From 407b5610c6fe23e78c30696cb2fc514823897d7e Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Mon, 10 Jul 2023 17:16:16 +0200 Subject: [PATCH] Fix typo mistake on NADE_TYPE_DARKNESS, correct some indentations again and, in oknex.qc, replace comment lines into #if 0 block --- qcsrc/common/mutators/mutator/nades/nades.qc | 12 +- .../common/mutators/mutator/overkill/oknex.qc | 149 +++++++++--------- 2 files changed, 82 insertions(+), 79 deletions(-) diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index c0d7b2991..12997c0b5 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -51,7 +51,7 @@ bool darkblink; void HUD_DarkBlinking() { vector bottomright = vec2(vid_conwidth, vid_conheight); - drawfill('0 0 0', bottomright, NADE_TYPE_DARNESS.m_color, 0.986, DRAWFLAG_NORMAL); + drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, 0.986, DRAWFLAG_NORMAL); } REGISTER_MUTATOR(cl_nades, true); @@ -59,7 +59,7 @@ MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay) { if (STAT(NADE_DARKNESS_TIME) > time) { - M_ARGV(0, vector) = NADE_TYPE_DARNESS.m_color; + M_ARGV(0, vector) = NADE_TYPE_DARKNESS.m_color; HUD_DarkBlinking(); return true; } @@ -938,7 +938,7 @@ void nade_boom(entity this) case nade_type: \ nade_blast = blast; \ expef = exp_effect; \ - break; + break switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) ) { @@ -951,7 +951,7 @@ void nade_boom(entity this) SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN_YELLOW); SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN_NEUTRAL); SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN_BROWN); - SET_NADE_EFFECT(NADE_TYPE_DARNESS, false, EFFECT_EXPLOSION_MEDIUM); + SET_NADE_EFFECT(NADE_TYPE_DARKNESS, false, EFFECT_EXPLOSION_MEDIUM); SET_NADE_EFFECT(NADE_TYPE_NORMAL, true, EFFECT_NADE_EXPLODE(this.realowner.team)); default: expef = EFFECT_NADE_EXPLODE(this.realowner.team); break; } @@ -981,7 +981,7 @@ void nade_boom(entity this) case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break; case NADE_TYPE_VEIL: nade_veil_boom(this); break; case NADE_TYPE_AMMO: nade_ammo_boom(this); break; - case NADE_TYPE_DARNESS: nade_darkness_boom(this); break; + case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break; } IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, @@ -1440,7 +1440,7 @@ int nades_CheckTypes(entity player, int cl_ntype) CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap); CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil); CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo); - CL_NADE_TYPE_CHECK(NADE_TYPE_DARNESS, autocvar_g_nades_darkness); + CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness); } return cl_ntype; #undef CL_NADE_TYPE_CHECK diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc index a30a2bf52..311e7a738 100644 --- a/qcsrc/common/mutators/mutator/overkill/oknex.qc +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc @@ -186,79 +186,82 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready); return; } - //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) - //{ - // if(WEP_CVAR(oknex, charge)) - // { - // actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause); - // float dt = frametime / W_TICSPERFRAME; - // - // if(actor.(weaponentity).oknex_charge < 1) - // { - // if(WEP_CVAR_SEC(oknex, chargepool)) - // { - // if(WEP_CVAR_SEC(oknex, ammo)) - // { - // // always deplete if secondary is held - // actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt); - - // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); - // actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen); - // dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo); - // dt = max(0, dt); - - // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); - // } - // } - - // else if(WEP_CVAR_SEC(oknex, ammo)) - // { - // if(fire & 2) // only eat ammo when the button is pressed - // { - // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); - // if(!(actor.items & IT_UNLIMITED_AMMO)) - // { - // // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - // if(autocvar_g_balance_vortex_reload_ammo) - // { - // dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo)); - // dt = max(0, dt); - // if(dt > 0) - // { - // actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt); - // } - // actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load; - // } - // else - // { - // dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo)); - // dt = max(0, dt); - // if(dt > 0) - // { - // actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt); - // } - // } - // } - // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); - // } - // } - - // else - // { - // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); - // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); - // } - // } - // } - // else if(WEP_CVAR(oknex, secondary)) - // { - // if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire))) - // { - // W_OverkillNex_Attack(thiswep, actor, weaponentity, 1); - // weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready); - // } - // } - //} + +#if 0 + if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) + { + if(WEP_CVAR(oknex, charge)) + { + actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause); + float dt = frametime / W_TICSPERFRAME; + + if(actor.(weaponentity).oknex_charge < 1) + { + if(WEP_CVAR_SEC(oknex, chargepool)) + { + if(WEP_CVAR_SEC(oknex, ammo)) + { + // always deplete if secondary is held + actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt); + + dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); + actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen); + dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo); + dt = max(0, dt); + + actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); + } + } + + else if(WEP_CVAR_SEC(oknex, ammo)) + { + if(fire & 2) // only eat ammo when the button is pressed + { + dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); + if(!(actor.items & IT_UNLIMITED_AMMO)) + { + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if(autocvar_g_balance_vortex_reload_ammo) + { + dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt); + } + actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load; + } + else + { + dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt); + } + } + } + actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); + } + } + + else + { + dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate)); + actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate); + } + } + } + else if(WEP_CVAR(oknex, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire))) + { + W_OverkillNex_Attack(thiswep, actor, weaponentity, 1); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready); + } + } + } +#endif } METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) -- 2.39.2