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Diffstat (limited to 'src/baseq2/p_weapon.c')
-rw-r--r--src/baseq2/p_weapon.c797
1 files changed, 334 insertions, 463 deletions
diff --git a/src/baseq2/p_weapon.c b/src/baseq2/p_weapon.c
index ea75737..ab107b9 100644
--- a/src/baseq2/p_weapon.c
+++ b/src/baseq2/p_weapon.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.
@@ -27,19 +27,19 @@ static qboolean is_quad;
static byte is_silenced;
-void weapon_grenade_fire (edict_t *ent, qboolean held);
+void weapon_grenade_fire(edict_t *ent, qboolean held);
-static void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+static void P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
{
vec3_t _distance;
- VectorCopy (distance, _distance);
+ VectorCopy(distance, _distance);
if (client->pers.hand == LEFT_HANDED)
_distance[1] *= -1;
else if (client->pers.hand == CENTER_HANDED)
_distance[1] = 0;
- G_ProjectSource (point, _distance, forward, right, result);
+ G_ProjectSource(point, _distance, forward, right, result);
}
@@ -59,10 +59,8 @@ void PlayerNoise(edict_t *who, vec3_t where, int type)
{
edict_t *noise;
- if (type == PNOISE_WEAPON)
- {
- if (who->client->silencer_shots)
- {
+ if (type == PNOISE_WEAPON) {
+ if (who->client->silencer_shots) {
who->client->silencer_shots--;
return;
}
@@ -75,88 +73,80 @@ void PlayerNoise(edict_t *who, vec3_t where, int type)
return;
- if (!who->mynoise)
- {
+ if (!who->mynoise) {
noise = G_Spawn();
noise->classname = "player_noise";
- VectorSet (noise->mins, -8, -8, -8);
- VectorSet (noise->maxs, 8, 8, 8);
+ VectorSet(noise->mins, -8, -8, -8);
+ VectorSet(noise->maxs, 8, 8, 8);
noise->owner = who;
noise->svflags = SVF_NOCLIENT;
who->mynoise = noise;
noise = G_Spawn();
noise->classname = "player_noise";
- VectorSet (noise->mins, -8, -8, -8);
- VectorSet (noise->maxs, 8, 8, 8);
+ VectorSet(noise->mins, -8, -8, -8);
+ VectorSet(noise->maxs, 8, 8, 8);
noise->owner = who;
noise->svflags = SVF_NOCLIENT;
who->mynoise2 = noise;
}
- if (type == PNOISE_SELF || type == PNOISE_WEAPON)
- {
+ if (type == PNOISE_SELF || type == PNOISE_WEAPON) {
noise = who->mynoise;
level.sound_entity = noise;
level.sound_entity_framenum = level.framenum;
- }
- else // type == PNOISE_IMPACT
- {
+ } else { // type == PNOISE_IMPACT
noise = who->mynoise2;
level.sound2_entity = noise;
level.sound2_entity_framenum = level.framenum;
}
- VectorCopy (where, noise->s.origin);
- VectorSubtract (where, noise->maxs, noise->absmin);
- VectorAdd (where, noise->maxs, noise->absmax);
+ VectorCopy(where, noise->s.origin);
+ VectorSubtract(where, noise->maxs, noise->absmin);
+ VectorAdd(where, noise->maxs, noise->absmax);
noise->teleport_time = level.time;
- gi.linkentity (noise);
+ gi.linkentity(noise);
}
-qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
+qboolean Pickup_Weapon(edict_t *ent, edict_t *other)
{
int index;
gitem_t *ammo;
index = ITEM_INDEX(ent->item);
- if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
- && other->client->pers.inventory[index])
- {
- if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
+ if ((((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
+ && other->client->pers.inventory[index]) {
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
return qfalse; // leave the weapon for others to pickup
}
other->client->pers.inventory[index]++;
- if (!(ent->spawnflags & DROPPED_ITEM) )
- {
+ if (!(ent->spawnflags & DROPPED_ITEM)) {
// give them some ammo with it
- ammo = FindItem (ent->item->ammo);
- if ( (int)dmflags->value & DF_INFINITE_AMMO )
- Add_Ammo (other, ammo, 1000);
+ ammo = FindItem(ent->item->ammo);
+ if ((int)dmflags->value & DF_INFINITE_AMMO)
+ Add_Ammo(other, ammo, 1000);
else
- Add_Ammo (other, ammo, ammo->quantity);
+ Add_Ammo(other, ammo, ammo->quantity);
- if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
- {
- if (deathmatch->value)
- {
+ if (!(ent->spawnflags & DROPPED_PLAYER_ITEM)) {
+ if (deathmatch->value) {
if ((int)(dmflags->value) & DF_WEAPONS_STAY)
ent->flags |= FL_RESPAWN;
else
- SetRespawn (ent, 30);
+ SetRespawn(ent, 30);
}
if (coop->value)
ent->flags |= FL_RESPAWN;
}
}
- if (other->client->pers.weapon != ent->item &&
+ if (other->client->pers.weapon != ent->item &&
(other->client->pers.inventory[index] == 1) &&
- ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
+ (!deathmatch->value || other->client->pers.weapon == FindItem("blaster")))
other->client->newweapon = ent->item;
return qtrue;
@@ -171,15 +161,14 @@ The old weapon has been dropped all the way, so make the new one
current
===============
*/
-void ChangeWeapon (edict_t *ent)
+void ChangeWeapon(edict_t *ent)
{
int i;
- if (ent->client->grenade_time)
- {
+ if (ent->client->grenade_time) {
ent->client->grenade_time = level.time;
ent->client->weapon_sound = 0;
- weapon_grenade_fire (ent, qfalse);
