fix: format

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FutureRave committed 2023-03-18 11:08:23 +00:00
1 parent 93a2a27df1
commit f7eed4ac86
24 files changed
+65 -65

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+7 -7
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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 �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 �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 he’s moving again.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he�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 guy’s still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy�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 );
@@ -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
@@ -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 )