fix: format
This commit is contained in:
24 files changed
+65
-65
No files matched your search
@@ -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 )
|
||||
|
||||
Reference in new issue
Block a user