]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Improve indentation consistency in weapon code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index 9449a24f17268999441f4d5cdab8a969909c9b12..f3a0463cc007052cf9425d3a20f2b34c5beb0a3e 100644 (file)
@@ -21,17 +21,16 @@ void W_HLAC_Touch(entity this, entity toucher)
 void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
-    float spread;
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo), weaponentity);
 
-    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
-    spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
-    if(actor.crouch)
-        spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
+       float spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.(weaponentity).misc_bulletcounter);
+       spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
+       if(IS_DUCKED(actor))
+               spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
-       Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -42,7 +41,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
 
-    missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
+       missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
 
        set_movetype(missile, MOVETYPE_FLY);
        PROJECTILE_MAKETRIGGER(missile);
@@ -56,7 +55,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        settouch(missile, W_HLAC_Touch);
        setthink(missile, SUB_Remove);
 
-    missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
+       missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
@@ -72,22 +71,19 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
-    float spread;
+       float spread = WEP_CVAR_SEC(hlac, spread);
 
-    spread = WEP_CVAR_SEC(hlac, spread);
-
-
-    if(actor.crouch)
-        spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
+       if(IS_DUCKED(actor))
+               spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
-       Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(hlacbolt);
        missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
 
-    missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
+       missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
 
        set_movetype(missile, MOVETYPE_FLY);
        PROJECTILE_MAKETRIGGER(missile);
@@ -101,7 +97,7 @@ void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        settouch(missile, W_HLAC_Touch);
        setthink(missile, SUB_Remove);
 
-    missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
+       missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
 
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
@@ -127,18 +123,17 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
-               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(actor.items & IT_UNLIMITED_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
 
-               int slot = weaponslot(weaponentity);
-               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
+               ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
                W_HLAC_Attack(thiswep, actor, weaponentity);
                actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
-        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
        else
        {
@@ -148,12 +143,10 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
 
 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
 {
-    float i;
-
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
 
-    for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
-        W_HLAC_Attack2(thiswep, actor, weaponentity);
+       for(float i = WEP_CVAR_SEC(hlac, shots); i > 0; --i)
+               W_HLAC_Attack2(thiswep, actor, weaponentity);
 
        if(!autocvar_g_norecoil)
        {
@@ -191,13 +184,13 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 }
 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
     return ammo_amount;
 }
 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
     return ammo_amount;
 }