fix: format

pull/3/head
FutureRave 2023-03-18 11:08:23 +00:00
parent 93a2a27df1
commit f7eed4ac86
No known key found for this signature in database
GPG Key ID: 22F9079C86CFAB31
24 changed files with 65 additions and 65 deletions

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@ -1983,7 +1983,7 @@ wait_for_flag_or_time_elapses( flagname, timer )
=============
///ScriptDocBegin
"Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you dont have to thread it off. delaycall is that smart!"
"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don<EFBFBD>t have to thread it off. delaycall is that smart!"
"Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <function> : The function to run."
@ -2859,8 +2859,8 @@ fileprint_launcher_end_file( file_relative_to_game, bIsPerforceEnabled )
if( !isdefined( bIsPerforceEnabled ) )
bIsPerforceEnabled = false;
setDevDvarIfUninitialized("LAUNCHER_PRINT_FAIL", "0");
setDevDvarIfUninitialized("LAUNCHER_PRINT_SUCCESS", "0");
setDevDvarIfUninitialized("LAUNCHER_PRINT_FAIL", "0");
setDevDvarIfUninitialized("LAUNCHER_PRINT_SUCCESS", "0");
if( bIsPerforceEnabled )
fileprint_launcher( "GAMEPRINTENDFILE:GAMEPRINTP4ENABLED:"+file_relative_to_game );
@ -2890,7 +2890,7 @@ fileprint_launcher_end_file( file_relative_to_game, bIsPerforceEnabled )
}
setdevdvar("LAUNCHER_PRINT_FAIL", "0");
setdevdvar( "LAUNCHER_PRINT_SUCCESS", "0" );
setdevdvar( "LAUNCHER_PRINT_SUCCESS", "0" );
level.fileprint_launcher = undefined;
return true;

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@ -22,7 +22,7 @@ main()
if(isdefined(oilspill) && oilspill.size > 0)
{
level.breakables_fx["oilspill"]["burn"] = loadfx ("props/barrel_fire");
level.breakables_fx["oilspill"]["spark"] = loadfx("impacts/small_metalhit_1");
level.breakables_fx["oilspill"]["spark"] = loadfx("impacts/small_metalhit_1");
}
//------------------

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@ -4,7 +4,7 @@
main()
{
//level._effect["firelp_vhc_lrg_pm_farview"] = loadfx ("fire/firelp_vhc_lrg_pm_farview");
//level._effect["lighthaze"] = loadfx ("misc/lighthaze");
//level._effect["lighthaze"] = loadfx ("misc/lighthaze");
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );

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@ -5,7 +5,7 @@
FACTION_REF_COL = 0;
FACTION_NAME_COL = 1;
FACTION_SHORT_NAME_COL = 1;
FACTION_WIN_GAME_COL = 3;
FACTION_WIN_GAME_COL = 3;
FACTION_WIN_ROUND_COL = 4;
FACTION_MISSION_ACCOMPLISHED_COL = 5;
FACTION_ELIMINATED_COL = 6;
@ -1099,7 +1099,7 @@ timeUntilRoundEnd()
timeRemaining = (getTimeLimit() * 60) - timePassed;
if ( isDefined( level.timePaused ) )
timeRemaining += level.timePaused;
timeRemaining += level.timePaused;
return timeRemaining + level.postRoundTime;
}
@ -1238,7 +1238,7 @@ Callback_StartGameType()
levelFlagInit( "round_over", false );
levelFlagInit( "game_over", false );
levelFlagInit( "block_notifies", false );
levelFlagInit( "block_notifies", false );
level.prematchPeriod = 0;
level.prematchPeriodEnd = 0;

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@ -492,7 +492,7 @@ suspenseMusic()
{
wait ( randomFloatRange( 60, 120 ) );
playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] );
playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] );
}
}

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@ -619,7 +619,7 @@ spawnPlayer()
self setClientDvar( "cg_thirdPerson", "0" );
self setDepthOfField( 0, 0, 512, 512, 4, 0 );
//self setClientDvar( "cg_fov", "65" );
//self setClientDvar( "cg_fov", "65" );
// Don't do this stuff for TI spawn points
if ( isDefined( spawnPoint ) )

