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index 4c448a10d331628a2f3686a62aa6192e22d39d87..7d933d5ca6bb7888f95a36ab841af5a2ad26044f 100644 (file)
@@ -83,27 +83,27 @@ SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
+void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER); }
 
 // ============================
 // Begin: Missile functions, these are general functions to be manipulated by other code
 // ============================
-void W_Seeker_Missile_Explode()
+void W_Seeker_Missile_Explode(void)
 {
        self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Seeker_Missile_Touch()
+void W_Seeker_Missile_Touch(void)
 {
        PROJECTILE_TOUCH;
 
        W_Seeker_Missile_Explode();
 }
 
-void W_Seeker_Missile_Think()
+void W_Seeker_Missile_Think(void)
 {
        entity e;
        vector desireddir, olddir, newdir, eorg;
@@ -111,7 +111,7 @@ void W_Seeker_Missile_Think()
        float dist;
        float spd;
 
-       if (time > self.cnt)
+       if(time > self.cnt)
        {
                self.projectiledeathtype |= HITTYPE_SPLASH;
                W_Seeker_Missile_Explode();
@@ -124,11 +124,11 @@ void W_Seeker_Missile_Think()
                spd + WEP_CVAR(seeker, missile_accel) * frametime
        );
 
-       if (self.enemy != world)
-               if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+       if(self.enemy != world)
+               if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
                        self.enemy = world;
 
-       if (self.enemy != world)
+       if(self.enemy != world)
        {
                e               = self.enemy;
                eorg            = 0.5 * (e.absmin + e.absmax);
@@ -138,10 +138,10 @@ void W_Seeker_Missile_Think()
                dist            = vlen(eorg - self.origin);
 
                // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
-               if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
+               if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
                {
                        // Is it a better idea (shorter distance) to trace to the target itself?
-                       if ( vlen(self.origin + olddir * self.wait) < dist)
+                       if( vlen(self.origin + olddir * self.wait) < dist)
                                traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
                        else
                                traceline(self.origin, eorg, FALSE, self);
@@ -160,17 +160,17 @@ void W_Seeker_Missile_Think()
                dist = 0;
 
        // Proxy
-       if (WEP_CVAR(seeker, missile_proxy))
+       if(WEP_CVAR(seeker, missile_proxy))
        {
-               if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
+               if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
                {
-                       if (self.autoswitch == 0)
+                       if(self.autoswitch == 0)
                        {
                                self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
                        }
                        else
                        {
-                               if (self.autoswitch <= time)
+                               if(self.autoswitch <= time)
                                {
                                        W_Seeker_Missile_Explode();
                                        self.autoswitch = 0;
@@ -179,13 +179,13 @@ void W_Seeker_Missile_Think()
                }
                else
                {
-                       if (self.autoswitch != 0)
+                       if(self.autoswitch != 0)
                                self.autoswitch = 0;
                }
        }
        ///////////////
 
-       if (self.enemy.deadflag != DEAD_NO)
+       if(self.enemy.deadflag != DEAD_NO)
        {
                self.enemy = world;
                self.cnt = time + 1 + (random() * 4);
@@ -202,29 +202,29 @@ void W_Seeker_Missile_Think()
 
 void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
 
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       if (self.realowner == attacker)
+       if(self.realowner == attacker)
                self.health = self.health - (damage * 0.25);
        else
                self.health = self.health - damage;
 
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
 }
 
 /*
-void W_Seeker_Missile_Animate()
+void W_Seeker_Missile_Animate(void)
 {
        self.frame = self.frame +1;
        self.nextthink = time + 0.05;
 
-       if (self.enemy != world)
-               if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+       if(self.enemy != world)
+               if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
                        self.enemy = world;
 
        if(self.frame == 5)
@@ -232,7 +232,7 @@ void W_Seeker_Missile_Animate()
                self.think           = W_Seeker_Missile_Think;
                self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
 
-               if (autocvar_g_balance_seeker_missile_proxy)
+               if(autocvar_g_balance_seeker_missile_proxy)
                        self.movetype    = MOVETYPE_BOUNCEMISSILE;
                else
                        self.movetype    = MOVETYPE_FLYMISSILE;
@@ -249,7 +249,7 @@ void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
        W_DecreaseAmmo(WEP_CVAR(seeker, missile_ammo));
 
        makevectors(self.v_angle);
-       W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
        w_shotorg += f_diff;
        pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -275,21 +275,21 @@ void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
        missile.damagedbycontents = TRUE;
        //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
 