+ weapon_grenade_fire(ent, qfalse);
ent->client->grenade_time = 0;
}
@@ -202,8 +191,8 @@ void ChangeWeapon (edict_t *ent)
else
ent->client->ammo_index = 0;
- if (!ent->client->pers.weapon)
- { // dead
+ if (!ent->client->pers.weapon) {
+ // dead
ent->client->ps.gunindex = 0;
return;
}
@@ -213,16 +202,13 @@ void ChangeWeapon (edict_t *ent)
ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
ent->client->anim_priority = ANIM_PAIN;
- if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crpain1;
- ent->client->anim_end = FRAME_crpain4;
- }
- else
- {
- ent->s.frame = FRAME_pain301;
- ent->client->anim_end = FRAME_pain304;
-
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
+ ent->s.frame = FRAME_crpain1;
+ ent->client->anim_end = FRAME_crpain4;
+ } else {
+ ent->s.frame = FRAME_pain301;
+ ent->client->anim_end = FRAME_pain304;
+
}
}
@@ -231,45 +217,39 @@ void ChangeWeapon (edict_t *ent)
NoAmmoWeaponChange
=================
*/
-void NoAmmoWeaponChange (edict_t *ent)
+void NoAmmoWeaponChange(edict_t *ent)
{
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
- {
- ent->client->newweapon = FindItem ("railgun");
+ if (ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))]) {
+ ent->client->newweapon = FindItem("railgun");
return;
}
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
- {
- ent->client->newweapon = FindItem ("hyperblaster");
+ if (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))]) {
+ ent->client->newweapon = FindItem("hyperblaster");
return;
}
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
- {
- ent->client->newweapon = FindItem ("chaingun");
+ if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))]) {
+ ent->client->newweapon = FindItem("chaingun");
return;
}
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
- {
- ent->client->newweapon = FindItem ("machinegun");
+ if (ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))]) {
+ ent->client->newweapon = FindItem("machinegun");
return;
}
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
- {
- ent->client->newweapon = FindItem ("super shotgun");
+ if (ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))]) {
+ ent->client->newweapon = FindItem("super shotgun");
return;
}
- if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
- && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
- {
- ent->client->newweapon = FindItem ("shotgun");
+ if (ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))]) {
+ ent->client->newweapon = FindItem("shotgun");
return;
}
- ent->client->newweapon = FindItem ("blaster");
+ ent->client->newweapon = FindItem("blaster");
}
/*
@@ -279,24 +259,22 @@ Think_Weapon
Called by ClientBeginServerFrame and ClientThink
=================
*/
-void Think_Weapon (edict_t *ent)
+void Think_Weapon(edict_t *ent)
{
// if just died, put the weapon away
- if (ent->health < 1)
- {
+ if (ent->health < 1) {
ent->client->newweapon = NULL;
- ChangeWeapon (ent);
+ ChangeWeapon(ent);
}
// call active weapon think routine
- if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
- {
+ if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink) {
is_quad = (ent->client->quad_framenum > level.framenum);
if (ent->client->silencer_shots)
is_silenced = MZ_SILENCED;
else
is_silenced = 0;
- ent->client->pers.weapon->weaponthink (ent);
+ ent->client->pers.weapon->weaponthink(ent);
}
}
@@ -308,7 +286,7 @@ Use_Weapon
Make the weapon ready if there is ammo
================
*/
-void Use_Weapon (edict_t *ent, gitem_t *item)
+void Use_Weapon(edict_t *ent, gitem_t *item)
{
int ammo_index;
gitem_t *ammo_item;
@@ -317,20 +295,17 @@ void Use_Weapon (edict_t *ent, gitem_t *item)
if (item == ent->client->pers.weapon)
return;
- if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
- {
+ if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO)) {
ammo_item = FindItem(item->ammo);
ammo_index = ITEM_INDEX(ammo_item);
- if (!ent->client->pers.inventory[ammo_index])
- {
- gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ if (!ent->client->pers.inventory[ammo_index]) {
+ gi.cprintf(ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
- if (ent->client->pers.inventory[ammo_index] < item->quantity)
- {
- gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ if (ent->client->pers.inventory[ammo_index] < item->quantity) {
+ gi.cprintf(ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
}
@@ -346,7 +321,7 @@ void Use_Weapon (edict_t *ent, gitem_t *item)
Drop_Weapon
================
*/
-void Drop_Weapon (edict_t *ent, gitem_t *item)
+void Drop_Weapon(edict_t *ent, gitem_t *item)
{
int index;
@@ -355,13 +330,12 @@ void Drop_Weapon (edict_t *ent, gitem_t *item)
index = ITEM_INDEX(item);
// see if we're already using it
- if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
- {
- gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
