---
 src/projectile.c |   59 ++++++++++++++++++++++++++---------------------------
 1 files changed, 29 insertions(+), 30 deletions(-)

diff --git a/src/projectile.c b/src/projectile.c
index 02b10b9..fe4eb41 100644
--- a/src/projectile.c
+++ b/src/projectile.c
@@ -635,7 +635,7 @@ BOOL proj_SendProjectile(WEAPON *psWeap, BASE_OBJECT 
*psAttacker, int player, Ve
 
 /***************************************************************************/
 
-static void proj_InFlightDirectFunc( PROJECTILE *psProj )
+static void proj_InFlightDirectFunc(PROJECTILE *psProj)
 {
        /* we want a delay between Las-Sats firing and actually hitting in 
multiPlayer
        magic number but that's how long the audio countdown message lasts! */
@@ -655,16 +655,15 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
        timeSoFar = gameTime - psProj->born;
 
        psStats = psProj->psWStats;
-       ASSERT( psStats != NULL,
-               "proj_InFlightDirectFunc: Invalid weapon stats pointer" );
+       ASSERT(psStats != NULL, "proj_InFlightDirectFunc: Invalid weapon stats 
pointer");
 
        /* we want a delay between Las-Sats firing and actually hitting in 
multiPlayer
        magic number but that's how long the audio countdown message lasts! */
-    if ( bMultiPlayer && psStats->weaponSubClass == WSC_LAS_SAT &&
-               timeSoFar < LAS_SAT_DELAY * GAME_TICKS_PER_SEC )
+       if (bMultiPlayer && psStats->weaponSubClass == WSC_LAS_SAT &&
+               timeSoFar < LAS_SAT_DELAY * GAME_TICKS_PER_SEC)
        {
                return;
-    }
+       }
 
        /* Calculate extended lifespan where appropriate */
        switch (psStats->weaponSubClass)
@@ -706,7 +705,7 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
                unsigned int targetDistance, currentDistance;
 
                /* Calculate movement vector: */
-               if ( psStats->movementModel == MM_HOMINGDIRECT && 
psProj->psDest )
+               if (psStats->movementModel == MM_HOMINGDIRECT && psProj->psDest)
                {
                        /* If it's homing and it has a target (not a miss)... */
                        move.x = psProj->psDest->pos.x - psProj->startX;
@@ -720,7 +719,7 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
                        move.z = psProj->altChange;
                }
 
-               targetDistance = sqrtf( move.x*move.x + move.y*move.y );
+               targetDistance = sqrtf(move.x*move.x + move.y*move.y);
                currentDistance = timeSoFar * psStats->flightSpeed / 
GAME_TICKS_PER_SEC;
 
                // Prevent div by zero:
@@ -739,7 +738,7 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
                        };
 
                        /* impact if about to go off map else update 
coordinates */
-                       if ( !worldOnMap( nextPos.x, nextPos.y ) )
+                       if (!worldOnMap(nextPos.x, nextPos.y))
                        {
                                psProj->state = PROJ_IMPACT;
                                setProjectileDestination(psProj, NULL);
@@ -759,7 +758,7 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
 
                CHECK_OBJECT(psTempObj);
 
-               if ( psTempObj == psProj->psDamaged )
+               if (psTempObj == psProj->psDamaged)
                {
                        // Dont damage one target twice
                        continue;
@@ -771,29 +770,29 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
                        continue;
                }
 
-               if ( psTempObj->type == OBJ_PROJECTILE &&
-                       !( bMissile || ((PROJECTILE 
*)psTempObj)->psWStats->weaponSubClass == WSC_COUNTER ) )
+               if (psTempObj->type == OBJ_PROJECTILE &&
+                       !(bMissile || 
((PROJECTILE*)psTempObj)->psWStats->weaponSubClass == WSC_COUNTER))
                {
                        // A projectile should not collide with another 
projectile unless it's a counter-missile weapon
                        continue;
                }
 
-               if ( psTempObj->type == OBJ_FEATURE &&
-                       !((FEATURE *)psTempObj)->psStats->damageable )
+               if (psTempObj->type == OBJ_FEATURE &&
+                       !((FEATURE*)psTempObj)->psStats->damageable)
                {
                        // Ignore oil resources, artifacts and other pickups
                        continue;
                }
 
-               if ( psTempObj->player == psProj->player ||
-                       aiCheckAlliances(psTempObj->player, psProj->player) )
+               if (psTempObj->player == psProj->player ||
+                       aiCheckAlliances(psTempObj->player, psProj->player))
                {
                        // No friendly fire
                        continue;
                }
 
                if (psStats->surfaceToAir == SHOOT_IN_AIR &&
-                       ( psTempObj->type == OBJ_STRUCTURE ||
+                       (psTempObj->type == OBJ_STRUCTURE ||
                                psTempObj->type == OBJ_FEATURE ||
                                (psTempObj->type == OBJ_DROID && 
!vtolDroid((DROID *)psTempObj))
                        ))
@@ -818,13 +817,13 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
                        diff.z = abs(diff.z);
 