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@ -692,7 +692,7 @@ bombPlanted( destroyedObj, player )
if ( level.destroyedObject.label == "_a" )
level.aPlanted = true;
else
level.bPlanted = true;
level.bPlanted = true;
level.destroyedObject.bombPlanted = true;
@ -719,7 +719,7 @@ bombHandler( player, destType )
if ( self.label == "_a" )
level.aPlanted = false;
else
level.bPlanted = false;
level.bPlanted = false;
self.bombPlanted = 0;

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@ -519,7 +519,7 @@ flagCaptured( winningTeam, endReasonText )
onTimeLimit()
{
if ( level.flagCaptured )
return;
return;
// TODO: change to "Flag Defended" or some such
maps\mp\gametypes\_gamelogic::endGame( game["defenders"], game["strings"]["time_limit_reached"] );

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@ -185,21 +185,21 @@ init_sounds()
add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light em up.
add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light <EFBFBD>em up.
add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke em.
add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke <EFBFBD>em.
add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok hes moving again.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<EFBFBD>s moving again.
add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guys still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<EFBFBD>s still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
@ -594,7 +594,7 @@ removeAC130Player( player, disconnected )
{
player clearUsingRemote();
player stopLocalSound( "missile_incoming" );
player stopLocalSound( "missile_incoming" );
player show();
player unlink();
@ -1673,7 +1673,7 @@ stingerProximityDetonate( player, missileTeam )
missileTarget = newTarget;
if ( isDefined( level.ac130player ) )
level.ac130player stopLocalSound( "missile_incoming" );
level.ac130player stopLocalSound( "missile_incoming" );
}
if ( curDist < minDist )
@ -1699,7 +1699,7 @@ stingerProximityDetonate( player, missileTeam )
if ( isDefined( level.ac130player ) )
{
level.ac130player stopLocalSound( "missile_incoming" );
level.ac130player stopLocalSound( "missile_incoming" );
if ( level.ac130player.team != missileTeam )
radiusDamage( self.origin, 1000, 1000, 1000, player );

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@ -417,7 +417,7 @@ airstrikeDamageEntsThread( sWeapon )
ent = level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex];
if ( !isDefined( ent.entity ) )
continue;
continue;
if ( !ent.isPlayer || isAlive( ent.entity ) )
{
@ -533,7 +533,7 @@ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoin
plane.angles = direction;
forward = anglesToForward( direction );
plane moveTo( pathEnd, flyTime, 0, 0 );
plane moveTo( pathEnd, flyTime, 0, 0 );
thread stealthBomber_killCam( plane, pathEnd, flyTime, airStrikeType );
@ -542,7 +542,7 @@ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoin
// Delete the plane after its flyby
wait ( flyTime );
plane notify( "delete" );
plane delete();
plane delete();
}
@ -693,11 +693,11 @@ doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint
plane.angles = direction;
forward = anglesToForward( direction );
plane thread playPlaneFx();
plane moveTo( pathEnd, flyTime, 0, 0 );
plane moveTo( pathEnd, flyTime, 0, 0 );
/#
if ( getdvar("scr_airstrikedebug") == "1" )
thread airstrikeLine( pathStart, pathEnd, (1,1,1), 20 );
thread airstrikeLine( pathStart, pathEnd, (1,1,1), 20 );
#/
//thread callStrike_planeSound( plane, bombsite );
@ -706,7 +706,7 @@ doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint
// Delete the plane after its flyby
wait flyTime;
plane notify( "delete" );
plane delete();
plane delete();
}
callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeathCount, typeOfStrike )
@ -1025,7 +1025,7 @@ targetisinfront(other, target)
{
forwardvec = anglestoforward(flat_angle(other.angles));
normalvec = vectorNormalize(flat_origin(target)-other.origin);
dot = vectordot(forwardvec,normalvec);
dot = vectordot(forwardvec,normalvec);
if(dot > 0)
return true;
else

