From 20fe3865926142875921202892cd39a5dbe18e57 Mon Sep 17 00:00:00 2001 From: tonysergi Date: Fri, 6 Dec 2013 12:26:47 +0900 Subject: [PATCH] fix some wonky mix tabbs and spaces (thanks vs power tools!) --- mp/src/game/client/c_baseplayer.cpp | 8 ++--- mp/src/game/client/c_te_effect_dispatch.cpp | 8 ++--- mp/src/game/server/hl2/hl2_player.cpp | 4 +-- mp/src/game/server/hl2mp/hl2mp_player.cpp | 11 +++--- mp/src/game/server/hl2mp/hl2mp_player.h | 2 +- mp/src/game/server/player.cpp | 38 ++++++++++----------- mp/src/game/server/player.h | 2 +- mp/src/game/shared/hl2mp/weapon_rpg.cpp | 4 +-- mp/src/game/shared/hl2mp/weapon_shotgun.cpp | 4 +-- mp/src/game/shared/hl2mp/weapon_slam.cpp | 2 +- 10 files changed, 41 insertions(+), 42 deletions(-) diff --git a/mp/src/game/client/c_baseplayer.cpp b/mp/src/game/client/c_baseplayer.cpp index 942f7a375..e95517699 100644 --- a/mp/src/game/client/c_baseplayer.cpp +++ b/mp/src/game/client/c_baseplayer.cpp @@ -228,9 +228,9 @@ END_RECV_TABLE() RecvPropEHandle ( RECVINFO( m_hLastWeapon ) ), RecvPropEHandle ( RECVINFO( m_hGroundEntity ) ), - RecvPropFloat ( RECVINFO(m_vecVelocity[0]), 0, RecvProxy_LocalVelocityX ), - RecvPropFloat ( RECVINFO(m_vecVelocity[1]), 0, RecvProxy_LocalVelocityY ), - RecvPropFloat ( RECVINFO(m_vecVelocity[2]), 0, RecvProxy_LocalVelocityZ ), + RecvPropFloat ( RECVINFO(m_vecVelocity[0]), 0, RecvProxy_LocalVelocityX ), + RecvPropFloat ( RECVINFO(m_vecVelocity[1]), 0, RecvProxy_LocalVelocityY ), + RecvPropFloat ( RECVINFO(m_vecVelocity[2]), 0, RecvProxy_LocalVelocityZ ), RecvPropVector ( RECVINFO( m_vecBaseVelocity ) ), @@ -469,7 +469,7 @@ void C_BasePlayer::Spawn( void ) m_iFOV = 0; // init field of view. - SetModel( "models/player.mdl" ); + SetModel( "models/player.mdl" ); Precache(); diff --git a/mp/src/game/client/c_te_effect_dispatch.cpp b/mp/src/game/client/c_te_effect_dispatch.cpp index 160e11b7c..143a5eea4 100644 --- a/mp/src/game/client/c_te_effect_dispatch.cpp +++ b/mp/src/game/client/c_te_effect_dispatch.cpp @@ -103,8 +103,8 @@ static void RecordEffect( const char *pEffectName, const CEffectData &data ) char pName[1024]; Q_snprintf( pName, sizeof(pName), "TE_DispatchEffect %s %s", pEffectName, pSurfacePropName ); - msg->SetInt( "te", TE_DISPATCH_EFFECT ); - msg->SetString( "name", pName ); + msg->SetInt( "te", TE_DISPATCH_EFFECT ); + msg->SetString( "name", pName ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetFloat( "originx", data.m_vOrigin.x ); msg->SetFloat( "originy", data.m_vOrigin.y ); @@ -126,10 +126,10 @@ static void RecordEffect( const char *pEffectName, const CEffectData &data ) msg->SetInt( "color", data.m_nColor ); msg->SetInt( "damagetype", data.m_nDamageType ); msg->SetInt( "hitbox", data.m_nHitBox ); - msg->SetString( "effectname", pEffectName ); + msg->SetString( "effectname", pEffectName ); // FIXME: Need to write the attachment name here - msg->SetInt( "attachmentindex", data.m_nAttachmentIndex ); + msg->SetInt( "attachmentindex", data.m_nAttachmentIndex ); // NOTE: Ptrs are our way of indicating it's an entindex