]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_vortex.qc
Replace `vector_[xyz]` with `vector.[xyz]` where possible
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vortex.qc
index 4942a67e19c0e5e650553acfdb0397f6e0c3909d..c880e7deefc7b0b28c4e37505382365c91f5e563 100644 (file)
@@ -64,16 +64,16 @@ void SendCSQCVortexBeamParticle(float charge) {
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
        WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
        WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
-       WriteCoord(MSG_BROADCAST, w_shotorg_x);
-       WriteCoord(MSG_BROADCAST, w_shotorg_y);
-       WriteCoord(MSG_BROADCAST, w_shotorg_z);
-       WriteCoord(MSG_BROADCAST, v_x);
-       WriteCoord(MSG_BROADCAST, v_y);
-       WriteCoord(MSG_BROADCAST, v_z);
+       WriteCoord(MSG_BROADCAST, w_shotorg.x);
+       WriteCoord(MSG_BROADCAST, w_shotorg.y);
+       WriteCoord(MSG_BROADCAST, w_shotorg.z);
+       WriteCoord(MSG_BROADCAST, v.x);
+       WriteCoord(MSG_BROADCAST, v.y);
+       WriteCoord(MSG_BROADCAST, v.z);
        WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
 }
 
-void W_Vortex_Attack (float issecondary)
+void W_Vortex_Attack(float issecondary)
 {
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
        
@@ -100,14 +100,14 @@ void W_Vortex_Attack (float issecondary)
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
+       W_SetupShot(self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
        if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
        {
-               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+               sound(self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
        }
 
        yoda = 0;
-       FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
+       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
@@ -118,7 +118,7 @@ void W_Vortex_Attack (float issecondary)
        W_DecreaseAmmo(myammo);
 }
 
-void spawnfunc_weapon_vortex (void); // defined in t_items.qc
+void spawnfunc_weapon_vortex(void); // defined in t_items.qc
 
 .float vortex_chargepool_pauseregen_finished;
 float W_Vortex(float req)
@@ -155,15 +155,15 @@ float W_Vortex(float req)
                                WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
-                               if (self.BUTTON_ATCK)
+                               if(self.BUTTON_ATCK)
                                {
-                                       if (weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
+                                       if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
                                        {
                                                W_Vortex_Attack(0);
                                                weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
                                        }
                                }
-                               if ((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+                               if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
                                {
                                        if(WEP_CVAR(vortex, charge))
                                        {
@@ -229,7 +229,7 @@ float W_Vortex(float req)
                                        }
                                        else if(WEP_CVAR(vortex, secondary))
                                        {
-                                               if (weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
+                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
                                                {
                                                        W_Vortex_Attack(1);
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
@@ -242,15 +242,15 @@ float W_Vortex(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/nexflash.md3");
-                       precache_model ("models/weapons/g_nex.md3");
-                       precache_model ("models/weapons/v_nex.md3");
-                       precache_model ("models/weapons/h_nex.iqm");
-                       precache_sound ("weapons/nexfire.wav");
-                       precache_sound ("weapons/nexcharge.wav");
-                       precache_sound ("weapons/nexwhoosh1.wav");
-                       precache_sound ("weapons/nexwhoosh2.wav");
-                       precache_sound ("weapons/nexwhoosh3.wav");
+                       precache_model("models/nexflash.md3");
+                       precache_model("models/weapons/g_nex.md3");
+                       precache_model("models/weapons/v_nex.md3");
+                       precache_model("models/weapons/h_nex.iqm");
+                       precache_sound("weapons/nexfire.wav");
+                       precache_sound("weapons/nexcharge.wav");
+                       precache_sound("weapons/nexwhoosh1.wav");
+                       precache_sound("weapons/nexwhoosh2.wav");
+                       precache_sound("weapons/nexwhoosh3.wav");
                        VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }