Melee Weapons: Code formatted for remaining melee weapons

No actual changes, just added spaces and brackets for improved readability
master
Mark 2018-03-20 21:13:45 +01:00
parent 69d6b2e8d2
commit 21102bb4ef
4 changed files with 300 additions and 266 deletions

View File

@ -60,7 +60,8 @@ public func ControlUseStart(object clonk, int iX, int iY)
// Find tree that is closest to the clonk's axe when swung
var x_offs = 10;
if(clonk->GetDir() == DIR_Left) {
if (clonk->GetDir() == DIR_Left)
{
x_offs = -x_offs;
}
@ -144,7 +145,10 @@ public func ControlUse(object clonk, int iX, int iY)
if (clonk->IsJumping())
{
rand = 1;
if(clonk->GetYDir() < -5) rand = 2;
if (clonk->GetYDir() < -5)
{
rand = 2;
}
animation = Format("SwordJump%d.%s", rand, arm);
}
@ -223,7 +227,8 @@ func FxIntAxeTimer(object clonk, effect, int time)
//Which direction does the clonk face?
var x = 10;
if(clonk->GetDirection() == COMD_Left) x = x * -1;
if (clonk->GetDirection() == COMD_Left)
x = x * -1;
//Create the woodchip particles
var particles = Particles_WoodChip();
@ -300,6 +305,7 @@ func CheckStrike(iTime)
var offset_y = 0;
if(Contained()->GetDir() == DIR_Left) offset_x*=-1;
if (!(Contained()->GetContact(-1) & CNAT_Bottom))
offset_y = 10;
@ -319,7 +325,7 @@ func CheckStrike(iTime)
// don't hit objects twice
if (!GetEffect(effect_name, obj))
{
AddEffect(effect_name, obj, 1, 60 /* arbitrary */);
AddEffect(effect_name, obj, 1, 60);
if (GetEffect(axe_name, obj))
{
@ -336,7 +342,7 @@ func CheckStrike(iTime)
continue;
// fixed damage (3)
var damage = ((100-shield) * this.WeaponStrength * 1000 / 100);
var damage = (100 - shield) * this.WeaponStrength * 1000 / 100;
WeaponDamage(obj, damage, FX_Call_EngGetPunched, true);
if (obj)
@ -371,6 +377,7 @@ func FxAxeStrikeStopStart(pTarget, effect, iTemp)
func FxAxeStrikeStopStop(pTarget, effect, iCause, iTemp)
{
if(iTemp) return;
return;
pTarget->PopActionSpeed("Walk");
movement_effect = nil;
}

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@ -1,5 +1,6 @@
/**
Club
Simple striking weapon.
*/