-       if (missile.enemy != world)
+       if(missile.enemy != world)
                missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
        else
                missile.projectiledeathtype = WEP_SEEKER;
 
 
-       setorigin (missile, w_shotorg);
-       setsize (missile, '-4 -4 -4', '4 4 4');
+       setorigin(missile, w_shotorg);
+       setsize(missile, '-4 -4 -4', '4 4 4');
        missile.movetype    = MOVETYPE_FLYMISSILE;
        missile.flags       = FL_PROJECTILE;
        missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
 
        W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
 
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
 
        CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
 
@@ -299,23 +299,23 @@ void W_Seeker_Fire_Missile(vector f_diff, entity m_target)
 // ============================
 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
 // ============================
-void W_Seeker_Flac_Explode()
+void W_Seeker_Flac_Explode(void)
 {
        self.event_damage = func_null;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
+       RadiusDamage(self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
 
-       remove (self);
+       remove(self);
 }
 
-void W_Seeker_Flac_Touch()
+void W_Seeker_Flac_Touch(void)
 {
        PROJECTILE_TOUCH;
 
        W_Seeker_Flac_Explode();
 }
 
-void W_Seeker_Fire_Flac()
+void W_Seeker_Fire_Flac(void)
 {
        entity missile;
        vector f_diff;
@@ -340,12 +340,12 @@ void W_Seeker_Fire_Flac()
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
        w_shotorg += f_diff;
 
        pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile                                 = spawn ();
+       missile                                 = spawn();
        missile.owner                   = missile.realowner = self;
        missile.classname               = "missile";
        missile.bot_dodge               = TRUE;
@@ -362,11 +362,11 @@ void W_Seeker_Fire_Flac()
        missile.missile_flags       = MIF_SPLASH;
 
        // csqc projectiles
-       //missile.angles                                = vectoangles (missile.velocity);
+       //missile.angles                                = vectoangles(missile.velocity);
        //missile.scale = 0.4; // BUG: the model is too big
 
-       setorigin (missile, w_shotorg);
-       setsize (missile, '-2 -2 -2', '2 2 2');
+       setorigin(missile, w_shotorg);
+       setsize(missile, '-2 -2 -2', '2 2 2');
 
        W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
        CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
@@ -381,22 +381,22 @@ entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
 {
        entity tag;
        for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
-               if ((tag.realowner == isowner) && (tag.tag_target == istarget))
+               if((tag.realowner == isowner) && (tag.tag_target == istarget))
                        return tag;
 
        return world;
 }
 
-void W_Seeker_Attack()
+void W_Seeker_Attack(void)
 {
        entity tracker, closest_target;
 
        closest_target = world;
        for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
        {
-               if (closest_target)
+               if(closest_target)
                {
-                       if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+                       if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
                                closest_target = tracker.tag_target;
                }
                else
@@ -404,13 +404,13 @@ void W_Seeker_Attack()
        }
 
        traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
-       if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
+       if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
                closest_target = world;
 
        W_Seeker_Fire_Missile('0 0 0', closest_target);
 }
 
-void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
+void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
 {
        float c;
        entity oldself,oldenemy;
@@ -452,13 +452,13 @@ void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
        self = oldself;
 }
 
-void W_Seeker_Tracker_Think()
+void W_Seeker_Tracker_Think(void)
 {
        // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
-       if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
+       if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
        || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
        {
-               if (self)
+               if(self)
                {
                        WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
                        remove(self);
@@ -473,25 +473,25 @@ void W_Seeker_Tracker_Think()
 // ============================
 // Begin: Tag projectile
 // ============================
-void W_Seeker_Tag_Explode()
+void W_Seeker_Tag_Explode(void)
 {
        //if(other==self.realowner)
        //    return;
        Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
 
-       remove (self);
+       remove(self);
 }
 
 void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       if (self.health <= 0)
+       if(self.health <= 0)
                return;
        self.health = self.health - damage;
-       if (self.health <= 0)
+       if(self.health <= 0)
                W_Seeker_Tag_Explode();
 }
 
-void W_Seeker_Tag_Touch()
+void W_Seeker_Tag_Touch(void)
 {
        vector dir;
        vector org2;
@@ -499,22 +499,22 @@ void W_Seeker_Tag_Touch()
 
        PROJECTILE_TOUCH;
 
-       dir     = normalize (self.realowner.origin - self.origin);
-       org2    = findbetterlocation (self.origin, 8);
+       dir     = normalize(self.realowner.origin - self.origin);
+       org2    = findbetterlocation(self.origin, 8);
 
        te_knightspike(org2);
 
        self.event_damage = func_null;
        Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
 
-       if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+       if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
        {
                // check to see if this person is already tagged by me
                entity tag = W_Seeker_Tagged_Info(self.realowner, other);
 
-               if (tag != world)
+               if(tag != world)
                {
-                       if (other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
+                       if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
                                WaypointSprite_Kill(other.wps_tag_tracker);
 
                        tag.tag_time = time;
@@ -554,12 +554,12 @@ void W_Seeker_Tag_Touch()
        return;
 }
 
-void W_Seeker_Fire_Tag()
+void W_Seeker_Fire_Tag(void)
 {
        entity missile;
        W_DecreaseAmmo(WEP_CVAR(seeker, tag_ammo));
 
-       W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
 
        missile                 = spawn();
        missile.owner           = missile.realowner = self;
@@ -577,15 +577,15 @@ void W_Seeker_Fire_Tag()
        missile.health           = WEP_CVAR(seeker, tag_health);
        missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
 
-       setorigin (missile, w_shotorg);
-       setsize (missile, '-2 -2 -2', '2 2 2');
+       setorigin(missile, w_shotorg);
+       setsize(missile, '-2 -2 -2', '2 2 2');
 
        missile.flags       = FL_PROJECTILE;
        //missile.missile_flags = MIF_..?;
 
        missile.movetype    = MOVETYPE_FLY;
        W_SetupProjVelocity_PRE(missile, seeker, tag_);
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
 
        CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
 
@@ -604,8 +604,8 @@ float W_Seeker(float req)
        {
                case WR_AIM:
                {
-                       if (WEP_CVAR(seeker, type) == 1)
-                               if (W_Seeker_Tagged_Info(self, self.enemy) != world)
+                       if(WEP_CVAR(seeker, type) == 1)
+                               if(W_Seeker_Tagged_Info(self, self.enemy) != world)
                                        self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
                                else
                                        self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
@@ -618,11 +618,11 @@ float W_Seeker(float req)
                        if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
 
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (WEP_CVAR(seeker, type) == 1)
+                               if(WEP_CVAR(seeker, type) == 1)
                                {
-                                       if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+                                       if(weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
                                        {
                                                W_Seeker_Attack();
                                                weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
@@ -630,7 +630,7 @@ float W_Seeker(float req)
                                }
                                else
                                {
-                                       if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+                                       if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
                                        {
                                                W_Seeker_Fire_Tag();
                                                weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
@@ -638,11 +638,11 @@ float W_Seeker(float req)
                                }
                        }
 
