]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'master' into Mario/target_teleporter_v2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index b190cce69f11271046de2ba7cb21a1df957f7dfb..bc9e94767a45177e35b3dd788f283f3beeeb7c00 100644 (file)
@@ -110,14 +110,14 @@ void W_Shockwave_Melee_Think(entity this)
                                { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
 
                        #ifdef DEBUG_SHOCKWAVE
-                       LOG_INFO(sprintf(
-                               "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
+                       LOG_INFOF(
+                               "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.",
                                this.realowner.netname,
                                target_victim.netname,
                                swing_damage,
                                swing_factor,
                                time
-                       ));
+                       );
                        #endif
 
                        // allow multiple hits with one swing, but not against the same player twice
@@ -397,15 +397,15 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity)
                                );
 
                                #ifdef DEBUG_SHOCKWAVE
-                               LOG_INFO(sprintf(
+                               LOG_INFOF(
                                        "SELF HIT: multiplier = %f, damage = %f, force = %f... "
-                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
                                        multiplier,
                                        final_damage,
                                        vlen(final_force),
                                        multiplier_from_accuracy,
                                        multiplier_from_distance
-                               ));
+                               );
                                #endif
                        }
                        else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
@@ -460,15 +460,15 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity)
                                if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
-                               LOG_INFO(sprintf(
+                               LOG_INFOF(
                                        "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
-                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
                                        multiplier,
                                        final_damage,
                                        vlen(final_force),
                                        multiplier_from_accuracy,
                                        multiplier_from_distance
-                               ));
+                               );
                                #endif
                        }
                }
@@ -549,15 +549,15 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity)
                                if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
-                               LOG_INFO(sprintf(
+                               LOG_INFOF(
                                        "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
-                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
                                        multiplier,
                                        final_damage,
                                        vlen(final_force),
                                        multiplier_from_accuracy,
                                        multiplier_from_distance
-                               ));
+                               );
                                #endif
                        }
                }
@@ -584,12 +584,12 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity)
                        accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
 
                #ifdef DEBUG_SHOCKWAVE
-               LOG_INFO(sprintf(
-                       "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+               LOG_INFOF(
+                       "SHOCKWAVE by %s: damage = %f, force = %f.",
                        actor.netname,
                        final_damage,
                        vlen(final_force)
-               ));
+               );
                #endif
 
                shockwave_hit[i-1] = NULL;