msg->SetPtr( "entindex", (void*)data.entindex() ); diff --git a/mp/src/game/server/hl2/hl2_player.cpp b/mp/src/game/server/hl2/hl2_player.cpp index 104b1e3c1..e866fa162 100644 --- a/mp/src/game/server/hl2/hl2_player.cpp +++ b/mp/src/game/server/hl2/hl2_player.cpp @@ -2083,7 +2083,7 @@ bool CHL2_Player::IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flRetu } // Within 50 feet? - float flDistSqr = GetAbsOrigin().DistToSqr(pEntity->GetAbsOrigin()); + float flDistSqr = GetAbsOrigin().DistToSqr(pEntity->GetAbsOrigin()); if( flDistSqr > FLASHLIGHT_RANGE ) return false; @@ -2159,7 +2159,7 @@ void CHL2_Player::SetPlayerUnderwater( bool state ) } else { - SuitPower_RemoveDevice( SuitDeviceBreather ); + SuitPower_RemoveDevice( SuitDeviceBreather ); } BaseClass::SetPlayerUnderwater( state ); diff --git a/mp/src/game/server/hl2mp/hl2mp_player.cpp b/mp/src/game/server/hl2mp/hl2mp_player.cpp index 1469d8420..17ed3907a 100644 --- a/mp/src/game/server/hl2mp/hl2mp_player.cpp +++ b/mp/src/game/server/hl2mp/hl2mp_player.cpp @@ -107,12 +107,11 @@ CHL2MP_Player::CHL2MP_Player() : m_PlayerAnimState( this ) m_iSpawnInterpCounter = 0; - m_bEnterObserver = false; + m_bEnterObserver = false; m_bReady = false; BaseClass::ChangeTeam( 0 ); -// UseClientSideAnimation(); } CHL2MP_Player::~CHL2MP_Player( void ) @@ -142,13 +141,13 @@ void CHL2MP_Player::Precache( void ) int i; for ( i = 0; i < nHeads; ++i ) - PrecacheModel( g_ppszRandomCitizenModels[i] ); + PrecacheModel( g_ppszRandomCitizenModels[i] ); //Precache Combine Models nHeads = ARRAYSIZE( g_ppszRandomCombineModels ); for ( i = 0; i < nHeads; ++i ) - PrecacheModel( g_ppszRandomCombineModels[i] ); + PrecacheModel( g_ppszRandomCombineModels[i] ); PrecacheFootStepSounds(); @@ -355,7 +354,7 @@ bool CHL2MP_Player::ValidatePlayerModel( const char *pModel ) for ( i = 0; i < iModels; ++i ) { - if ( !Q_stricmp( g_ppszRandomCombineModels[i], pModel ) ) + if ( !Q_stricmp( g_ppszRandomCombineModels[i], pModel ) ) { return true; } @@ -1415,7 +1414,7 @@ CON_COMMAND( timeleft, "prints the time remaining in the match" ) CHL2MP_Player *pPlayer = ToHL2MPPlayer( UTIL_GetCommandClient() ); int iTimeRemaining = (int)HL2MPRules()->GetMapRemainingTime(); - + if ( iTimeRemaining == 0 ) { if ( pPlayer ) diff --git a/mp/src/game/server/hl2mp/hl2mp_player.h b/mp/src/game/server/hl2mp/hl2mp_player.h index f91513c73..70b997613 100644 --- a/mp/src/game/server/hl2mp/hl2mp_player.h +++ b/mp/src/game/server/hl2mp/hl2mp_player.h @@ -161,7 +161,7 @@ private: // This lets us rate limit the commands the players can execute so they don't overflow things like reliable buffers. CUtlDict m_RateLimitLastCommandTimes; - bool m_bEnterObserver; + bool m_bEnterObserver; bool m_bReady; }; diff --git a/mp/src/game/server/player.cpp b/mp/src/game/server/player.cpp index 81d83a12d..1b13fcb51 100644 --- a/mp/src/game/server/player.cpp +++ b/mp/src/game/server/player.cpp @@ -1077,7 +1077,7 @@ int CBasePlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo ) return 0; } - if ( IsInCommentaryMode() ) + if ( IsInCommentaryMode() ) { if( !ShouldTakeDamageInCommentaryMode( info ) ) return 0; @@ -1464,7 +1464,7 @@ void CBasePlayer::PackDeadPlayerItems( void ) // get the game rules iWeaponRules = g_pGameRules->DeadPlayerWeapons( this ); - iAmmoRules = g_pGameRules->DeadPlayerAmmo( this ); + iAmmoRules = g_pGameRules->DeadPlayerAmmo( this ); if ( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO ) { @@ -1550,7 +1550,7 @@ void CBasePlayer::RemoveAllItems( bool removeSuit ) Weapon_SetLast( NULL ); RemoveAllWeapons(); - RemoveAllAmmo(); + RemoveAllAmmo(); if ( removeSuit ) { @@ -1634,7 +1634,7 @@ int CBasePlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info ) event->SetInt("attacker", 0 ); // hurt by "world" } - gameeventmanager->FireEvent( event ); + gameeventmanager->FireEvent( event ); } // Insert a combat sound so that nearby NPCs hear battle @@ -2253,17 +2253,17 @@ bool CBasePlayer::StartObserverMode(int mode) m_afPhysicsFlags |= PFLAG_OBSERVER; // Holster weapon immediately, to allow it to cleanup - if ( GetActiveWeapon() ) + if ( GetActiveWeapon() ) GetActiveWeapon()->Holster(); // clear out the suit message cache so we don't keep chattering - SetSuitUpdate(NULL, FALSE, 0); + SetSuitUpdate(NULL, FALSE, 0); SetGroundEntity( (CBaseEntity *)NULL ); RemoveFlag( FL_DUCKING ); - AddSolidFlags( FSOLID_NOT_SOLID ); + AddSolidFlags( FSOLID_NOT_SOLID ); SetObserverMode( mode ); @@ -2273,7 +2273,7 @@ bool CBasePlayer::StartObserverMode(int mode) } // Setup flags - m_Local.m_iHideHUD = HIDEHUD_HEALTH; + m_Local.m_iHideHUD = HIDEHUD_HEALTH; m_takedamage = DAMAGE_NO; // Become invisible @@ -2658,7 +2658,7 @@ bool CBasePlayer::IsValidObserverTarget(CBaseEntity * target) CBasePlayer * player = ToBasePlayer( target ); /* Don't spec observers or players who haven't picked a class yet - if ( player->IsObserver() ) + if ( player->IsObserver() ) return false; */ if( player == this ) @@ -2750,10 +2750,10 @@ CBaseEntity * CBasePlayer::FindNextObserverTarget(bool bReverse) currentIndex += iDir; // Loop through the clients - if (currentIndex > gpGlobals->maxClients) - currentIndex = 1; + if (currentIndex > gpGlobals->maxClients) + currentIndex = 1; else if (currentIndex < 1) - currentIndex = gpGlobals->maxClients; + currentIndex = gpGlobals->maxClients; } while ( currentIndex != startIndex ); @@ -4955,7 +4955,7 @@ void CBasePlayer::Spawn( void ) m_Local.m_bDucked = false;// This will persist over round restart if you hold duck otherwise. m_Local.m_bDucking = false; - SetViewOffset( VEC_VIEW_SCALED( this ) ); + SetViewOffset( VEC_VIEW_SCALED( this ) ); Precache(); m_bitsDamageType = 0; @@ -5599,7 +5599,7 @@ void CSprayCan::Think( void ) CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() ); if ( pPlayer ) { - int playernum = pPlayer->entindex(); + int playernum = pPlayer->entindex(); Vector forward; trace_t tr; @@ -5877,12 +5877,12 @@ void CBasePlayer::ImpulseCommands( ) switch (iImpulse) { case 100: - // temporary flashlight for level designers - if ( FlashlightIsOn() ) + // temporary flashlight for level designers + if ( FlashlightIsOn() ) { FlashlightTurnOff(); } - else + else { FlashlightTurnOn(); } @@ -6413,7 +6413,7 @@ bool CBasePlayer::ClientCommand( const CCommand &args ) else { // switch to next spec mode if no parameter given - mode = GetObserverMode() + 1; + mode = GetObserverMode() + 1; if ( mode > LAST_PLAYER_OBSERVERMODE ) { @@ -8362,7 +8362,7 @@ void CBasePlayer::SetVCollisionState( const Vector &vecAbsOrigin, const Vector & switch( collisionState ) { case VPHYS_WALK: - m_pShadowStand->SetPosition( vecAbsOrigin, vec3_angle, true ); + m_pShadowStand->SetPosition( vecAbsOrigin, vec3_angle, true ); m_pShadowStand->SetVelocity( &vecAbsVelocity, NULL ); m_pShadowCrouch->EnableCollisions( false ); m_pPhysicsController->SetObject( m_pShadowStand ); diff --git a/mp/src/game/server/player.h b/mp/src/game/server/player.h index b25303890..4a348b734 100644 --- a/mp/src/game/server/player.h +++ b/mp/src/game/server/player.h @@ -920,7 +920,7 @@ protected: int m_iTrain; // Train control position float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn - unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden + unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden // Vehicles CNetworkHandle( CBaseEntity, m_hVehicle ); diff --git a/mp/src/game/shared/hl2mp/weapon_rpg.cpp b/mp/src/game/shared/hl2mp/weapon_rpg.cpp index 1859958e3..c74b12237 100644 --- a/mp/src/game/shared/hl2mp/weapon_rpg.cpp +++ b/mp/src/game/shared/hl2mp/weapon_rpg.cpp @@ -453,7 +453,7 @@ void CMissile::IgniteThink( void ) SetMoveType( MOVETYPE_FLY ); SetModel("models/weapons/w_missile.mdl"); UTIL_SetSize( this, vec3_origin, vec3_origin ); - RemoveSolidFlags( FSOLID_NOT_SOLID ); + RemoveSolidFlags( FSOLID_NOT_SOLID ); //TODO: Play opening sound @@ -983,7 +983,7 @@ void CAPCMissile::ExplodeDelay( float flDelay ) void CAPCMissile::BeginSeekThink( void ) { - RemoveSolidFlags( FSOLID_NOT_SOLID ); + RemoveSolidFlags( FSOLID_NOT_SOLID ); SetThink( &CAPCMissile::SeekThink ); SetNextThink( gpGlobals->curtime ); } diff --git a/mp/src/game/shared/hl2mp/weapon_shotgun.cpp b/mp/src/game/shared/hl2mp/weapon_shotgun.cpp index da370b539..e5ff0f105 100644 --- a/mp/src/game/shared/hl2mp/weapon_shotgun.cpp +++ b/mp/src/game/shared/hl2mp/weapon_shotgun.cpp @@ -366,8 +366,8 @@ void CWeaponShotgun::SecondaryAttack( void ) // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); - Vector vecSrc = pPlayer->Weapon_ShootPosition(); - Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); + Vector vecSrc = pPlayer->Weapon_ShootPosition(); + Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); FireBulletsInfo_t info( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; diff --git a/mp/src/game/shared/hl2mp/weapon_slam.cpp b/mp/src/game/shared/hl2mp/weapon_slam.cpp index 5c69ace0c..8cd94c8a4 100644 --- a/mp/src/game/shared/hl2mp/weapon_slam.cpp +++ b/mp/src/game/shared/hl2mp/weapon_slam.cpp @@ -816,7 +816,7 @@ void CWeapon_SLAM::Weapon_Switch( void ) void CWeapon_SLAM::WeaponIdle( void ) { // Ready to switch animations? - if ( HasWeaponIdleTimeElapsed() ) + if ( HasWeaponIdleTimeElapsed() ) { // Don't allow throw to attach switch unless in idle if (m_bClearReload)