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
-                               if (WEP_CVAR(seeker, type) == 1)
+                               if(WEP_CVAR(seeker, type) == 1)
                                {
-                                       if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+                                       if(weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
                                        {
                                                W_Seeker_Fire_Tag();
                                                weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
@@ -650,7 +650,7 @@ float W_Seeker(float req)
                                }
                                else
                                {
-                                       if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+                                       if(weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
                                        {
                                                W_Seeker_Fire_Flac();
                                                weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
@@ -662,18 +662,18 @@ float W_Seeker(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_seeker.md3");
-                       precache_model ("models/weapons/v_seeker.md3");
-                       precache_model ("models/weapons/h_seeker.iqm");
-                       precache_sound ("weapons/tag_fire.wav");
-                       precache_sound ("weapons/flac_fire.wav");
-                       precache_sound ("weapons/seeker_fire.wav");
+                       precache_model("models/weapons/g_seeker.md3");
+                       precache_model("models/weapons/v_seeker.md3");
+                       precache_model("models/weapons/h_seeker.iqm");
+                       precache_sound("weapons/tag_fire.wav");
+                       precache_sound("weapons/flac_fire.wav");
+                       precache_sound("weapons/seeker_fire.wav");
                        SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       if (WEP_CVAR(seeker, type) == 1)
+                       if(WEP_CVAR(seeker, type) == 1)
                        {
                                ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
                                ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
@@ -687,7 +687,7 @@ float W_Seeker(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       if (WEP_CVAR(seeker, type) == 1)
+                       if(WEP_CVAR(seeker, type) == 1)
                        {
                                ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
                                ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
@@ -745,9 +745,9 @@ float W_Seeker(float req)
                                        pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
                                        if(!w_issilent)
                                        {
-                                               if (w_random<0.15)
+                                               if(w_random<0.15)
                                                        sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
-                                               else if (w_random<0.7)
+                                               else if(w_random<0.7)
                                                        sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
                                                else
                                                        sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
@@ -759,9 +759,9 @@ float W_Seeker(float req)
                                pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
                                if(!w_issilent)
                                {
-                                       if (w_random<0.15)
+                                       if(w_random<0.15)
                                                sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
-                                       else if (w_random<0.7)
+                                       else if(w_random<0.7)
                                                sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
                                        else
                                                sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
index 6cf877ffdf1f45244c87034900765a012cccacfa..d12f876b085468bfafb83ead5583f6a594386c14 100644 (file)
@@ -72,7 +72,7 @@ SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_shockwave()
+void spawnfunc_weapon_shockwave(void)
 {
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
@@ -95,7 +95,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think()
+void W_Shockwave_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -215,7 +215,7 @@ void W_Shockwave_Melee_Think()
        }
 }
 
-void W_Shockwave_Melee()
+void W_Shockwave_Melee(void)
 {
        sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
@@ -321,7 +321,7 @@ float W_Shockwave_Attack_CheckHit(
        return TRUE;
 }
 
-void W_Shockwave_Attack()
+void W_Shockwave_Attack(void)
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
index 8353442fbcd7cca125ee61c15bcdddc045131d52..eec7f649c981de03368e01643406012fab181ba0 100644 (file)
@@ -51,23 +51,23 @@ SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef SVQC
 void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
 
-void W_Shotgun_Attack (void)
+void W_Shotgun_Attack(void)
 {
        float   sc;
        entity flash;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
-       for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
+       W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
 
        // casing code
-       if (autocvar_g_casings >= 1)
-               for (sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
-                       SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
+       if(autocvar_g_casings >= 1)
+               for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
+                       SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
 
        // muzzle flash for 1st person view
        flash = spawn();
@@ -80,7 +80,7 @@ void W_Shotgun_Attack (void)
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void W_Shotgun_Melee_Think()
+void W_Shotgun_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -176,9 +176,9 @@ void W_Shotgun_Melee_Think()
        }
 }
 
-void W_Shotgun_Attack2 (void)
+void W_Shotgun_Attack2(void)
 {
-       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
        entity meleetemp;
@@ -209,14 +209,14 @@ float W_Shotgun(float req)
                        if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
                        {
                                // don't force reload an empty shotgun if its melee attack is active
-                               if (!WEP_CVAR(shotgun, secondary))
+                               if(!WEP_CVAR(shotgun, secondary))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
                        {
-                               if (self.BUTTON_ATCK)
+                               if(self.BUTTON_ATCK)
                                {
-                                       if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
@@ -227,10 +227,10 @@ float W_Shotgun(float req)
                                        }
                                }
                        }
-                       if (self.clip_load >= 0) // we are not currently reloading
-                       if (!self.crouch) // no crouchmelee please
-                       if (self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
-                       if (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+                       if(self.clip_load >= 0) // we are not currently reloading
+                       if(!self.crouch) // no crouchmelee please
+                       if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
+                       if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
@@ -240,13 +240,13 @@ float W_Shotgun(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/uziflash.md3");
-                       precache_model ("models/weapons/g_shotgun.md3");
-                       precache_model ("models/weapons/v_shotgun.md3");
-                       precache_model ("models/weapons/h_shotgun.iqm");
-                       precache_sound ("misc/itempickup.wav");
-                       precache_sound ("weapons/shotgun_fire.wav");
-                       precache_sound ("weapons/shotgun_melee.wav");
+                       precache_model("models/uziflash.md3");
+                       precache_model("models/weapons/g_shotgun.md3");
+                       precache_model("models/weapons/v_shotgun.md3");
+                       precache_model("models/weapons/h_shotgun.iqm");
+                       precache_sound("misc/itempickup.wav");
+                       precache_sound("weapons/shotgun_fire.wav");
+                       precache_sound("weapons/shotgun_melee.wav");
                        SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index ec673b7a8ce7005a1964714aa0bf7b03146bba69..e450c5bd04584da041c3d5e55de9a9c74438f6b6 100644 (file)
@@ -45,7 +45,7 @@ TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
+void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
 
