]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/turret/flac_weapon.qc
take3: format 903 files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / flac_weapon.qc
index 10d53aa08f527e64dd53ce05d92a0329d54d8465..9021b3e2ff49fe3061746f525d4ac2ae5ca2e637 100644 (file)
@@ -4,50 +4,55 @@
 
 void turret_flac_projectile_think_explode(entity this);
 SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
-METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
-    bool isPlayer = IS_PLAYER(actor);
-    if (fire & 1)
-    if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
-        if (isPlayer) {
-            turret_initparams(actor);
-            W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0);
-            actor.tur_shotdir_updated = w_shotdir;
-            actor.tur_shotorg = w_shotorg;
-            actor.tur_head = actor;
-            actor.tur_impacttime = 10;
-            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
-        }
-
-        turret_tag_fire_update(actor);
-
-        entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
-        proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-        setthink(proj, turret_flac_projectile_think_explode);
-        proj.nextthink  = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
-        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
-
-        if (!isPlayer) {
-            actor.tur_head.frame = actor.tur_head.frame + 1;
-            if (actor.tur_head.frame >= 4)
-                actor.tur_head.frame = 0;
-        }
-    }
+METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       bool isPlayer = IS_PLAYER(actor);
+       if (fire & 1) {
+               if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
+                       if (isPlayer) {
+                               turret_initparams(actor);
+                               W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0);
+                               actor.tur_shotdir_updated = w_shotdir;
+                               actor.tur_shotorg = w_shotorg;
+                               actor.tur_head = actor;
+                               actor.tur_impacttime = 10;
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+                       }
+
+                       turret_tag_fire_update(actor);
+
+                       entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
+                       proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+                       setthink(proj, turret_flac_projectile_think_explode);
+                       proj.nextthink  = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
+                       Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
+
+                       if (!isPlayer) {
+                               actor.tur_head.frame = actor.tur_head.frame + 1;
+                               if (actor.tur_head.frame >= 4) {
+                                       actor.tur_head.frame = 0;
+                               }
+                       }
+               }
+       }
 }
 
 void turret_flac_projectile_think_explode(entity this)
 {
-    if(this.enemy != NULL)
-    if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
-        setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
+       if (this.enemy != NULL) {
+               if (vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3)) {
+                       setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
+               }
+       }
 
 #ifdef TURRET_DEBUG
-    float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
-    this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
-    this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
+       float d = RadiusDamage(this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+       this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
+       this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
 #else
-    RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+       RadiusDamage(this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
 #endif
-    delete(this);
+       delete(this);
 }
 
 #endif