+ if (((item == ent->client->pers.weapon) || (item == ent->client->newweapon)) && (ent->client->pers.inventory[index] == 1)) {
+ gi.cprintf(ent, PRINT_HIGH, "Can't drop current weapon\n");
return;
}
- Drop_Item (ent, item);
+ Drop_Item(ent, item);
ent->client->pers.inventory[index]--;
}
@@ -377,35 +351,27 @@ A generic function to handle the basics of weapon thinking
#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
-void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
+void Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
{
int n;
- if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
- {
+ if (ent->deadflag || ent->s.modelindex != 255) { // VWep animations screw up corpses
return;
}
- if (ent->client->weaponstate == WEAPON_DROPPING)
- {
- if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
- {
- ChangeWeapon (ent);
+ if (ent->client->weaponstate == WEAPON_DROPPING) {
+ if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST) {
+ ChangeWeapon(ent);
return;
- }
- else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
- {
+ } else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4) {
ent->client->anim_priority = ANIM_REVERSE;
- if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crpain4+1;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
+ ent->s.frame = FRAME_crpain4 + 1;
ent->client->anim_end = FRAME_crpain1;
- }
- else
- {
- ent->s.frame = FRAME_pain304+1;
+ } else {
+ ent->s.frame = FRAME_pain304 + 1;
ent->client->anim_end = FRAME_pain301;
-
+
}
}
@@ -413,10 +379,8 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
return;
}
- if (ent->client->weaponstate == WEAPON_ACTIVATING)
- {
- if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
- {
+ if (ent->client->weaponstate == WEAPON_ACTIVATING) {
+ if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST) {
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
@@ -426,78 +390,58 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
return;
}
- if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
- {
+ if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING)) {
ent->client->weaponstate = WEAPON_DROPPING;
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
- if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
- {
+ if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) {
ent->client->anim_priority = ANIM_REVERSE;
- if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crpain4+1;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
+ ent->s.frame = FRAME_crpain4 + 1;
ent->client->anim_end = FRAME_crpain1;
- }
- else
- {
- ent->s.frame = FRAME_pain304+1;
+ } else {
+ ent->s.frame = FRAME_pain304 + 1;
ent->client->anim_end = FRAME_pain301;
-
+
}
}
return;
}
- if (ent->client->weaponstate == WEAPON_READY)
- {
- if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
- {
+ if (ent->client->weaponstate == WEAPON_READY) {
+ if (((ent->client->latched_buttons | ent->client->buttons) & BUTTON_ATTACK)) {
ent->client->latched_buttons &= ~BUTTON_ATTACK;
- if ((!ent->client->ammo_index) ||
- ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
- {
+ if ((!ent->client->ammo_index) ||
+ (ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity)) {
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
ent->client->weaponstate = WEAPON_FIRING;
// start the animation
ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crattak1-1;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
+ ent->s.frame = FRAME_crattak1 - 1;
ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
- ent->s.frame = FRAME_attack1-1;
+ } else {
+ ent->s.frame = FRAME_attack1 - 1;
ent->client->anim_end = FRAME_attack8;
}
- }
- else
- {
- if (level.time >= ent->pain_debounce_time)
- {
+ } else {
+ if (level.time >= ent->pain_debounce_time) {
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
- NoAmmoWeaponChange (ent);
+ NoAmmoWeaponChange(ent);
}
- }
- else
- {
- if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
- {
+ } else {
+ if (ent->client->ps.gunframe == FRAME_IDLE_LAST) {
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
}
- if (pause_frames)
- {
- for (n = 0; pause_frames[n]; n++)
- {
- if (ent->client->ps.gunframe == pause_frames[n])
- {
- if (rand()&15)
+ if (pause_frames) {
+ for (n = 0; pause_frames[n]; n++) {
+ if (ent->client->ps.gunframe == pause_frames[n]) {
+ if (rand() & 15)
return;
}
}
@@ -508,16 +452,13 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
}
}
- if (ent->client->weaponstate == WEAPON_FIRING)
- {
- for (n = 0; fire_frames[n]; n++)
- {
- if (ent->client->ps.gunframe == fire_frames[n])
- {
+ if (ent->client->weaponstate == WEAPON_FIRING) {
+ for (n = 0; fire_frames[n]; n++) {
+ if (ent->client->ps.gunframe == fire_frames[n]) {
if (ent->client->quad_framenum > level.framenum)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
