diff options
author | Andrey Nazarov <skuller@skuller.net> | 2011-12-20 14:37:44 +0400 |
---|---|---|
committer | Andrey Nazarov <skuller@skuller.net> | 2012-04-03 01:25:47 +0400 |
commit | b3e271a53de2610de173f9b2bda5d15dd4d78909 (patch) | |
tree | d567b91dadac42e168bcb13db5fe93ffbc7e1533 /src/baseq2/m_float.c | |
parent | ca4a019a74b11aa21fea2a03c6dff3b183463aab (diff) |
Massive coding style change.
Use linux style brackets. Pad operators with spaces. Unpad parenthesis,
except for ‘if’, ‘for’, ‘while’ constructs.
Diffstat (limited to 'src/baseq2/m_float.c')
-rw-r--r-- | src/baseq2/m_float.c | 240 |
1 files changed, 112 insertions, 128 deletions
diff --git a/src/baseq2/m_float.c b/src/baseq2/m_float.c index af2ae84..025f49b 100644 --- a/src/baseq2/m_float.c +++ b/src/baseq2/m_float.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -38,26 +38,26 @@ static int sound_pain2; static int sound_sight; -void floater_sight (edict_t *self, edict_t *other) +void floater_sight(edict_t *self, edict_t *other) { - gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } -void floater_idle (edict_t *self) +void floater_idle(edict_t *self) { - gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); + gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } //void floater_stand1 (edict_t *self); -void floater_dead (edict_t *self); -void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); -void floater_run (edict_t *self); -void floater_wham (edict_t *self); -void floater_zap (edict_t *self); +void floater_dead(edict_t *self); +void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); +void floater_run(edict_t *self); +void floater_wham(edict_t *self); +void floater_zap(edict_t *self); -void floater_fire_blaster (edict_t *self) +void floater_fire_blaster(edict_t *self) { vec3_t start; vec3_t forward, right; @@ -69,19 +69,18 @@ void floater_fire_blaster (edict_t *self) effect = EF_HYPERBLASTER; else effect = 0; - AngleVectors (self->s.angles, forward, right, NULL); - G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start); + AngleVectors(self->s.angles, forward, right, NULL); + G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start); - VectorCopy (self->enemy->s.origin, end); + VectorCopy(self->enemy->s.origin, end); end[2] += self->enemy->viewheight; - VectorSubtract (end, start, dir); + VectorSubtract(end, start, dir); - monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect); + monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect); } -mframe_t floater_frames_stand1 [] = -{ +mframe_t floater_frames_stand1 [] = { { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, @@ -137,8 +136,7 @@ mframe_t floater_frames_stand1 [] = }; mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL}; -mframe_t floater_frames_stand2 [] = -{ +mframe_t floater_frames_stand2 [] = { { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, @@ -194,51 +192,49 @@ mframe_t floater_frames_stand2 [] = }; mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL}; -void floater_stand (edict_t *self) +void floater_stand(edict_t *self) { - if (random() <= 0.5) + if (random() <= 0.5) self->monsterinfo.currentmove = &floater_move_stand1; else self->monsterinfo.currentmove = &floater_move_stand2; } -mframe_t floater_frames_activate [] = -{ - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, - { ai_move, 0, NULL }, +mframe_t floater_frames_activate [] = { + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, { ai_move, 0, NULL } }; mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL}; -mframe_t floater_frames_attack1 [] = -{ +mframe_t floater_frames_attack1 [] = { { ai_charge, 0, NULL }, // Blaster attack { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, @@ -256,8 +252,7 @@ mframe_t floater_frames_attack1 [] = }; mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run}; -mframe_t floater_frames_attack2 [] = -{ +mframe_t floater_frames_attack2 [] = { { ai_charge, 0, NULL }, // Claws { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, @@ -286,8 +281,7 @@ mframe_t floater_frames_attack2 [] = }; mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run}; -mframe_t floater_frames_attack3 [] = -{ +mframe_t floater_frames_attack3 [] = { { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, @@ -325,8 +319,7 @@ mframe_t floater_frames_attack3 [] = }; mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run}; -mframe_t floater_frames_death [] = -{ +mframe_t floater_frames_death [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -343,8 +336,7 @@ mframe_t floater_frames_death [] = }; mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead}; -mframe_t floater_frames_pain1 [] = -{ +mframe_t floater_frames_pain1 [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -355,8 +347,7 @@ mframe_t floater_frames_pain1 [] = }; mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run}; -mframe_t floater_frames_pain2 [] = -{ +mframe_t floater_frames_pain2 [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -368,8 +359,7 @@ mframe_t floater_frames_pain2 [] = }; mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run}; -mframe_t floater_frames_pain3 [] = -{ +mframe_t floater_frames_pain3 [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -385,8 +375,7 @@ mframe_t floater_frames_pain3 [] = }; mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run}; -mframe_t floater_frames_walk [] = -{ +mframe_t floater_frames_walk [] = { { ai_walk, 5, NULL }, { ai_walk, 5, NULL }, { ai_walk, 5, NULL }, @@ -442,8 +431,7 @@ mframe_t floater_frames_walk [] = }; mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL}; -mframe_t floater_frames_run [] = -{ +mframe_t floater_frames_run [] = { { ai_run, 13, NULL }, { ai_run, 13, NULL }, { ai_run, 