From 20adb3530f00d184eb69646a8574fb43826f3b78 Mon Sep 17 00:00:00 2001 From: Ragnvald Maartmann-Moe IV Date: Wed, 27 Aug 2003 23:43:13 +0000 Subject: [PATCH] All hail the whitespace shambler! --- ctf/qwsrc/status.qc | 2 +- ctf/qwsrc/subs.qc | 2 +- ctf/qwsrc/teamplay.qc | 9 ++------ ctf/qwsrc/telefrag.qc | 6 ++--- ctf/qwsrc/triggers.qc | 6 ++--- ctf/qwsrc/weapons.qc | 53 +++++++++++++++++++++---------------------- ctf/qwsrc/world.qc | 26 ++++++++++----------- 7 files changed, 49 insertions(+), 55 deletions(-) diff --git a/ctf/qwsrc/status.qc b/ctf/qwsrc/status.qc index 6f25e50..0b921f6 100644 --- a/ctf/qwsrc/status.qc +++ b/ctf/qwsrc/status.qc @@ -256,7 +256,7 @@ TeamCapturePlayerUpdate = s3 = "B…"; else s3 = "Â…"; - + if (teamscr1 == 0 && teamscr2 == 0) { // CTFBOT centerprint5 (self, res, s1, s2, s3, " Capture The Flag"); diff --git a/ctf/qwsrc/subs.qc b/ctf/qwsrc/subs.qc index a841646..88fe78b 100644 --- a/ctf/qwsrc/subs.qc +++ b/ctf/qwsrc/subs.qc @@ -120,7 +120,7 @@ SUB_CalcMove = self.nextthink = self.ltime + traveltime; // scale the destdelta vector by the time spent traveling to get velocity - self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float + self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float }; /* diff --git a/ctf/qwsrc/teamplay.qc b/ctf/qwsrc/teamplay.qc index 48eaa2c..2792ba5 100644 --- a/ctf/qwsrc/teamplay.qc +++ b/ctf/qwsrc/teamplay.qc @@ -79,7 +79,6 @@ float TEAM_CAPTURE_FLAG_RETURN_TIME = 40; // seconds until auto return // XXX EXPERT CTF Additional scoring system // bonuses - float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS = 2; // bonus for fraggin someone // who has recently hurt your flag carrier float TEAM_CAPTURE_CARRIER_PROTECT_BONUS = 1; // bonus for fraggin someone while @@ -92,14 +91,12 @@ float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS = 2; // award for fragging a flag c // capture happens almost immediately // radii - float TEAM_CAPTURE_TARGET_PROTECT_RADIUS = 400; // the radius around an object being // defended where a target will be worth extra frags float TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS = 400; // the radius around an object being // defended where an attacker will get extra frags when making kills // timeouts - float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT = 4; float TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT = 2; float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT = 6; @@ -650,7 +647,6 @@ TeamCheckLock = // If teams are static and we've been on some team already, // put us back on the team we were on. - if ((teamplay & TEAM_STATIC_TEAMS) && (self.steam >= 0)) { if (TeamColorIsLegal (self.steam)) { // changing teams sucks, kill him @@ -719,7 +715,7 @@ TossBackpack = // If we don't have any ammo, return (except AXE/GRAPPLE) if (self.currentammo <= 0) { - if (self.weapon != IT_AXE && self.weapon != IT_GRAPPLE) + if ((self.weapon != IT_AXE) && (self.weapon != IT_GRAPPLE)) return; } @@ -1305,8 +1301,7 @@ TeamCaptureSpawn = impulse. I think he may have mailed you, but I wrote a quick version myself, which your welcome to use if you like the feature (it offsets some of the problems with the chat capabilities in Quake so it seems - like a worthwhile feature). Feel free to change it - as necessary. + like a worthwhile feature). Feel free to change it as necessary. */ // *Capture The Flag - Status report by Wonko diff --git a/ctf/qwsrc/telefrag.qc b/ctf/qwsrc/telefrag.qc index d6ccee5..32931df 100644 --- a/ctf/qwsrc/telefrag.qc +++ b/ctf/qwsrc/telefrag.qc @@ -1,5 +1,5 @@ /* - #FILENAME# + telefrag.qc This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -61,9 +61,9 @@ entity(entity spot) TelefragSelectSpawnPoint = while (search_spot) { e = findradius(spot.origin, 50); - if (!e) + if (!e) { search_spot = 0; - else { + } else { local float occupied; occupied = 0; while (!occupied && !