                        /* We hit! */
-                       if ( diff.z < targetHeight &&
-                               (diff.x*diff.x + diff.y*diff.y) < targetRadius 
* targetRadius )
+                       if (diff.z < targetHeight &&
+                               (diff.x*diff.x + diff.y*diff.y) < targetRadius 
* targetRadius)
                        {
                                setProjectileDestination(psProj, psTempObj);
 
                                /* Buildings cannot be penetrated and we need a 
penetrating weapon */
-                               if ( psTempObj->type == OBJ_DROID && 
psStats->penetrate )
+                               if (psTempObj->type == OBJ_DROID && 
psStats->penetrate)
                                {
                                        WEAPON asWeap = {psStats - 
asWeaponStats, 0, 0, 0, 0};
                                        // Determine position to fire a missile 
at
@@ -842,7 +841,7 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
                                        // Assume we damaged the chosen target
                                        setProjectileDamaged(psProj, psTempObj);
 
-                                       proj_SendProjectile( &asWeap, 
(BASE_OBJECT*)psProj, psProj->player, newDest, NULL, true, -1 );
+                                       proj_SendProjectile(&asWeap, 
(BASE_OBJECT*)psProj, psProj->player, newDest, NULL, true, -1);
                                }
 
                                psProj->state = PROJ_IMPACT;
@@ -853,7 +852,7 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
        }
 
        if (distanceRatio > distanceExtensionFactor || /* We've traveled our 
maximum range */
-               !mapObjIsAboveGround( (BASE_OBJECT *) psProj ) ) /* trying to 
travel through terrain */
+               !mapObjIsAboveGround((BASE_OBJECT*)psProj)) /* trying to travel 
through terrain */
        {
                /* Miss due to range or height */
                psProj->state = PROJ_IMPACT;
@@ -862,37 +861,37 @@ static void proj_InFlightDirectFunc( PROJECTILE *psProj )
        }
 
        /* Paint effects if visible */
-       if ( gfxVisible(psProj) )
+       if (gfxVisible(psProj))
        {
                switch (psStats->weaponSubClass)
                {
                        case WSC_FLAME:
                        {
-                               Vector3i pos = { psProj->pos.x, 
psProj->pos.z-8, psProj->pos.y };
+                               Vector3i pos = {psProj->pos.x, psProj->pos.z-8, 
psProj->pos.y};
                                effectGiveAuxVar(distancePercent);
-                               
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_FLAMETHROWER,false,NULL,0);
+                               addEffect(&pos, EFFECT_EXPLOSION, 
EXPLOSION_TYPE_FLAMETHROWER, false, NULL, 0);
                        } break;
                        case WSC_COMMAND:
                        case WSC_ELECTRONIC:
                        case WSC_EMP:
                        {
-                               Vector3i pos = { psProj->pos.x, 
psProj->pos.z-8, psProj->pos.y };
+                               Vector3i pos = {psProj->pos.x, psProj->pos.z-8, 
psProj->pos.y};
                                effectGiveAuxVar(distancePercent/2);
-                               
addEffect(&pos,EFFECT_EXPLOSION,EXPLOSION_TYPE_LASER,false,NULL,0);
+                               addEffect(&pos, EFFECT_EXPLOSION, 
EXPLOSION_TYPE_LASER, false, NULL, 0);
                        } break;
                        case WSC_ROCKET:
                        case WSC_MISSILE:
                        case WSC_SLOWROCKET:
                        case WSC_SLOWMISSILE:
                        {
-                               Vector3i pos = { psProj->pos.x, 
psProj->pos.z+8, psProj->pos.y };
-                               
addEffect(&pos,EFFECT_SMOKE,SMOKE_TYPE_TRAIL,false,NULL,0);
+                               Vector3i pos = {psProj->pos.x, psProj->pos.z+8, 
psProj->pos.y};
+                               addEffect(&pos, EFFECT_SMOKE, SMOKE_TYPE_TRAIL, 
false, NULL, 0);
                        } break;
                        default:
                                /* add smoke trail to indirect weapons firing 
directly */
                                if (!proj_Direct(psStats))
                                {
-                                       Vector3i pos = { psProj->pos.x, 
psProj->pos.z+4, psProj->pos.y };
+                                       Vector3i pos = {psProj->pos.x, 
psProj->pos.z+4, psProj->pos.y};
                                        addEffect(&pos, EFFECT_SMOKE, 
SMOKE_TYPE_TRAIL, false, NULL, 0);
                                }
                                /* Otherwise no effect */
-- 
1.5.5.1


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