- fire (ent);
+ fire(ent);
break;
}
}
@@ -525,7 +466,7 @@ void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
if (!fire_frames[n])
ent->client->ps.gunframe++;
- if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
+ if (ent->client->ps.gunframe == FRAME_IDLE_FIRST + 1)
ent->client->weaponstate = WEAPON_READY;
}
}
@@ -543,7 +484,7 @@ GRENADE
#define GRENADE_MINSPEED 400
#define GRENADE_MAXSPEED 800
-void weapon_grenade_fire (edict_t *ent, qboolean held)
+void weapon_grenade_fire(edict_t *ent, qboolean held)
{
vec3_t offset;
vec3_t forward, right;
@@ -553,86 +494,73 @@ void weapon_grenade_fire (edict_t *ent, qboolean held)
int speed;
float radius;
- radius = damage+40;
+ radius = damage + 40;
if (is_quad)
damage *= 4;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ VectorSet(offset, 8, 8, ent->viewheight - 8);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
timer = ent->client->grenade_time - level.time;
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
- fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
+ fire_grenade2(ent, start, forward, damage, speed, timer, radius, held);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->grenade_time = level.time + 1.0;
- if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
- {
+ if (ent->deadflag || ent->s.modelindex != 255) { // VWep animations screw up corpses
return;
}
if (ent->health <= 0)
return;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
ent->client->anim_priority = ANIM_ATTACK;
- ent->s.frame = FRAME_crattak1-1;
+ ent->s.frame = FRAME_crattak1 - 1;
ent->client->anim_end = FRAME_crattak3;
- }
- else
- {
+ } else {
ent->client->anim_priority = ANIM_REVERSE;
ent->s.frame = FRAME_wave08;
ent->client->anim_end = FRAME_wave01;
}
}
-void Weapon_Grenade (edict_t *ent)
+void Weapon_Grenade(edict_t *ent)
{
- if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
- {
- ChangeWeapon (ent);
+ if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)) {
+ ChangeWeapon(ent);
return;
}
- if (ent->client->weaponstate == WEAPON_ACTIVATING)
- {
+ if (ent->client->weaponstate == WEAPON_ACTIVATING) {
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = 16;
return;
}
- if (ent->client->weaponstate == WEAPON_READY)
- {
- if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
- {
+ if (ent->client->weaponstate == WEAPON_READY) {
+ if (((ent->client->latched_buttons | ent->client->buttons) & BUTTON_ATTACK)) {
ent->client->latched_buttons &= ~BUTTON_ATTACK;
- if (ent->client->pers.inventory[ent->client->ammo_index])
- {
+ if (ent->client->pers.inventory[ent->client->ammo_index]) {
ent->client->ps.gunframe = 1;
ent->client->weaponstate = WEAPON_FIRING;
ent->client->grenade_time = 0;
- }
- else
- {
- if (level.time >= ent->pain_debounce_time)
- {
+ } else {
+ if (level.time >= ent->pain_debounce_time) {
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
- NoAmmoWeaponChange (ent);
+ NoAmmoWeaponChange(ent);
}
return;
}
- if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
- {
- if (rand()&15)
+ if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48)) {
+ if (rand() & 15)
return;
}
@@ -641,48 +569,39 @@ void Weapon_Grenade (edict_t *ent)
return;
}
- if (ent->client->weaponstate == WEAPON_FIRING)
- {
+ if (ent->client->weaponstate == WEAPON_FIRING) {
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
- if (ent->client->ps.gunframe == 11)
- {
- if (!ent->client->grenade_time)
- {
+ if (ent->client->ps.gunframe == 11) {
+ if (!ent->client->grenade_time) {
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
}
// they waited too long, detonate it in their hand
- if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
- {
+ if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time) {
ent->client->weapon_sound = 0;
- weapon_grenade_fire (ent, qtrue);
+ weapon_grenade_fire(ent, qtrue);
ent->client->grenade_blew_up = qtrue;
}
if (ent->client->buttons & BUTTON_ATTACK)
return;
- if (ent->client->grenade_blew_up)
- {
- if (level.time >= ent->client->grenade_time)
- {
+ if (ent->client->grenade_blew_up) {
+ if (level.time >= ent->client->grenade_time) {
ent->client->ps.gunframe = 15;
ent->client->grenade_blew_up = qfalse;
- }
- else
- {
+ } else {
return;
}
}
}
- if (ent->client->ps.gunframe == 12)
- {
+ if (ent->client->ps.gunframe == 12) {
ent->client->weapon_sound = 0;
- weapon_grenade_fire (ent, qfalse);
+ weapon_grenade_fire(ent, qfalse);
}
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
@@ -690,8 +609,7 @@ void Weapon_Grenade (edict_t *ent)
ent->client->ps.gunframe++;
- if (ent->client->ps.gunframe == 16)
- {
+ if (ent->client->ps.gunframe == 16) {
ent->client->grenade_time = 0;
ent->client->weaponstate = WEAPON_READY;
}
@@ -706,7 +624,7 @@ GRENADE LAUNCHER
======================================================================
*/
