forked from Mirrors/openclonk
Melee Weapons: Code formatted
No actual changes, just added spaces and brackets for improved readabilitymaster
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aea27f8758
commit
69d6b2e8d2
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@ -82,7 +82,6 @@ func FxIntWeaponChargeStop(pTarget, effect, iReason, iTemp)
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this->StopWeaponAnimation(pTarget);
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this->~OnWeaponHitCheckStop(pTarget);
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}
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}
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func FxIntWeaponChargeAddWeaponSlow(pTarget, effect, iStrength)
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@ -127,7 +126,10 @@ func FxIntIsBeingStruckTimer(pTarget, effect, iEffectTime)
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if (!pTarget->Stuck())
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{
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pTarget->SetPosition(pTarget->GetX(), pTarget->GetY() - 1);
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if(pTarget->Stuck()) pTarget->SetPosition(pTarget->GetX(), pTarget->GetY()+1);
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if (pTarget->Stuck())
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{
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pTarget->SetPosition(pTarget->GetX(), pTarget->GetY() + 1);
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}
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}
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if (effect.damage > 60)
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pTarget->Fling();
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@ -158,18 +160,26 @@ func FxIntIsBeingStruckAdd (object pTarget, effect, string szNewEffectName, int
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// add damage!
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if (damage > effect.damage)
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{
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effect.damage = damage;
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}
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else
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{
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effect.var1 = (effect.damage * 2 + damage) / 2;
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}
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// check angle
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if (!effect.angle)
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{
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effect.angle = angle;
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}
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else if (angle)
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{
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// should actually set the new angle to the average between the old and the new one. but I don't feel like doing such calculations now
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// let's see if anyone notices it
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effect.angle = angle;
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}
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}
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func GetStrikeAnimation()
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{
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@ -179,14 +189,18 @@ func GetStrikeAnimation()
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func StopWeaponAnimation(pTarget)
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{
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if(hWeaponAnimStrike == nil) return;
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if (hWeaponAnimStrike == nil)
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return;
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pTarget->StopAnimation(hWeaponAnimStrike);
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hWeaponAnimStrike = nil;
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}
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func PlayWeaponAnimation(pTarget)
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{
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if(hWeaponAnimStrike != nil) StopWeaponAnimation(pTarget);
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if (hWeaponAnimStrike != nil)
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{
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StopWeaponAnimation(pTarget);
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}
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hWeaponAnimStrike = pTarget->PlayAnimation(...);
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}
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@ -196,13 +210,23 @@ func GetRelativeVelocity(pObject1, pObject2)
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var b = 0;
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var xVel = Abs(pObject1->GetXDir());
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if (BoundBy(pObject1->GetXDir(), -1, 1) != BoundBy(pObject2->GetXDir(), -1, 1))
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{
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xVel += Abs(pObject2->GetXDir());
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else xVel-=Abs(pObject2->GetXDir());
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}
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else
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{
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xVel -= Abs(pObject2->GetXDir());
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}
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var yVel = Abs(pObject1->GetYDir());
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if (BoundBy(pObject1->GetYDir(), -1, 1) != BoundBy(pObject2->GetYDir(), -1, 1))
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{
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yVel += Abs(pObject2->GetYDir());
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else yVel-=Abs(pObject2->GetYDir());
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}
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else
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{
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yVel -= Abs(pObject2->GetYDir());
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}
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b = Sqrt((xVel ** 2) + (yVel ** 2));
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return b;
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}
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@ -228,7 +252,6 @@ func ApplyShieldFactor(pFrom, pTo, damage)
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{
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shield = (100 - (((100 - s) * (100 - shield)) / 100));
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}
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}
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}
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