]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Reduce code indentation
authorterencehill <piuntn@gmail.com>
Sun, 11 Apr 2021 21:58:06 +0000 (23:58 +0200)
committerterencehill <piuntn@gmail.com>
Sun, 11 Apr 2021 21:58:06 +0000 (23:58 +0200)
qcsrc/common/mutators/mutator/nades/nades.qc

index 51e6981e63c51df4b969a31e60eae63793835114..e71c61855fc7f749692e7af12cfed3052590f8fd 100644 (file)
@@ -1341,64 +1341,62 @@ MUTATOR_HOOKFUNCTION(nades, PlayerPreThink)
                }
        }
 
-       if (frametime && IS_PLAYER(player))
-       {
-               int n = 0;
-
-               entity revivers_last = NULL;
-               entity revivers_first = NULL;
-
-               bool player_is_reviving = false;
-               vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
-               n = 0;
-               FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
-                       // check if player is reviving anyone
-                       if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
-                       {
-                               if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
-                                       continue;
-                               if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
-                                       continue;
-                               player_is_reviving = true;
-                               break;
-                       }
+       if (!(frametime && IS_PLAYER(player)))
+               return true;
 
-                       if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
-                               continue; // both player and it are NOT frozen
-                       if (revivers_last)
-                               revivers_last.chain = it;
-                       revivers_last = it;
-                       if (!revivers_first)
-                               revivers_first = it;
-                       ++n;
-               });
-               if (revivers_last)
-                       revivers_last.chain = NULL;
+       entity revivers_last = NULL;
+       entity revivers_first = NULL;
 
-               if (!n) // no teammate nearby
+       bool player_is_reviving = false;
+       int n = 0;
+       vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+       FOREACH_CLIENT(IS_PLAYER(it) && IN_REVIVING_RANGE(player, it, revive_extra_size), {
+               // check if player is reviving anyone
+               if (STAT(FROZEN, it) == FROZEN_TEMP_DYING)
                {
-                       // freezetag already resets revive progress
-                       if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
-                               STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+                       if ((STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+                               continue;
+                       if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+                               continue;
+                       player_is_reviving = true;
+                       break;
                }
-               else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
-               {
-                       STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
-                       // undo what PlayerPreThink did
-                       STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
-                       SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
 
-                       if(STAT(REVIVE_PROGRESS, player) >= 1)
-                       {
-                               Unfreeze(player, false);
+               if (!(STAT(FROZEN, player) == FROZEN_TEMP_DYING))
+                       continue; // both player and it are NOT frozen
+               if (revivers_last)
+                       revivers_last.chain = it;
+               revivers_last = it;
+               if (!revivers_first)
+                       revivers_first = it;
+               ++n;
+       });
+       if (revivers_last)
+               revivers_last.chain = NULL;
 
-                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
-                               Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
-                       }
+       if (!n) // no teammate nearby
+       {
+               // freezetag already resets revive progress
+               if (!g_freezetag && !STAT(FROZEN, player) && !player_is_reviving)
+                       STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+       }
+       else if (n > 0 && STAT(FROZEN, player) == FROZEN_TEMP_DYING) // OK, there is at least one teammate reviving us
+       {
+               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+               // undo what PlayerPreThink did
+               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * player.revive_speed, 1);
+               SetResource(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * start_health));
 
-                       for(entity it = revivers_first; it; it = it.chain)
-                               STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
+               if(STAT(REVIVE_PROGRESS, player) >= 1)
+               {
+                       Unfreeze(player, false);
+
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+                       Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
                }
+
+               for(entity it = revivers_first; it; it = it.chain)
+                       STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
        }
 }