From 758a22fb3be2ea1aece1bbcef3b7e402372c6985 Mon Sep 17 00:00:00 2001 From: drjaska Date: Sun, 11 Feb 2024 00:01:10 +0200 Subject: [PATCH] curb 3 comment row lengths --- qcsrc/common/weapons/weapon/machinegun.qc | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 832f15d7c..a2c62c799 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -71,7 +71,8 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity { float machinegun_spread; - //check if max is lower or higher than min so it can be used invertedly, accurate with more firing, like Hyperion weapons from Borderlands + // check if max is lower or higher than min so it can be used invertedly, + // accurate with more firing, like Hyperion weapons from Borderlands if (WEP_CVAR(machinegun, spread_max) > WEP_CVAR(machinegun, spread_min)) { lowerEndOfSpreadSpectrum = WEP_CVAR(machinegun, spread_min); @@ -181,7 +182,8 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity actor.(weaponentity).machinegun_spread_accumulation = bound(0, (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), spreadSpectrumDistance); } - // function for reducing mg's damage with no spread and adding damage with heated up barrel or vice versa depending on the values of exposed cvars + // function for reducing mg's damage with no spread and adding damage with + // heated up barrel or vice versa depending on the values of exposed cvars float coldMultiplierApplicationPercent = 1; float heatMultiplierApplicationPercent = 1; @@ -315,7 +317,8 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen actor.(weaponentity).machinegun_spread_accumulation = max(actor.(weaponentity).machinegun_spread_accumulation - ((time - actor.(weaponentity).lastShotTime) * WEP_CVAR(machinegun, spread_decay)), 0); actor.(weaponentity).lastShotTime = time; - //check if max is lower or higher than min so it can be used invertedly, accurate with more firing, like Hyperion weapons from Borderlands + // check if max is lower or higher than min so it can be used invertedly, + // accurate with more firing, like Hyperion weapons from Borderlands if (WEP_CVAR(machinegun, spread_max) > WEP_CVAR(machinegun, spread_min)) { lowerEndOfSpreadSpectrum = WEP_CVAR(machinegun, spread_min); -- 2.39.2