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@ -813,7 +813,7 @@ makeGunShip()
mgTurret makeTurretInoperable();
mgTurret.pers["team"] = self.team;
mgTurret.killCamEnt = self;
self.mgTurretLeft = mgTurret;
self.mgTurretLeft = mgTurret;
self.mgTurretLeft SetDefaultDropPitch( 0 );
mgTurret = spawnTurret( "misc_turret", self.origin, "pavelow_minigun_mp" );
@ -825,7 +825,7 @@ makeGunShip()
mgTurret makeTurretInoperable();
mgTurret.pers["team"] = self.team;
mgTurret.killCamEnt = self;
self.mgTurretRight = mgTurret;
self.mgTurretRight = mgTurret;
self.mgTurretRight SetDefaultDropPitch( 0 );
if ( level.teamBased )

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@ -8,7 +8,7 @@ main()
setdvar( "compassmaxrange", "2000" );
ambientPlay( "ambient_trainer_ext2" );
ambientPlay( "ambient_trainer_ext2" );
game["attackers"] = "axis";
game["defenders"] = "allies";

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@ -10,7 +10,7 @@ main()
setdvar( "compassmaxrange", "2000" );
ambientPlay( "ambient_trainer_ext2" );
ambientPlay( "ambient_trainer_ext2" );
game["attackers"] = "axis";
game["defenders"] = "allies";

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@ -5,7 +5,7 @@ main()
level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust_sh" );
level._effect[ "dust_wind_slow_yel_loop" ] = loadfx( "dust/dust_wind_slow_yel_loop_sh" );
//level._effect[ "drips_player_hand" ] = loadfx( "water/drips_player_hand_sh" );
level._effect["water_spill_fall"] = loadfx("maps/mp_maps/fx_mp_water_spill");
level._effect["water_spill_fall"] = loadfx("maps/mp_maps/fx_mp_water_spill");
/#
if ( getdvar( "clientSideEffects" ) != "1" )

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@ -1,4 +1,4 @@
#include maps\mp\_utility;
#include maps\mp\_utility;
// Scripted effects
precache_scripted_fx()

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@ -1,4 +1,4 @@
#include maps\mp\_utility;
#include maps\mp\_utility;
// fx used by utility scripts
precache_util_fx()

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@ -33,7 +33,7 @@
#endif
#ifndef CENTER_POPUP_ON_CLOSE
#define CENTER_POPUP_ON_CLOSE play "mouse_click";
#define CENTER_POPUP_ON_CLOSE play "mouse_click";
#endif
#ifndef CHOICE_POPUP_BORDER_WIDTH

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@ -1,12 +1,12 @@
#define LOCAL_MAP_ACTION( mapname ) \
setdvar ui_mapname mapname; \
close "settings_map"; \
close "self";
close "self";
#define LOCAL_MAP_FOCUS( name, desc, icon ) \
setLocalVarString "ui_info_name" ( name ); \
setLocalVarString "ui_info_desc" ( desc ); \
setLocalVarString "ui_info_icon" ( icon );
setLocalVarString "ui_info_icon" ( icon );
#define LOCAL_MAP_NAME( name ) \
"@" + name

