All hail the whitespace shambler!

This commit is contained in:
Ragnvald Maartmann-Moe IV 2003-08-27 23:43:13 +00:00
parent 78e1059007
commit 20adb3530f
7 changed files with 49 additions and 55 deletions

View file

@ -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

View file

@ -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)) {

View file

@ -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;

View file

@ -442,7 +442,6 @@ LightningDamage =
}
};
void ()
W_FireLightning =
{
@ -716,7 +715,6 @@ superspike_touch =
}
remove (self);
};
// PLAYER WEAPON USE ==========================================================
@ -796,20 +794,21 @@ W_BestWeapon =
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;