]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
Merge branch 'master' into Mario/overkill
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index 56ad52f3787d216b96e6c81ec217f0227676a255..91559de957b3ff81a9d43d4cc0f84e0f9da08a6e 100644 (file)
@@ -307,7 +307,7 @@ float W_IsWeaponThrowable(float w)
                return 0;
     if(w == 0)
         return 0;
-       
+
        wa = W_AmmoItemCode(w);
        if(start_weapons & WepSet_FromWeapon(w))
        {
@@ -345,8 +345,8 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 
        W_SwitchWeapon_Force(self, w_getbestweapon(self));
        a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-       
-       if not(a) return;
+
+       if (!a) return;
        Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
 }
 
@@ -423,7 +423,7 @@ void W_WeaponFrame()
                        // VorteX: add player model weapon select frame here
                        // setcustomframe(PlayerWeaponRaise);
                        weapon_thinkf(WFRAME_IDLE, cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), w_ready);
-                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+                       //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)));
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
                }
                else if (self.weaponentity.state == WS_DROP)
@@ -437,7 +437,7 @@ void W_WeaponFrame()
                        self.switchingweapon = self.switchweapon;
 
                        entity oldwep = get_weaponinfo(self.weapon);
-                       
+
 #ifndef INDEPENDENT_ATTACK_FINISHED
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
@@ -446,7 +446,7 @@ void W_WeaponFrame()
                        self.weaponentity.state = WS_DROP;
                        // set up weapon switch think in the future, and start drop anim
                        weapon_thinkf(WFRAME_DONTCHANGE, cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), w_clear);
-                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+                       //printf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)));
                        weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
 #ifndef INDEPENDENT_ATTACK_FINISHED
                        }