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@ -106,18 +106,18 @@ menuDef
PC_OPTIONS_DVARYESNO_RAW(1, "@MENU_LOOK_INVERSION", "input_invertPitch", ;, "@MPUI_DESC_LOOK_INVERSION", ON_GPAD_DISABLED, ON_GPAD_ENABLED)
PC_OPTIONS_STRLIST_RAW(2, "@MENU_THUMBSTICK_LAYOUT", "gpad_sticksConfig",
{"@MENU_DEFAULT"; "thumbstick_default";
"@MENU_SOUTHPAW"; "thumbstick_southpaw";
"@MENU_LEGACY"; "thumbstick_legacy";
{"@MENU_DEFAULT"; "thumbstick_default";
"@MENU_SOUTHPAW"; "thumbstick_southpaw";
"@MENU_LEGACY"; "thumbstick_legacy";
"@MENU_LEGACY_SOUTHPAW"; "thumbstick_legacysouthpaw"}, execNow "bindgpsticksconfigs";, ;, ON_GPAD_DISABLED, ON_GPAD_ENABLED)
PC_OPTIONS_STRLIST_RAW(3, "@MENU_BUTTON_LAYOUT", "gpad_buttonConfig",
{"@MENU_DEFAULT"; "buttons_default";
"@MENU_TACTICAL"; "buttons_tactical";
"@MENU_LEFTY"; "buttons_lefty";
{"@MENU_DEFAULT"; "buttons_default";
"@MENU_TACTICAL"; "buttons_tactical";
"@MENU_LEFTY"; "buttons_lefty";
"@MENU_NOMAD"; "buttons_nomad";
"@MENU_DEFAULT_ALT"; "buttons_default_alt";
"@MENU_TACTICAL_ALT"; "buttons_tactical_alt";
"@MENU_LEFTY_ALT"; "buttons_lefty_alt";
"@MENU_DEFAULT_ALT"; "buttons_default_alt";
"@MENU_TACTICAL_ALT"; "buttons_tactical_alt";
"@MENU_LEFTY_ALT"; "buttons_lefty_alt";
"@MENU_NOMAD_ALT"; "buttons_nomad_alt"}, execNow "bindgpbuttonsconfigs";, ;, ON_GPAD_DISABLED, ON_GPAD_ENABLED)
PC_OPTIONS_FLOATLIST_RAW(4, "@MENU_GPAD_STYLE", "gpad_style", {"@MENU_GPAD_XBOX_CAPS" 0 "@MENU_GPAD_PS_CAPS" 1}, ;, "@MPUI_DESC_GPAD_STYLE", ON_GPAD_DISABLED, ON_GPAD_ENABLED)
PC_OPTIONS_DVARYESNO_RAW(5, "@MENU_SLOWDOWN_ENABLED", "gpad_slowdown_enabled", ;, "@MPUI_DESC_SLOWDOWN_ENABLED", ON_GPAD_DISABLED, ON_GPAD_ENABLED)

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@ -18,8 +18,8 @@
blurWorld 7
onEsc
{
close "self";
open "class";
close "self";
open "class";
}
#define BACKGROUND_PC_OPTIONS

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@ -17,7 +17,7 @@
blurWorld 7
onEsc
{
close "self";
close "self";
open "class";
}
@ -117,7 +117,7 @@
}
action
{
close "self";
close "self";
uiScript "voteGame";
}
}

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@ -119,7 +119,7 @@
}
action
{
close "self";
close "self";
uiScript "voteMap";
}
}

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@ -18,7 +18,7 @@
blurWorld 7
onEsc
{
close "self";
close "self";
open "class";
}
@ -116,7 +116,7 @@
}
action
{
close "self";
close "self";
uiScript "voteKick";
}
}

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@ -165,23 +165,23 @@
visible when ( dvarint("iw4x_maps_dlc") == 99 )
onFocus
{
play CHOICE_FOCUS_SOUND;
setItemColor self backcolor 0 0 0 1;
setLocalVarBool "ui_menuAButton" ( 1 );
play CHOICE_FOCUS_SOUND;
setItemColor self backcolor 0 0 0 1;
setLocalVarBool "ui_menuAButton" ( 1 );
}
leaveFocus
{
setItemColor self backcolor 0 0 0 0;
setLocalVarString "ui_hint_text" ( "@NULL_EMPTY" );
setLocalVarBool "ui_menuAButton" ( 0 );
setItemColor self backcolor 0 0 0 0;
setLocalVarString "ui_hint_text" ( "@NULL_EMPTY" );
setLocalVarBool "ui_menuAButton" ( 0 );
}
action
{
play "mouse_click";
escape "self";
uiScript "ApplyMap"
close "settings_map";
close "self";
play "mouse_click";
escape "self";
uiScript "ApplyMap";
close "settings_map";
close "self";
}
}