-void weapon_grenadelauncher_fire (edict_t *ent)
+void weapon_grenadelauncher_fire(edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
@@ -714,38 +632,38 @@ void weapon_grenadelauncher_fire (edict_t *ent)
int damage = 120;
float radius;
- radius = damage+40;
+ radius = damage + 40;
if (is_quad)
damage *= 4;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ VectorSet(offset, 8, 8, ent->viewheight - 8);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
- VectorScale (forward, -2, ent->client->kick_origin);
+ VectorScale(forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
- fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
+ fire_grenade(ent, start, forward, damage, 600, 2.5, radius);
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_GRENADE | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_GRENADE | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
}
-void Weapon_GrenadeLauncher (edict_t *ent)
+void Weapon_GrenadeLauncher(edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
- Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
+ Weapon_Generic(ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
}
/*
@@ -756,7 +674,7 @@ ROCKET
======================================================================
*/
-void Weapon_RocketLauncher_Fire (edict_t *ent)
+void Weapon_RocketLauncher_Fire(edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
@@ -767,41 +685,40 @@ void Weapon_RocketLauncher_Fire (edict_t *ent)
damage = 100 + (int)(random() * 20.0);
radius_damage = 120;
damage_radius = 120;
- if (is_quad)
- {
+ if (is_quad) {
damage *= 4;
radius_damage *= 4;
}
- AngleVectors (ent->client->v_angle, forward, right, NULL);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
+ VectorScale(forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
+ VectorSet(offset, 8, 8, ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage);
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_ROCKET | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_ROCKET | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
}
-void Weapon_RocketLauncher (edict_t *ent)
+void Weapon_RocketLauncher(edict_t *ent)
{
static int pause_frames[] = {25, 33, 42, 50, 0};
static int fire_frames[] = {5, 0};
- Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
+ Weapon_Generic(ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
}
@@ -813,7 +730,7 @@ BLASTER / HYPERBLASTER
======================================================================
*/
-void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
+void Blaster_Fire(edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
{
vec3_t forward, right;
vec3_t start;
@@ -821,30 +738,30 @@ void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, in
if (is_quad)
damage *= 4;
- AngleVectors (ent->client->v_angle, forward, right, NULL);
- VectorSet(offset, 24, 8, ent->viewheight-8);
- VectorAdd (offset, g_offset, offset);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 8, ent->viewheight - 8);
+ VectorAdd(offset, g_offset, offset);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
- VectorScale (forward, -2, ent->client->kick_origin);
+ VectorScale(forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
- fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
+ fire_blaster(ent, start, forward, damage, 1000, effect, hyper);
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
if (hyper)
- gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
+ gi.WriteByte(MZ_HYPERBLASTER | is_silenced);
else
- gi.WriteByte (MZ_BLASTER | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(MZ_BLASTER | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
}
-void Weapon_Blaster_Fire (edict_t *ent)
+void Weapon_Blaster_Fire(edict_t *ent)
{
int damage;
@@ -852,20 +769,20 @@ void Weapon_Blaster_Fire (edict_t *ent)
damage = 15;
else
damage = 10;
- Blaster_Fire (ent, vec3_origin, damage, qfalse, EF_BLASTER);
+ Blaster_Fire(ent, vec3_origin, damage, qfalse, EF_BLASTER);
ent->client->ps.gunframe++;
}
-void Weapon_Blaster (edict_t *ent)
+void Weapon_Blaster(edict_t *ent)
{
static int pause_frames[] = {19, 32, 0};
static int fire_frames[] = {5, 0};
- Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
+ Weapon_Generic(ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
}
-void Weapon_HyperBlaster_Fire (edict_t *ent)
+void Weapon_HyperBlaster_Fire(edict_t *ent)
{
float rotation;
vec3_t offset;
@@ -874,24 +791,17 @@ void Weapon_HyperBlaster_Fire (edict_t *ent)
ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
- if (!(ent->client->buttons & BUTTON_ATTACK))
- {
+ if (!(ent->client->buttons & BUTTON_ATTACK)) {
ent->client->ps.gunframe++;
- }
- else
- {
- if (! ent->client->pers.inventory[ent->client->ammo_index] )
- {
- if (level.time >= ent->pain_debounce_time)
- {
+ } else {
+ if (! ent->client->pers.inventory[ent->client->ammo_index]) {
