chore(_zm_utility.gsc): remove whitespace
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6f1882e542
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4414f15c59
@ -56,7 +56,6 @@ function is_Standard()
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return false;
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}
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function ConvertSecondsToMilliseconds( seconds )
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{
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return ( seconds * 1000 );
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@ -352,7 +351,6 @@ function run_spawn_functions()
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}
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}
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function create_simple_hud( client, team )
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{
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if ( IsDefined( team ) )
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@ -387,7 +385,6 @@ function destroy_hud()
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self Destroy();
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}
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// self = exterior_goal which is barrier_chunks
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function all_chunks_intact( barrier, barrier_chunks )
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{
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@ -414,7 +411,6 @@ function all_chunks_intact( barrier, barrier_chunks )
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return true; // if the board has been repaired then return true
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}
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// self = exterior_goal which is barrier_chunks
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function no_valid_repairable_boards( barrier, barrier_chunks )
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{
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@ -1124,7 +1120,6 @@ function poi_locations_equal( loc1, loc2 )
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return loc1[0]==loc2[0];
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}
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function add_poi_attractor( zombie_poi )
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{
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if( !isDefined( zombie_poi ) )
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@ -1373,7 +1368,6 @@ function add_poi_to_ignore_list( poi )
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}
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}
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//-------------------------------------------------------------------------------
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// player should be within a couple feet of enemy
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//-------------------------------------------------------------------------------
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@ -1676,9 +1670,6 @@ function get_number_of_valid_players()
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return num_player_valid;
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}
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function in_revive_trigger()
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@ -1804,7 +1795,6 @@ function non_destroyed_bar_board_order( origin, chunks )
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//-------------------------BARS------------------------------------------------------------
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}
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function non_destroyed_grate_order( origin, chunks_grate )
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{
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//-------------------------GRATES----------------------------------------------------------
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@ -2300,7 +2290,6 @@ function show_grate_pull()
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// I could fx and sound from here as well.
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}
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function get_closest_2d( origin, ents )
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{
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if( !IsDefined( ents ) )
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@ -2363,7 +2352,6 @@ function get_closest_2d( origin, ents )
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// }
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//}
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//chris_p - fix bug with this not being an ent array!
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function in_playable_area()
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{
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@ -2432,7 +2420,6 @@ function get_closest_non_destroyed_chunk( origin, barrier, barrier_chunks )
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return undefined;
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}
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// Jluyties barrier_chunks is the total amount of bars or boards that the exterior_goal was connected to
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// The grates do not return random
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function get_random_destroyed_chunk( barrier, barrier_chunks )
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@ -2500,7 +2487,6 @@ function get_destroyed_repair_grates( barrier_chunks )
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return array; // send back state of array so it knows if boards are full or note and which board it is.
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}
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// this is the layer I want to do the check
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// I need to define each part of
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function get_non_destroyed_chunks( barrier, barrier_chunks )
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@ -2741,7 +2727,6 @@ function get_destroyed_chunks( barrier_chunks )
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//}
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}
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function grate_order_destroyed( chunks_repair_grate )
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{
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grate_repair_order = [];
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@ -2892,7 +2877,6 @@ function array_limiter( array, total )
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return new_array;
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}
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function fake_physicslaunch( target_pos, power )
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{
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start_pos = self.origin;
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@ -3115,7 +3099,6 @@ function play_loopsound_on_ent( ref )
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self PlaySound( level.zombie_sounds[ref] );
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}
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function string_to_float( string )
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{
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floatParts = strTok( string, "." );
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@ -3168,7 +3151,6 @@ function set_zombie_var( zvar, value, is_float, column, is_team_based )
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return value;
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}
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// Read a value from a table and return the result
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//
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function get_table_var( table, var_name, value, is_float, column )
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@ -3203,7 +3185,6 @@ function get_table_var( table, var_name, value, is_float, column )
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return value;
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}
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function hudelem_count()
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{
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/#
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@ -3426,7 +3407,6 @@ function debug_attack_spots_taken()
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msg = "" + count + " / " + self.attack_spots_taken.size;
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print3d( self.origin, msg );
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}
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}
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#/
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@ -3489,7 +3469,6 @@ function really_play_2D_sound(sound)
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temp_ent delete();
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}
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function play_sound_2D(sound)
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{
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level thread really_play_2D_sound(sound);
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@ -3536,7 +3515,6 @@ function trigger_invisible( enable )
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}
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}
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// Print3d
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function print3d_ent( text, color, scale, offset, end_msg, overwrite )
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{
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@ -3607,7 +3585,6 @@ function create_counter_hud( x )
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return hud;
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}
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//
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// Get the name of the zone that the entity is currently in
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// self is the entity to check on
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@ -3829,7 +3806,6 @@ function shock_onexplosion( damage, shockType, shockLight )
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}
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}
