]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
fix confusing indentation
authorAmadeusz Sławiński <amade@asmblr.net>
Wed, 22 Feb 2017 13:11:33 +0000 (14:11 +0100)
committerAmadeusz Sławiński <amade@asmblr.net>
Wed, 22 Feb 2017 13:11:33 +0000 (14:11 +0100)
qcsrc/common/t_items.qc

index 7ffb0c115fbc29893ead391721f3f9b918f61498..626148b9a896740823673edf47e961fff3482f20 100644 (file)
@@ -448,28 +448,30 @@ void Item_Show (entity e, float mode)
                e.spawnshieldtime = 1;
                e.ItemStatus &= ~ITS_AVAILABLE;
        }
-       else {
-       bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
-               || e.team // weapon stay isn't supported for teamed weapons
-               ;
-       if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
-       {
-               // make the item translucent and not touchable
-               e.model = e.mdl;
-               e.solid = SOLID_TRIGGER; // can STILL be picked up!
-               e.effects |= EF_STARDUST;
-               e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
-       }
        else
        {
-               //setmodel(e, "null");
-               e.solid = SOLID_NOT;
-               e.colormod = '0 0 0';
-               //e.glowmod = e.colormod;
-               e.spawnshieldtime = 1;
-               e.ItemStatus &= ~ITS_AVAILABLE;
-       }}
+               bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
+                       || e.team // weapon stay isn't supported for teamed weapons
+                       ;
+               if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
+               {
+                       // make the item translucent and not touchable
+                       e.model = e.mdl;
+                       e.solid = SOLID_TRIGGER; // can STILL be picked up!
+                       e.effects |= EF_STARDUST;
+                       e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
+                       e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
+               }
+               else
+               {
+                       //setmodel(e, "null");
+                       e.solid = SOLID_NOT;
+                       e.colormod = '0 0 0';
+                       //e.glowmod = e.colormod;
+                       e.spawnshieldtime = 1;
+                       e.ItemStatus &= ~ITS_AVAILABLE;
+               }
+       }
 
        if (def.m_glow)
                e.ItemStatus |= ITS_GLOW;