From 87acf89404142e61df2f8f1a36505a73028d8fbe Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Thu, 9 Dec 2010 18:32:21 +0900 Subject: [PATCH] lots of whitespace --- qw/include/sv_progs.h | 222 +++++++++++++++++++++--------------------- 1 file changed, 111 insertions(+), 111 deletions(-) diff --git a/qw/include/sv_progs.h b/qw/include/sv_progs.h index 0135a3a9e..ee7d2e03a 100644 --- a/qw/include/sv_progs.h +++ b/qw/include/sv_progs.h @@ -39,129 +39,129 @@ #include "sv_pr_cmds.h" typedef struct { - pr_int_t *self; - pr_int_t *other; - pr_int_t *world; - float *time; - float *frametime; - pr_int_t *newmis; - float *force_retouch; - string_t *mapname; - float *serverflags; - float *total_secrets; - float *total_monsters; - float *found_secrets; - float *killed_monsters; - float *parms; // an actual array - vec3_t *v_forward; - vec3_t *v_up; - vec3_t *v_right; - float *trace_allsolid; - float *trace_startsolid; - float *trace_fraction; - vec3_t *trace_endpos; - vec3_t *trace_plane_normal; - float *trace_plane_dist; - pr_int_t *trace_ent; - float *trace_inopen; - float *trace_inwater; - pr_int_t *msg_entity; - float *skill; + pr_int_t *self; + pr_int_t *other; + pr_int_t *world; + float *time; + float *frametime; + pr_int_t *newmis; + float *force_retouch; + string_t *mapname; + float *serverflags; + float *total_secrets; + float *total_monsters; + float *found_secrets; + float *killed_monsters; + float *parms; // an actual array + vec3_t *v_forward; + vec3_t *v_up; + vec3_t *v_right; + float *trace_allsolid; + float *trace_startsolid; + float *trace_fraction; + vec3_t *trace_endpos; + vec3_t *trace_plane_normal; + float *trace_plane_dist; + pr_int_t *trace_ent; + float *trace_inopen; + float *trace_inwater; + pr_int_t *msg_entity; + float *skill; } sv_globals_t; extern sv_globals_t sv_globals; typedef struct { - func_t main; - func_t StartFrame; - func_t PlayerPreThink; - func_t PlayerPostThink; - func_t ClientKill; - func_t ClientConnect; - func_t PutClientInServer; - func_t ClientDisconnect; - func_t SetNewParms; - func_t SetChangeParms; + func_t main; + func_t StartFrame; + func_t PlayerPreThink; + func_t PlayerPostThink; + func_t ClientKill; + func_t ClientConnect; + func_t PutClientInServer; + func_t ClientDisconnect; + func_t SetNewParms; + func_t SetChangeParms; - func_t EndFrame; - func_t SpectatorConnect; - func_t SpectatorThink; - func_t SpectatorDisconnect; - func_t UserInfoCallback; - func_t UserInfoChanged; - func_t ChatMessage; - func_t LocalinfoChanged; + func_t EndFrame; + func_t SpectatorConnect; + func_t SpectatorThink; + func_t SpectatorDisconnect; + func_t UserInfoCallback; + func_t UserInfoChanged; + func_t ChatMessage; + func_t LocalinfoChanged; } sv_funcs_t; extern sv_funcs_t sv_funcs; typedef struct { - pr_int_t modelindex; //float - pr_int_t absmin; //vec3_t - pr_int_t absmax; //vec3_t - pr_int_t ltime; //float - pr_int_t lastruntime; //float - pr_int_t movetype; //float - pr_int_t solid; //float - pr_int_t origin; //vec3_t - pr_int_t oldorigin; //vec3_t - pr_int_t velocity; //vec3_t - pr_int_t angles; //vec3_t - pr_int_t avelocity; //vec3_t - pr_int_t classname; //string_t - pr_int_t model; //string_t - pr_int_t frame; //float - pr_int_t skin; //float - pr_int_t effects; //float - pr_int_t mins; //vec3_t - pr_int_t maxs; //vec3_t - pr_int_t size; //vec3_t - pr_int_t touch; //func_t - pr_int_t think; //func_t - pr_int_t blocked; //func_t - pr_int_t nextthink; //float - pr_int_t groundentity; //int - pr_int_t health; //float - pr_int_t frags; //float - pr_int_t weapon; //float - pr_int_t weaponmodel; //string_t - pr_int_t weaponframe; //float - pr_int_t currentammo; //float - pr_int_t ammo_shells; //float - pr_int_t ammo_nails; //float - pr_int_t ammo_rockets; //float - pr_int_t ammo_cells; //float - pr_int_t items; //float - pr_int_t takedamage; //float - pr_int_t chain; //int - pr_int_t view_ofs; //vec3_t - pr_int_t button0; //float - pr_int_t button1; //float - pr_int_t button2; //float - pr_int_t impulse; //float - pr_int_t fixangle; //float - pr_int_t v_angle; //vec3_t - pr_int_t netname; //string_t - pr_int_t enemy; //int - pr_int_t flags; //float - pr_int_t colormap; //float - pr_int_t team; //float - pr_int_t teleport_time; //float - pr_int_t armorvalue; //float - pr_int_t waterlevel; //float - pr_int_t watertype; //float - pr_int_t ideal_yaw; //float - pr_int_t yaw_speed; //float - pr_int_t goalentity; //int - pr_int_t spawnflags; //float - pr_int_t dmg_take; //float - pr_int_t dmg_save; //float - pr_int_t dmg_inflictor; //int - pr_int_t owner; //int - pr_int_t message; //string_t - pr_int_t sounds; //float - pr_int_t rotated_bbox; //int + pr_int_t modelindex; //float + pr_int_t absmin; //vec3_t + pr_int_t absmax; //vec3_t + pr_int_t ltime; //float + pr_int_t lastruntime; //float + pr_int_t movetype; //float + pr_int_t solid; //float + pr_int_t origin; //vec3_t + pr_int_t oldorigin; //vec3_t + pr_int_t velocity; //vec3_t + pr_int_t angles; //vec3_t + pr_int_t avelocity; //vec3_t + pr_int_t classname; //string_t + pr_int_t model; //string_t + pr_int_t frame; //float + pr_int_t skin; //float + pr_int_t effects; //float + pr_int_t mins; //vec3_t + pr_int_t maxs; //vec3_t + pr_int_t size; //vec3_t + pr_int_t touch; //func_t + pr_int_t think; //func_t + pr_int_t blocked; //func_t + pr_int_t nextthink; //float + pr_int_t groundentity; //int + pr_int_t health; //float + pr_int_t frags; //float + pr_int_t weapon; //float + pr_int_t weaponmodel; //string_t + pr_int_t weaponframe; //float + pr_int_t currentammo; //float + pr_int_t ammo_shells; //float + pr_int_t ammo_nails; //float + pr_int_t ammo_rockets; //float + pr_int_t ammo_cells; //float + pr_int_t items; //float + pr_int_t takedamage; //float + pr_int_t chain; //int + pr_int_t view_ofs; //vec3_t + pr_int_t button0; //float + pr_int_t button1; //float + pr_int_t button2; //float + pr_int_t impulse; //float + pr_int_t fixangle; //float + pr_int_t v_angle; //vec3_t + pr_int_t netname; //string_t + pr_int_t enemy; //int + pr_int_t flags; //float + pr_int_t colormap; //float + pr_int_t team; //float + pr_int_t teleport_time; //float + pr_int_t armorvalue; //float + pr_int_t waterlevel; //float + pr_int_t watertype; //float + pr_int_t ideal_yaw; //float + pr_int_t yaw_speed; //float + pr_int_t goalentity; //int + pr_int_t spawnflags; //float + pr_int_t dmg_take; //float + pr_int_t dmg_save; //float + pr_int_t dmg_inflictor; //int + pr_int_t owner; //int + pr_int_t message; //string_t + pr_int_t sounds; //float + pr_int_t rotated_bbox; //int pr_int_t alpha; pr_int_t scale;