Melee Weapons: Code formatted

No actual changes, just added spaces and brackets for improved readability
master
Mark 2018-03-19 20:51:29 +01:00
parent aea27f8758
commit 69d6b2e8d2
1 changed files with 98 additions and 75 deletions

View File

@ -82,7 +82,6 @@ func FxIntWeaponChargeStop(pTarget, effect, iReason, iTemp)
this->StopWeaponAnimation(pTarget);
this->~OnWeaponHitCheckStop(pTarget);
}
}
func FxIntWeaponChargeAddWeaponSlow(pTarget, effect, iStrength)
@ -127,7 +126,10 @@ func FxIntIsBeingStruckTimer(pTarget, effect, iEffectTime)
if (!pTarget->Stuck())
{
pTarget->SetPosition(pTarget->GetX(), pTarget->GetY() - 1);
if(pTarget->Stuck()) pTarget->SetPosition(pTarget->GetX(), pTarget->GetY()+1);
if (pTarget->Stuck())
{
pTarget->SetPosition(pTarget->GetX(), pTarget->GetY() + 1);
}
}
if (effect.damage > 60)
pTarget->Fling();
@ -158,18 +160,26 @@ func FxIntIsBeingStruckAdd (object pTarget, effect, string szNewEffectName, int
// add damage!
if (damage > effect.damage)
{
effect.damage = damage;
}
else
{
effect.var1 = (effect.damage * 2 + damage) / 2;
}
// check angle
if (!effect.angle)
{
effect.angle = angle;
}
else if (angle)
{
// 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
// let's see if anyone notices it
effect.angle = angle;
}
}
func GetStrikeAnimation()
{
@ -179,14 +189,18 @@ func GetStrikeAnimation()
func StopWeaponAnimation(pTarget)
{
if(hWeaponAnimStrike == nil) return;
if (hWeaponAnimStrike == nil)
return;
pTarget->StopAnimation(hWeaponAnimStrike);
hWeaponAnimStrike = nil;
}
func PlayWeaponAnimation(pTarget)
{
if(hWeaponAnimStrike != nil) StopWeaponAnimation(pTarget);
if (hWeaponAnimStrike != nil)
{
StopWeaponAnimation(pTarget);
}
hWeaponAnimStrike = pTarget->PlayAnimation(...);
}
@ -196,13 +210,23 @@ func GetRelativeVelocity(pObject1, pObject2)
var b = 0;
var xVel = Abs(pObject1->GetXDir());
if (BoundBy(pObject1->GetXDir(), -1, 1) != BoundBy(pObject2->GetXDir(), -1, 1))
{
xVel += Abs(pObject2->GetXDir());
else xVel-=Abs(pObject2->GetXDir());
}
else
{
xVel -= Abs(pObject2->GetXDir());
}
var yVel = Abs(pObject1->GetYDir());
if (BoundBy(pObject1->GetYDir(), -1, 1) != BoundBy(pObject2->GetYDir(), -1, 1))
{
yVel += Abs(pObject2->GetYDir());
else yVel-=Abs(pObject2->GetYDir());
}
else
{
yVel -= Abs(pObject2->GetYDir());
}
b = Sqrt((xVel ** 2) + (yVel ** 2));
return b;
}
@ -228,7 +252,6 @@ func ApplyShieldFactor(pFrom, pTo, damage)
{
shield = (100 - (((100 - s) * (100 - shield)) / 100));
}
}
}