 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
 {
@@ -138,7 +138,7 @@ float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorep
        return TRUE;
 }
 
-void W_Tuba_NoteOff()
+void W_Tuba_NoteOff(void)
 {
        // we have a note:
        //   on: self.spawnshieldtime
@@ -273,7 +273,7 @@ float W_Tuba_NoteSendEntity(entity to, float sf)
        return TRUE;
 }
 
-void W_Tuba_NoteThink()
+void W_Tuba_NoteThink(void)
 {
        float dist_mult;
        float vol0, vol1;
@@ -337,7 +337,7 @@ void W_Tuba_NoteOn(float hittype)
                }
        }
 
-       if (!self.tuba_note)
+       if(!self.tuba_note)
        {
                self.tuba_note = spawn();
                self.tuba_note.owner = self.tuba_note.realowner = self;
@@ -382,15 +382,15 @@ float W_Tuba(float req)
                }
                case WR_THINK:
                {
-                       if (self.BUTTON_ATCK)
-                       if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
+                       if(self.BUTTON_ATCK)
+                       if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
                        {
                                W_Tuba_NoteOn(0);
                                //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
                                weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
                        }
-                       if (self.BUTTON_ATCK2)
-                       if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
+                       if(self.BUTTON_ATCK2)
+                       if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
                        {
                                W_Tuba_NoteOn(HITTYPE_SECONDARY);
                                //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
@@ -411,13 +411,13 @@ float W_Tuba(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_tuba.md3");
-                       precache_model ("models/weapons/v_tuba.md3");
-                       precache_model ("models/weapons/h_tuba.iqm");
-                       precache_model ("models/weapons/v_akordeon.md3");
-                       precache_model ("models/weapons/h_akordeon.iqm");
-                       precache_model ("models/weapons/v_kleinbottle.md3");
-                       precache_model ("models/weapons/h_kleinbottle.iqm");
+                       precache_model("models/weapons/g_tuba.md3");
+                       precache_model("models/weapons/v_tuba.md3");
+                       precache_model("models/weapons/h_tuba.iqm");
+                       precache_model("models/weapons/v_akordeon.md3");
+                       precache_model("models/weapons/h_akordeon.iqm");
+                       precache_model("models/weapons/v_kleinbottle.md3");
+                       precache_model("models/weapons/h_kleinbottle.iqm");
                        TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
index 08f5d801c145cddc95202f3847408714355952a7..22fa6efcffff2ebbaf0fd8e9d0d737640617e894 100644 (file)
@@ -48,19 +48,19 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
-void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
+void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
+void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
 
-void W_Vaporizer_Attack (void)
+void W_Vaporizer_Attack(void)
 {
        float flying;
        flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
 
-       W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
+       W_SetupShot(self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
+       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -140,18 +140,18 @@ float W_Vaporizer(float req)
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
                                WEP_ACTION(self.weapon, WR_RELOAD);
-                       else if (self.BUTTON_ATCK)
+                       else if(self.BUTTON_ATCK)
                        {
-                               if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
                                {
                                        W_Vaporizer_Attack();
                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
                                }
                        }
-                       else if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
-                               if (self.jump_interval <= time)
-                               if (weapon_prepareattack(1, -1))
+                               if(self.jump_interval <= time)
+                               if(weapon_prepareattack(1, -1))
                                {
                                        // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
                                        self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
index 09daf8c10dd4e0f73be6f2b7660457ca5ba2bc9f..4942a67e19c0e5e650553acfdb0397f6e0c3909d 100644 (file)
@@ -56,8 +56,8 @@ VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_vortex() { weapon_defaultspawnfunc(WEP_VORTEX); }
-void spawnfunc_weapon_nex() { spawnfunc_weapon_vortex(); }
+void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
+void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
 
 void SendCSQCVortexBeamParticle(float charge) {
        vector v;