(!e)) { diff --git a/ctf/qwsrc/triggers.qc b/ctf/qwsrc/triggers.qc index 8673d25..12de669 100644 --- a/ctf/qwsrc/triggers.qc +++ b/ctf/qwsrc/triggers.qc @@ -77,7 +77,7 @@ multi_trigger = self.nextthink = time + self.wait; } else { // we can't just remove (self) here, because this is a touch function - // called wheil C code is looping through area links... + // called while C code is looping through area links... self.touch = SUB_Null; self.nextthink = time + 0.1; self.think = SUB_Remove; @@ -110,7 +110,7 @@ multi_touch = if (v_forward * self.movedir < 0) return; // not facing the right way } - + self.enemy = other; multi_trigger (); }; @@ -368,7 +368,7 @@ spawn_tdeath = death.nextthink = time + 0.1; death.think = SUB_Remove; death.owner = death_owner; - + force_retouch = 2; // make sure even still objects get hit }; diff --git a/ctf/qwsrc/weapons.qc b/ctf/qwsrc/weapons.qc index 364b3f1..315178b 100644 --- a/ctf/qwsrc/weapons.qc +++ b/ctf/qwsrc/weapons.qc @@ -108,13 +108,13 @@ vector() wall_velocity = { local vector vel; - + vel = normalize (self.velocity); vel = normalize (vel + v_up * (random () - 0.5) + v_right * (random () - 0.5)); vel += 2 * trace_plane_normal; vel *= 200; - + return vel; }; @@ -200,7 +200,7 @@ AddMultiDamage = { if (!hit) return; - + if (hit != multi_ent) { ApplyMultiDamage (); multi_damage = damage; @@ -231,7 +231,7 @@ void (float damage, vector dir) TraceAttack = { local vector vel, org; - + vel = normalize (dir + v_up * crandom () + v_right * crandom ()); vel += 2 * trace_plane_normal; vel *= 200; @@ -259,17 +259,17 @@ void (float shotcount, vector dir, vector spread) FireBullets = { local vector direction, src; - + makevectors (self.v_angle); src = self.origin + v_forward * 10; src_z = self.absmin_z + self.size_z * 0.7; ClearMultiDamage (); - + traceline (src, src + dir * 2048, FALSE, self); puff_org = trace_endpos - dir * 4; - + while (shotcount > 0) { direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up; @@ -293,7 +293,7 @@ W_FireShotgun = msg_entity = self; WriteByte (MSG_ONE, SVC_SMALLKICK); - + self.currentammo = --self.ammo_shells; dir = aim (self, 100000); FireBullets (6, dir, '0.04 0.04 0'); @@ -313,7 +313,7 @@ W_FireSuperShotgun = msg_entity = self; WriteByte (MSG_ONE, SVC_BIGKICK); - + self.currentammo = self.ammo_shells -= 2; dir = aim (self, 100000); FireBullets (14, dir, '0.14 0.08 0'); @@ -338,7 +338,7 @@ T_MissileTouch = } damg = 100 + 20 * random (); - + if (other.health) { if (other.classname == "monster_shambler") damg = damg * 0.5; // mostly immune @@ -410,7 +410,7 @@ LightningDamage = { local entity e1, e2; local vector f; - + f = p2 - p1; normalize (f); f_x = 0 - f_y; @@ -442,7 +442,6 @@ LightningDamage = } }; - void () W_FireLightning = { @@ -474,7 +473,7 @@ W_FireLightning = self.currentammo = --self.ammo_cells; org = self.origin + '0 0 16'; - + traceline (org, org + v_forward * 600, TRUE, self); WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNING2); @@ -602,7 +601,7 @@ void () W_FireSuperSpikes = { local vector dir; - + sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 2; @@ -716,7 +715,6 @@ superspike_touch = } remove (self); - }; // PLAYER WEAPON USE ========================================================== @@ -793,23 +791,24 @@ float () W_BestWeapon = { local float it; - + it = self.items; - if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING)) + if ((self.waterlevel <= 1) && (self.ammo_cells >= 1) + && (it & IT_LIGHTNING)) return IT_LIGHTNING; - else if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN)) + else if ((self.ammo_nails >= 2) && (it & IT_SUPER_NAILGUN)) return IT_SUPER_NAILGUN; - else if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN)) + else if ((self.ammo_shells >= 2) && (it & IT_SUPER_SHOTGUN)) return IT_SUPER_SHOTGUN; - else if (self.ammo_nails >= 1 && (it & IT_NAILGUN)) + else if ((self.ammo_nails >= 1) && (it & IT_NAILGUN)) return IT_NAILGUN; - else if (self.ammo_shells >= 1 && (it & IT_SHOTGUN)) + else if ((self.ammo_shells >= 1) && (it & IT_SHOTGUN)) return IT_SHOTGUN; /* - if (self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) ) + if ((self.ammo_rockets >= 1) && (it & IT_ROCKET_LAUNCHER)) return IT_ROCKET_LAUNCHER; - else if (self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) ) + else if ((self.ammo_rockets >= 1) && (it & IT_GRENADE_LAUNCHER)) return IT_GRENADE_LAUNCHER; */ return IT_AXE; @@ -823,7 +822,7 @@ float() W_CheckNoAmmo = return TRUE; if (self.weapon == IT_GRAPPLE) return TRUE; - + self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); @@ -1050,7 +1049,7 @@ void () CycleWeaponReverseCommand = { local float it, am; - + it = self.items; self.impulse = 0; @@ -1299,7 +1298,7 @@ void () PreviousWeaponCommand = { local float fl, am; - + self.impulse = 0; am = 0; @@ -1307,7 +1306,7 @@ PreviousWeaponCommand = sprint (self, PRINT_HIGH, "no weapon.\n"); return; } - + fl = self.weapon; self.weapon = self.previous_weapon; self.previous_weapon = fl; diff --git a/ctf/qwsrc/world.qc b/ctf/qwsrc/world.qc index 49ec5dc..1252018 100644 --- a/ctf/qwsrc/world.qc +++ b/ctf/qwsrc/world.qc @@ -158,7 +158,7 @@ worldspawn = precache_model ("progs/bolt2.mdl"); // for lightning gun precache_model ("progs/bolt3.mdl"); // for boss shock precache_model ("progs/lavaball.mdl"); // for testing - + precache_model ("progs/missile.mdl"); precache_model ("progs/grenade.mdl"); precache_model ("progs/spike.mdl"); @@ -174,40 +174,40 @@ worldspawn = // 0 normal lightstyle (0, "m"); - + // 1 FLICKER (first variety) lightstyle (1, "mmnmmommommnonmmonqnmmo"); - + // 2 SLOW STRONG PULSE lightstyle (2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); - + // 3 CANDLE (first variety) lightstyle (3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); - + // 4 FAST STROBE lightstyle (4, "mamamamamama"); - + // 5 GENTLE PULSE 1 lightstyle (5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); - + // 6 FLICKER (second variety) lightstyle (6, "nmonqnmomnmomomno"); - + // 7 CANDLE (second variety) lightstyle (7, "mmmaaaabcdefgmmmmaaaammmaamm"); - + // 8 CANDLE (third variety) lightstyle (8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); - + // 9 SLOW STROBE (fourth variety) lightstyle (9, "aaaaaaaazzzzzzzz"); - + // 10 FLUORESCENT FLICKER lightstyle (10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK lightstyle (11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); - + // styles 32-62 are assigned by the light program for switchable lights // 63 testing @@ -221,7 +221,7 @@ StartFrame = fraglimit = cvar("fraglimit"); teamplay = cvar("teamplay"); deathmatch = cvar("deathmatch"); - + framecount = framecount + 1; };