+ if (level.time >= ent->pain_debounce_time) {
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
- NoAmmoWeaponChange (ent);
- }
- else
- {
- rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
+ NoAmmoWeaponChange(ent);
+ } else {
+ rotation = (ent->client->ps.gunframe - 5) * 2 * M_PI / 6;
offset[0] = -4 * sin(rotation);
offset[1] = 0;
offset[2] = 4 * cos(rotation);
@@ -904,18 +814,15 @@ void Weapon_HyperBlaster_Fire (edict_t *ent)
damage = 15;
else
damage = 20;
- Blaster_Fire (ent, offset, damage, qtrue, effect);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ Blaster_Fire(ent, offset, damage, qtrue, effect);
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
ent->s.frame = FRAME_crattak1 - 1;
ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
+ } else {
ent->s.frame = FRAME_attack1 - 1;
ent->client->anim_end = FRAME_attack8;
}
@@ -926,20 +833,19 @@ void Weapon_HyperBlaster_Fire (edict_t *ent)
ent->client->ps.gunframe = 6;
}
- if (ent->client->ps.gunframe == 12)
- {
+ if (ent->client->ps.gunframe == 12) {
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
ent->client->weapon_sound = 0;
}
}
-void Weapon_HyperBlaster (edict_t *ent)
+void Weapon_HyperBlaster(edict_t *ent)
{
static int pause_frames[] = {0};
static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
- Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
+ Weapon_Generic(ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
}
/*
@@ -950,7 +856,7 @@ MACHINEGUN / CHAINGUN
======================================================================
*/
-void Machinegun_Fire (edict_t *ent)
+void Machinegun_Fire(edict_t *ent)
{
int i;
vec3_t start;
@@ -960,8 +866,7 @@ void Machinegun_Fire (edict_t *ent)
int kick = 2;
vec3_t offset;
- if (!(ent->client->buttons & BUTTON_ATTACK))
- {
+ if (!(ent->client->buttons & BUTTON_ATTACK)) {
ent->client->machinegun_shots = 0;
ent->client->ps.gunframe++;
return;
@@ -972,26 +877,22 @@ void Machinegun_Fire (edict_t *ent)
else
ent->client->ps.gunframe = 5;
- if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
- {
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 1) {
ent->client->ps.gunframe = 6;
- if (level.time >= ent->pain_debounce_time)
- {
+ if (level.time >= ent->pain_debounce_time) {
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
- NoAmmoWeaponChange (ent);
+ NoAmmoWeaponChange(ent);
return;
}
- if (is_quad)
- {
+ if (is_quad) {
damage *= 4;
kick *= 4;
}
- for (i=1 ; i<3 ; i++)
- {
+ for (i = 1 ; i < 3 ; i++) {
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
@@ -999,52 +900,48 @@ void Machinegun_Fire (edict_t *ent)
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
// raise the gun as it is firing
- if (!deathmatch->value)
- {
+ if (!deathmatch->value) {
ent->client->machinegun_shots++;
if (ent->client->machinegun_shots > 9)
ent->client->machinegun_shots = 9;
}
// get start / end positions
- VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
- AngleVectors (angles, forward, right, NULL);
- VectorSet(offset, 0, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
+ VectorAdd(ent->client->v_angle, ent->client->kick_angles, angles);
+ AngleVectors(angles, forward, right, NULL);
+ VectorSet(offset, 0, 8, ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_MACHINEGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_MACHINEGUN | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
- ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
+ ent->s.frame = FRAME_crattak1 - (int)(random() + 0.25);
ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
- ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
+ } else {
+ ent->s.frame = FRAME_attack1 - (int)(random() + 0.25);
ent->client->anim_end = FRAME_attack8;
}
}
-void Weapon_Machinegun (edict_t *ent)
+void Weapon_Machinegun(edict_t *ent)
{
static int pause_frames[] = {23, 45, 0};
static int fire_frames[] = {4, 5, 0};
- Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
+ Weapon_Generic(ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
}
-void Chaingun_Fire (edict_t *ent)
+void Chaingun_Fire(edict_t *ent)
{
int i;
int shots;
@@ -1063,113 +960,95 @@ void Chaingun_Fire (edict_t *ent)
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
- if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
- {
+ if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK)) {
ent->client->ps.gunframe = 32;
ent->client->weapon_sound = 0;
return;
- }
- else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
- && ent->client->pers.inventory[ent->client->ammo_index])
- {
+ } else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
+ && ent->client->pers.inventory[ent->client->ammo_index]) {
ent->client->ps.gunframe = 15;
- }
- else
- {
+ } else {
ent->client->ps.gunframe++;
}
- if (ent->client->ps.gunframe == 22)
- {