View File

@ -34,7 +34,8 @@ public func HitByWeapon(by, iDamage)
var shield_angle = iAngle;
// angle difference: 0..180
var angle_diff = Abs(Normalize(shield_angle - object_angle, -180));
if (angle_diff > 45) return 0;
if (angle_diff > 45)
return 0;
Sound("Objects::Weapons::Shield::MetalHit?");
@ -147,7 +148,8 @@ func UpdateShieldAngle(object clonk, int x, int y)
iAngle = angle;
var weight = 0;
if( Abs(angle) > 90) weight = 1000*( Abs(angle)-60 )/90;
if (Abs(angle) > 90)
weight = 1000 * (Abs(angle) - 60) / 90;
var handLR;
if (clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 0)
@ -180,8 +182,10 @@ func AdjustSolidMaskHelper()
}
else
{
if(solid_mask_helper) return solid_mask_helper->RemoveObject();
else return;
if (solid_mask_helper)
return solid_mask_helper->RemoveObject();
else
return;
}
@ -191,7 +195,8 @@ func AdjustSolidMaskHelper()
var distance = 8;
var y_adjust = -5;
var x_adjust = 1;
if(Contained()->GetDir() == DIR_Left) x_adjust=-1;
if (Contained()->GetDir() == DIR_Left)
x_adjust = -1;
var x = Sin(angle, distance) + x_adjust;
var y = -Cos(angle, distance) + y_adjust;
solid_mask_helper->SetVertexXY(0, -x, -y);
@ -222,7 +227,8 @@ func FxShieldStopControlTimer(object target, effect)
func FxShieldStopControlQueryCatchBlow(object target, effect, object obj)
{
if (obj->GetOCF() & OCF_Alive) return false;
if (obj->GetOCF() & OCF_Alive)
return false;
// angle of shield
var shield_angle = iAngle;
@ -238,7 +244,8 @@ func FxShieldStopControlQueryCatchBlow(object target, effect, object obj)
var angle_diff = Abs(Normalize(shield_angle - object_angle, -180));
// objects hits if the angle difference is greater than 45 degrees
if (angle_diff > 45) return false;
if (angle_diff > 45)
return false;
// projectile bounces off
var sxd = Sin(shield_angle, 15);
@ -267,13 +274,17 @@ public func GetCarryMode() { return CARRY_HandBack; }
public func GetCarrySpecial(clonk) { return carry_bone; }
public func GetCarryTransform(clonk, sec, back)
{
if(aim_anim && !sec) return Trans_Mul(Trans_Rotate(180,0,1,0),Trans_Rotate(90,0,1,0));
if(aim_anim && sec) return Trans_Mul(Trans_Rotate(180,0,0,1), Trans_Rotate(90,0,1,1));
if (aim_anim && !sec)
return Trans_Mul(Trans_Rotate(180, 0, 1, 0), Trans_Rotate(90, 0, 1, 0));
if (aim_anim && sec)
return Trans_Mul(Trans_Rotate(180, 0, 0, 1), Trans_Rotate(90, 0, 1, 1));
if(mTrans != nil) return mTrans;
if (mTrans != nil)
return mTrans;
if (!sec)
{
if(back) return Trans_Mul(Trans_Rotate(-90, 0, 1, 0),Trans_Translate(0,-400,0));
if (back)
return Trans_Mul(Trans_Rotate(-90, 0, 1, 0), Trans_Translate(0, -400, 0));
return nil;
}
@ -292,3 +303,4 @@ local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local Components = {Wood = 1, Metal = 1};

