---
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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