+ if (ent->client->ps.gunframe == 22) {
ent->client->weapon_sound = 0;
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
- }
- else
- {
+ } else {
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
}
ent->client->anim_priority = ANIM_ATTACK;
- if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
- {
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) {
ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
ent->client->anim_end = FRAME_crattak9;
- }
- else
- {
+ } else {
ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
ent->client->anim_end = FRAME_attack8;
}
if (ent->client->ps.gunframe <= 9)
shots = 1;
- else if (ent->client->ps.gunframe <= 14)
- {
+ else if (ent->client->ps.gunframe <= 14) {
if (ent->client->buttons & BUTTON_ATTACK)
shots = 2;
else
shots = 1;
- }
- else
+ } else
shots = 3;
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
shots = ent->client->pers.inventory[ent->client->ammo_index];
- if (!shots)
- {
- if (level.time >= ent->pain_debounce_time)
- {
+ if (!shots) {
+ if (level.time >= ent->pain_debounce_time) {
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
- NoAmmoWeaponChange (ent);
+ NoAmmoWeaponChange(ent);
return;
}
- if (is_quad)
- {
+ if (is_quad) {
damage *= 4;
kick *= 4;
}
- for (i=0 ; i<3 ; i++)
- {
+ for (i = 0 ; i < 3 ; i++) {
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
- for (i=0 ; i<shots ; i++)
- {
+ for (i = 0 ; i < shots ; i++) {
// get start / end positions
- AngleVectors (ent->client->v_angle, forward, right, up);
- r = 7 + crandom()*4;
- u = crandom()*4;
- VectorSet(offset, 0, r, u + ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ AngleVectors(ent->client->v_angle, forward, right, up);
+ r = 7 + crandom() * 4;
+ u = crandom() * 4;
+ VectorSet(offset, 0, r, u + ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
- fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
+ fire_bullet(ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
}
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte((MZ_CHAINGUN1 + shots - 1) | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
}
-void Weapon_Chaingun (edict_t *ent)
+void Weapon_Chaingun(edict_t *ent)
{
static int pause_frames[] = {38, 43, 51, 61, 0};
static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
- Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
+ Weapon_Generic(ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
}
@@ -1181,7 +1060,7 @@ SHOTGUN / SUPERSHOTGUN
======================================================================
*/
-void weapon_shotgun_fire (edict_t *ent)
+void weapon_shotgun_fire(edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
@@ -1189,54 +1068,52 @@ void weapon_shotgun_fire (edict_t *ent)
int damage = 4;
int kick = 8;
- if (ent->client->ps.gunframe == 9)
- {
+ if (ent->client->ps.gunframe == 9) {
ent->client->ps.gunframe++;
return;
}
- AngleVectors (ent->client->v_angle, forward, right, NULL);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
+ VectorScale(forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
- VectorSet(offset, 0, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ VectorSet(offset, 0, 8, ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
- if (is_quad)
- {
+ if (is_quad) {
damage *= 4;
kick *= 4;
}
if (deathmatch->value)
- fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
+ fire_shotgun(ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
else
- fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
+ fire_shotgun(ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_SHOTGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_SHOTGUN | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
}
-void Weapon_Shotgun (edict_t *ent)
+void Weapon_Shotgun(edict_t *ent)
{
static int pause_frames[] = {22, 28, 34, 0};
static int fire_frames[] = {8, 9, 0};
- Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
+ Weapon_Generic(ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
}
-void weapon_supershotgun_fire (edict_t *ent)
+void weapon_supershotgun_fire(edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
@@ -1245,16 +1122,15 @@ void weapon_supershotgun_fire (edict_t *ent)
int damage = 6;
int kick = 12;
- AngleVectors (ent->client->v_angle, forward, right, NULL);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
+ VectorScale(forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
- VectorSet(offset, 0, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ VectorSet(offset, 0, 8, ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
- if (is_quad)
- {
+ if (is_quad) {
damage *= 4;
kick *= 4;
}
@@ -1262,31 +1138,31 @@ void weapon_supershotgun_fire (edict_t *ent)
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] - 5;
v[ROLL] = ent->client->v_angle[ROLL];
- AngleVectors (v, forward, NULL, NULL);
- fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+ AngleVectors(v, forward, NULL, NULL);
+ fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN);
v[YAW] = ent->client->v_angle[YAW] + 5;
- AngleVectors (v, forward, NULL, NULL);
- fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+ AngleVectors(v, forward, NULL, NULL);
+ fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN);
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_SSHOTGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_SSHOTGUN | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index] -= 2;
}
-void Weapon_SuperShotgun (edict_t *ent)
+void Weapon_SuperShotgun(edict_t *ent)
{
static int pause_frames[] = {29, 42, 57, 0};
static int fire_frames[] = {7, 0};
- Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
+ Weapon_Generic(ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
}
@@ -1299,7 +1175,7 @@ RAILGUN
======================================================================
*/
-void weapon_railgun_fire (edict_t *ent)
+void weapon_railgun_fire(edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
@@ -1307,52 +1183,49 @@ void weapon_railgun_fire (edict_t *ent)
int damage;
int kick;
- if (deathmatch->value)
- { // normal damage is too extreme in dm
+ if (deathmatch->value) {
+ // normal damage is too extreme in dm
damage = 100;
kick = 200;
- }
- else
- {
+ } else {
damage = 150;
kick = 250;
}
- if (is_quad)
- {
+ if (is_quad) {
damage *= 4;
kick *= 4;
}
- AngleVectors (ent->client->v_angle, forward, right, NULL);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -3, ent->client->kick_origin);
+ VectorScale(forward, -3, ent->client->kick_origin);
ent->client->kick_angles[0] = -3;
- VectorSet(offset, 0, 7, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_rail (ent, start, forward, damage, kick);
+ VectorSet(offset, 0, 7, ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rail(ent, start, forward, damage, kick);
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_RAILGUN | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_RAILGUN | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index]--;
}
-void Weapon_Railgun (edict_t *ent)
+void Weapon_Railgun(edict_t *ent)
{
static int pause_frames[] = {56, 0};
static int fire_frames[] = {4, 0};
- Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
+ Weapon_Generic(ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
}
@@ -1364,7 +1237,7 @@ BFG10K
======================================================================
*/
-void weapon_bfg_fire (edict_t *ent)
+void weapon_bfg_fire(edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
@@ -1376,13 +1249,12 @@ void weapon_bfg_fire (edict_t *ent)
else
damage = 500;
- if (ent->client->ps.gunframe == 9)
- {
+ if (ent->client->ps.gunframe == 9) {
// send muzzle flash
- gi.WriteByte (svc_muzzleflash);
- gi.WriteShort (ent-g_edicts);
- gi.WriteByte (MZ_BFG | is_silenced);
- gi.multicast (ent->s.origin, MULTICAST_PVS);
+ gi.WriteByte(svc_muzzleflash);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteByte(MZ_BFG | is_silenced);
+ gi.multicast(ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
@@ -1392,8 +1264,7 @@ void weapon_bfg_fire (edict_t *ent)
// cells can go down during windup (from power armor hits), so
// check again and abort firing if we don't have enough now
- if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
- {
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 50) {
ent->client->ps.gunframe++;
return;
}
@@ -1401,33 +1272,33 @@ void weapon_bfg_fire (edict_t *ent)
if (is_quad)
damage *= 4;
- AngleVectors (ent->client->v_angle, forward, right, NULL);
+ AngleVectors(ent->client->v_angle, forward, right, NULL);
- VectorScale (forward, -2, ent->client->kick_origin);
+ VectorScale(forward, -2, ent->client->kick_origin);
// make a big pitch kick with an inverse fall
ent->client->v_dmg_pitch = -40;
- ent->client->v_dmg_roll = crandom()*8;
+ ent->client->v_dmg_roll = crandom() * 8;
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
- VectorSet(offset, 8, 8, ent->viewheight-8);
- P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
- fire_bfg (ent, start, forward, damage, 400, damage_radius);
+ VectorSet(offset, 8, 8, ent->viewheight - 8);
+ P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bfg(ent, start, forward, damage, 400, damage_radius);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
- if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ if (!((int)dmflags->value & DF_INFINITE_AMMO))
ent->client->pers.inventory[ent->client->ammo_index] -= 50;
}
-void Weapon_BFG (edict_t *ent)
+void Weapon_BFG(edict_t *ent)
{
static int pause_frames[] = {39, 45, 50, 55, 0};
static int fire_frames[] = {9, 17, 0};
- Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
+ Weapon_Generic(ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
}