View File

@ -85,11 +85,13 @@ public func ControlUse(object clonk, int x, int y)
if (!GetEffect("SwordStrikeStop", clonk))
movement_effect = AddEffect("SwordStrikeStop", clonk, 2, length, this);
}
else
if(clonk->IsJumping())
else if (clonk->IsJumping())
{
rand = 1;
if(clonk->GetYDir() < -5) rand = 2;
if (clonk->GetYDir() < -5)
{
rand = 2;
}
animation = Format("SwordJump%d.%s", rand, arm);
if (!slow && !GetEffect("DelayTranslateVelocity", clonk))
@ -98,8 +100,10 @@ public func ControlUse(object clonk, int x, int y)
var a = Angle(0, 0, x, y);
var x_dir = Sin(a, 60);
if(Inside(a, 35+90, 35+180)) // the player aims downwards
if((BoundBy(x_dir, -1, 1) == BoundBy(clonk->GetXDir(), -1, 1)) || (clonk->GetXDir() == 0)) // the player aims into the direction the Clonk is already jumping
if (Inside(a, 35 + 90, 35 + 180))
// the player aims downwards
if ((BoundBy(x_dir, -1, 1) == BoundBy(clonk->GetXDir(), -1, 1)) || (clonk->GetXDir() == 0))
// the player aims into the direction the Clonk is already jumping
{
clonk->SetXDir(x_dir);
clonk->SetYDir(-Cos(a, 60));
@ -110,7 +114,8 @@ public func ControlUse(object clonk, int x, int y)
animation = Format("SwordSlash1.%s", arm);
downwards_stab = true;
if(GetEffect("Fall", clonk)) RemoveEffect("Fall", clonk);
if (GetEffect("Fall", clonk))
RemoveEffect("Fall", clonk);
// visual effect
AddEffect("VisualJumpStrike", clonk, 1, 2, nil, Sword);
@ -144,7 +149,10 @@ func FxVisualJumpStrikeStart(target, effect, temp)
{
if(temp) return;
effect.x_add = 20;
if(target->GetXDir() < 0) effect.x_add *= -1;
if (target->GetXDir() < 0)
{
effect.x_add *= -1;
}
effect.visual = CreateObjectAbove(Sword_JumpEffect, 0, 0, nil);
effect.visual->Point({x = target->GetX() + effect.x_add, y = target->GetY() + 10}, {x = target->GetX() + effect.x_add, y = target->GetY() + 10});
}
@ -169,7 +177,7 @@ func FxVisualJumpStrikeStop(target, effect, reason, temp)
func SwordDamage(int shield)
{
return ((100-shield)*9*1000 / 100);
return (100 - shield) * 9 * 1000 / 100;
}
func CheckStrike(iTime)
@ -177,7 +185,8 @@ func CheckStrike(iTime)
//if(iTime < 20) return;
var offset_x = 7;
var offset_y = 0;
if(Contained()->GetDir() == DIR_Left) offset_x*=-1;
if (Contained()->GetDir() == DIR_Left)
offset_x *= -1;
if (!(Contained()->GetContact(-1) & CNAT_Bottom))
offset_y = 10;
@ -187,13 +196,17 @@ func CheckStrike(iTime)
var angle = 0;
var doBash = Abs(Contained()->GetXDir()) > 5 || Abs(Contained()->GetYDir()) > 5;
if(!doBash) doBash=Contained()->GetContact(-1) & CNAT_Bottom;
if (!doBash)
{
doBash = Contained()->GetContact(-1) & CNAT_Bottom;
}
if (doBash)
{
if (Contained()->GetDir() == DIR_Left)
angle = -(Max(5, Abs(Contained()->GetXDir())));
else angle=(Max(5, Abs(Contained()->GetXDir())));
else
angle = (Max(5, Abs(Contained()->GetXDir())));
}
for(var obj in FindObjects(Find_AtRect(offset_x - width/2, offset_y - height/2, width, height),
@ -240,11 +253,9 @@ func CheckStrike(iTime)
{
if (offset_y)
ApplyWeaponBash(obj, 100, 0);
else
if(!first)
else if (!first)
ApplyWeaponBash(obj, damage / 50, Angle(0, 0, angle, -10));
else
if(!offset_y)
else if (!offset_y)
DoWeaponSlow(obj, 300);
// Particle effect
@ -268,7 +279,6 @@ func CheckStrike(iTime)
}
}
}
}
func FxSwordStrikeStopStart(pTarget, effect, iTemp)
@ -281,7 +291,8 @@ func FxSwordStrikeStopStop(pTarget, effect, iCause, iTemp)
{
if(iTemp) return;
pTarget->PopActionSpeed("Walk");
if (this) movement_effect = nil;
if (this)
movement_effect = nil;
}
func FxSwordStrikeStopTimer(pTarget, effect)
@ -299,7 +310,8 @@ func FxSwordStrikeSpeedUpTimer(pTarget, effect, iEffectTime)
{
if (!pTarget->GetContact(-1) & CNAT_Bottom)
return -1;
if(iEffectTime > 35*2) return -1;
if (iEffectTime > 35 * 2)
return -1;
}
func FxSwordStrikeSpeedUpStop(pTarget, effect, iCause, iTemp)
@ -320,7 +332,8 @@ func FxSwordStrikeSlowStart(pTarget, effect, iTemp, iTime)
func FxSwordStrikeSlowTimer(pTarget, effect, iEffectTime)
{
if(iEffectTime > effect.starttime) return -1;
if (iEffectTime > effect.starttime)
return -1;
}
func FxSwordStrikeSlowStop(pTarget, effect, iCause, iTemp)
@ -353,7 +366,8 @@ public func GetCarryTransform(clonk, sec, back)
return Trans_Rotate(-90, 1, 0, 0);
}
func Definition(def) {
func Definition(def)
{
SetProperty("PictureTransformation", Trans_Rotate(20, 0, 0, 1), def);
}