13, NULL }, @@ -499,7 +487,7 @@ mframe_t floater_frames_run [] = }; mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL}; -void floater_run (edict_t *self) +void floater_run(edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &floater_move_stand1; @@ -507,45 +495,45 @@ void floater_run (edict_t *self) self->monsterinfo.currentmove = &floater_move_run; } -void floater_walk (edict_t *self) +void floater_walk(edict_t *self) { self->monsterinfo.currentmove = &floater_move_walk; } -void floater_wham (edict_t *self) +void floater_wham(edict_t *self) { static vec3_t aim = {MELEE_DISTANCE, 0, 0}; - gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0); - fire_hit (self, aim, 5 + rand() % 6, -50); + gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0); + fire_hit(self, aim, 5 + rand() % 6, -50); } -void floater_zap (edict_t *self) +void floater_zap(edict_t *self) { vec3_t forward, right; vec3_t origin; vec3_t dir; vec3_t offset; - VectorSubtract (self->enemy->s.origin, self->s.origin, dir); + VectorSubtract(self->enemy->s.origin, self->s.origin, dir); - AngleVectors (self->s.angles, forward, right, NULL); + AngleVectors(self->s.angles, forward, right, NULL); //FIXME use a flash and replace these two lines with the commented one - VectorSet (offset, 18.5, -0.9, 10); - G_ProjectSource (self->s.origin, offset, forward, right, origin); + VectorSet(offset, 18.5, -0.9, 10); + G_ProjectSource(self->s.origin, offset, forward, right, origin); // G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin); - gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0); //FIXME use the flash, Luke - gi.WriteByte (svc_temp_entity); - gi.WriteByte (TE_SPLASH); - gi.WriteByte (32); - gi.WritePosition (origin); - gi.WriteDir (dir); - gi.WriteByte (1); //sparks - gi.multicast (origin, MULTICAST_PVS); - - T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN); + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_SPLASH); + gi.WriteByte(32); + gi.WritePosition(origin); + gi.WriteDir(dir); + gi.WriteByte(1); //sparks + gi.multicast(origin, MULTICAST_PVS); + + T_Damage(self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN); } void floater_attack(edict_t *self) @@ -556,14 +544,14 @@ void floater_attack(edict_t *self) void floater_melee(edict_t *self) { - if (random() < 0.5) + if (random() < 0.5) self->monsterinfo.currentmove = &floater_move_attack3; else self->monsterinfo.currentmove = &floater_move_attack2; } -void floater_pain (edict_t *self, edict_t *other, float kick, int damage) +void floater_pain(edict_t *self, edict_t *other, float kick, int damage) { int n; @@ -578,61 +566,57 @@ void floater_pain (edict_t *self, edict_t *other, float kick, int damage) return; // no pain anims in nightmare n = (rand() + 1) % 3; - if (n == 0) - { - gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); + if (n == 0) { + gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &floater_move_pain1; - } - else - { - gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); + } else { + gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &floater_move_pain2; } } -void floater_dead (edict_t *self) +void floater_dead(edict_t *self) { - VectorSet (self->mins, -16, -16, -24); - VectorSet (self->maxs, 16, 16, -8); + VectorSet(self->mins, -16, -16, -24); + VectorSet(self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; - gi.linkentity (self); + gi.linkentity(self); } -void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { - gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); BecomeExplosion1(self); } /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ -void SP_monster_floater (edict_t *self) +void SP_monster_floater(edict_t *self) { - if (deathmatch->value) - { - G_FreeEdict (self); + if (deathmatch->value) { + G_FreeEdict(self); return; } - sound_attack2 = gi.soundindex ("floater/fltatck2.wav"); - sound_attack3 = gi.soundindex ("floater/fltatck3.wav"); - sound_death1 = gi.soundindex ("floater/fltdeth1.wav"); - sound_idle = gi.soundindex ("floater/fltidle1.wav"); - sound_pain1 = gi.soundindex ("floater/fltpain1.wav"); - sound_pain2 = gi.soundindex ("floater/fltpain2.wav"); - sound_sight = gi.soundindex ("floater/fltsght1.wav"); + sound_attack2 = gi.soundindex("floater/fltatck2.wav"); + sound_attack3 = gi.soundindex("floater/fltatck3.wav"); + sound_death1 = gi.soundindex("floater/fltdeth1.wav"); + sound_idle = gi.soundindex("floater/fltidle1.wav"); + sound_pain1 = gi.soundindex("floater/fltpain1.wav"); + sound_pain2 = gi.soundindex("floater/fltpain2.wav"); + sound_sight = gi.soundindex("floater/fltsght1.wav"); - gi.soundindex ("floater/fltatck1.wav"); + gi.soundindex("floater/fltatck1.wav"); - self->s.sound = gi.soundindex ("floater/fltsrch1.wav"); + self->s.sound = gi.soundindex("floater/fltsrch1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; - self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2"); - VectorSet (self->mins, -24, -24, -24); - VectorSet (self->maxs, 24, 24, 32); + self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2"); + VectorSet(self->mins, -24, -24, -24); + VectorSet(self->maxs, 24, 24, 32); self->health = 200; self->gib_health = -80; @@ -650,14 +634,14 @@ void SP_monster_floater (edict_t *self) self->monsterinfo.sight = floater_sight; self->monsterinfo.idle = floater_idle; - gi.linkentity (self); + gi.linkentity(self); - if (random() <= 0.5) - self->monsterinfo.currentmove = &floater_move_stand1; + if (random() <= 0.5) + self->monsterinfo.currentmove = &floater_move_stand1; else - self->monsterinfo.currentmove = &floater_move_stand2; - + self->monsterinfo.currentmove = &floater_move_stand2; + self->monsterinfo.scale = MODEL_SCALE; - flymonster_start (self); + flymonster_start(self); } |