]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_ctf.qc
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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_ctf.qc
index 4ebd27a456e4ecc40d646745b9a310933b95675a..87bbb3b991afe114420f92646dc67e161b3f7dd5 100644 (file)
@@ -418,7 +418,7 @@ void ctf_Handle_Capture(entity flag, entity toucher, int capturetype)
 
        if(!player) { return; } // without someone to give the reward to, we can't possibly cap
        if(CTF_DIFFTEAM(player, flag)) { return; }
-       
+
        if(ctf_oneflag)
        for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
        if(SAME_TEAM(tmp_entity, player))
@@ -556,13 +556,13 @@ void ctf_Handle_Pickup(entity flag, entity player, int pickuptype)
        else { Send_Notification(NOTIF_ONE, player, MSG_CENTER, ((SAME_TEAM(player, flag)) ? CENTER_CTF_PICKUP_TEAM : CENTER_CTF_PICKUP_TEAM_ENEMY), Team_ColorCode(flag.team)); }
 
        Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, ((flag.team) ? APP_TEAM_ENT_4(flag, CHOICE_CTF_PICKUP_TEAM_) : CHOICE_CTF_PICKUP_TEAM_NEUTRAL), Team_ColorCode(player.team), player.netname);
-       
+
        if(!flag.team)
        FOR_EACH_PLAYER(tmp_entity)
        if(tmp_entity != player)
        if(DIFF_TEAM(player, tmp_entity))
                Send_Notification(NOTIF_ONE, tmp_entity, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname);
-       
+
        if(flag.team)
        FOR_EACH_PLAYER(tmp_entity)
        if(tmp_entity != player)
@@ -1184,7 +1184,7 @@ void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag e
                        default:                 flag.effects |= EF_DIMLIGHT; break;
                }
        }
-       
+
        // flag placement
        if((flag.spawnflags & 1) || flag.noalign) // don't drop to floor, just stay at fixed location
        {
@@ -1900,7 +1900,7 @@ MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
        int t = 0, t2 = 0, t3 = 0;
 
        // initially clear items so they can be set as necessary later.
-       self.ctf_flagstatus &= ~(CTF_RED_FLAG_CARRYING          | CTF_RED_FLAG_TAKEN            | CTF_RED_FLAG_LOST 
+       self.ctf_flagstatus &= ~(CTF_RED_FLAG_CARRYING          | CTF_RED_FLAG_TAKEN            | CTF_RED_FLAG_LOST
                                                   | CTF_BLUE_FLAG_CARRYING             | CTF_BLUE_FLAG_TAKEN           | CTF_BLUE_FLAG_LOST
                                                   | CTF_YELLOW_FLAG_CARRYING   | CTF_YELLOW_FLAG_TAKEN         | CTF_YELLOW_FLAG_LOST
                                                   | CTF_PINK_FLAG_CARRYING     | CTF_PINK_FLAG_TAKEN           | CTF_PINK_FLAG_LOST
@@ -1923,7 +1923,7 @@ MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
                        {
                                if((flag.owner == self) || (flag.pass_sender == self))
                                        self.ctf_flagstatus |= t; // carrying: self is currently carrying the flag
-                               else 
+                               else
                                        self.ctf_flagstatus |= t2; // taken: someone else is carrying the flag
                                break;
                        }
@@ -2325,13 +2325,13 @@ void spawnfunc_item_flag_team2()
 
 /*QUAKED spawnfunc_item_flag_team3 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 CTF flag for team three (Yellow).
-Keys: 
-"angle" Angle the flag will point (minus 90 degrees)... 
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
 "noise" sound played when flag is picked up...
 "noise1" sound played when flag is returned by a teammate...
 "noise2" sound played when flag is captured...
-"noise3" sound played when flag is lost in the field and respawns itself... 
+"noise3" sound played when flag is lost in the field and respawns itself...
 "noise4" sound played when flag is dropped by a player...
 "noise5" sound played when flag touches the ground... */
 void spawnfunc_item_flag_team3()
@@ -2343,13 +2343,13 @@ void spawnfunc_item_flag_team3()
 
 /*QUAKED spawnfunc_item_flag_team4 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 CTF flag for team four (Pink).
-Keys: 
-"angle" Angle the flag will point (minus 90 degrees)... 
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
 "noise" sound played when flag is picked up...
 "noise1" sound played when flag is returned by a teammate...
 "noise2" sound played when flag is captured...
-"noise3" sound played when flag is lost in the field and respawns itself... 
+"noise3" sound played when flag is lost in the field and respawns itself...
 "noise4" sound played when flag is dropped by a player...
 "noise5" sound played when flag touches the ground... */
 void spawnfunc_item_flag_team4()
@@ -2361,13 +2361,13 @@ void spawnfunc_item_flag_team4()
 
 /*QUAKED spawnfunc_item_flag_neutral (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 CTF flag (Neutral).
-Keys: 
-"angle" Angle the flag will point (minus 90 degrees)... 
+Keys:
+"angle" Angle the flag will point (minus 90 degrees)...
 "model" model to use, note this needs red, blue yellow and pink as skins 0, 1, 2 and 3...
 "noise" sound played when flag is picked up...
 "noise1" sound played when flag is returned by a teammate...
 "noise2" sound played when flag is captured...
-"noise3" sound played when flag is lost in the field and respawns itself... 
+"noise3" sound played when flag is lost in the field and respawns itself...
 "noise4" sound played when flag is dropped by a player...
 "noise5" sound played when flag touches the ground... */
 void spawnfunc_item_flag_neutral()