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function increment_ignoreme()
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{
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DEFAULT( self.ignorme_count, 0 );
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@ -3852,9 +3828,6 @@ function decrement_ignoreme()
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self.ignoreme = ( self.ignorme_count > 0 );
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}
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// ww: increment the is_drinking variable on a player
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function increment_is_drinking()
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{
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@ -4083,7 +4056,6 @@ function spawn_weapon_model( weapon, model, origin, angles, options )
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return weapon_model;
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}
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function spawn_buildkit_weapon_model( player, weapon, camo, origin, angles )
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{
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weapon_model = spawn( "script_model", origin );
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@ -4103,7 +4075,6 @@ function spawn_buildkit_weapon_model( player, weapon, camo, origin, angles )
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return weapon_model;
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}
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function is_player_revive_tool( weapon )
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{
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if ( weapon == level.weaponReviveTool || IS_EQUAL(weapon,self.weaponReviveTool) )
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@ -4124,7 +4095,6 @@ function is_limited_weapon( weapon )
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return false;
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}
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function register_lethal_grenade_for_level( weaponname )
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{
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weapon = GetWeapon( weaponname );
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@ -4141,7 +4111,6 @@ function register_lethal_grenade_for_level( weaponname )
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level.zombie_lethal_grenade_list[weapon] = weapon;
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}
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function is_lethal_grenade( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( level.zombie_lethal_grenade_list ) )
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@ -4152,7 +4121,6 @@ function is_lethal_grenade( weapon )
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return isdefined(level.zombie_lethal_grenade_list[weapon]);
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}
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function is_player_lethal_grenade( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( self.current_lethal_grenade ) )
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@ -4163,7 +4131,6 @@ function is_player_lethal_grenade( weapon )
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return self.current_lethal_grenade == weapon;
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}
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function get_player_lethal_grenade()
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{
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grenade = level.weaponNone;
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@ -4176,7 +4143,6 @@ function get_player_lethal_grenade()
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return grenade;
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}
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function set_player_lethal_grenade( weapon )
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{
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if ( !IsDefined( weapon ) )
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@ -4188,13 +4154,11 @@ function set_player_lethal_grenade( weapon )
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self.current_lethal_grenade = weapon;
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}
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function init_player_lethal_grenade()
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{
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self set_player_lethal_grenade( level.zombie_lethal_grenade_player_init );
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}
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function register_tactical_grenade_for_level( weaponname )
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{
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weapon = GetWeapon( weaponname );
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@ -4211,7 +4175,6 @@ function register_tactical_grenade_for_level( weaponname )
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level.zombie_tactical_grenade_list[weapon] = weapon;
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}
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function is_tactical_grenade( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( level.zombie_tactical_grenade_list ) )
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@ -4222,7 +4185,6 @@ function is_tactical_grenade( weapon )
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return isdefined(level.zombie_tactical_grenade_list[weapon]);
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}
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function is_player_tactical_grenade( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( self.current_tactical_grenade ) )
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@ -4233,7 +4195,6 @@ function is_player_tactical_grenade( weapon )
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return self.current_tactical_grenade == weapon;
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}
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function get_player_tactical_grenade()
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{
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tactical = level.weaponNone;
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@ -4246,7 +4207,6 @@ function get_player_tactical_grenade()
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return tactical;
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}
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function set_player_tactical_grenade( weapon )
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{
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if ( !IsDefined( weapon ) )
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@ -4258,7 +4218,6 @@ function set_player_tactical_grenade( weapon )
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self.current_tactical_grenade = weapon;
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}
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function init_player_tactical_grenade()
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{
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self set_player_tactical_grenade( level.zombie_tactical_grenade_player_init );
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@ -4276,7 +4235,6 @@ function is_placeable_mine( weapon )
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return isdefined( level.placeable_mines[weapon.name] );
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}
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function is_player_placeable_mine( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( self.current_placeable_mine ) )
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@ -4287,7 +4245,6 @@ function is_player_placeable_mine( weapon )
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return self.current_placeable_mine == weapon;
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}
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function get_player_placeable_mine()
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{
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placeable_mine = level.weaponNone;
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@ -4300,7 +4257,6 @@ function get_player_placeable_mine()
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return placeable_mine;
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}
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function set_player_placeable_mine( weapon )
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{
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if ( !IsDefined( weapon ) )
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@ -4312,13 +4268,11 @@ function set_player_placeable_mine( weapon )
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self.current_placeable_mine = weapon;
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}
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function init_player_placeable_mine()
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{
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self set_player_placeable_mine( level.zombie_placeable_mine_player_init );
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}
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function register_melee_weapon_for_level( weaponname )
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{
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weapon = GetWeapon( weaponname );
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@ -4335,7 +4289,6 @@ function register_melee_weapon_for_level( weaponname )
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level.zombie_melee_weapon_list[weapon] = weapon;
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}
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function is_melee_weapon( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( level.zombie_melee_weapon_list ) || ( weapon == GetWeapon( "none" ) ) )
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@ -4346,7 +4299,6 @@ function is_melee_weapon( weapon )
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return isdefined(level.zombie_melee_weapon_list[weapon]);
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}
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function is_player_melee_weapon( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( self.current_melee_weapon ) )
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@ -4357,7 +4309,6 @@ function is_player_melee_weapon( weapon )
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return self.current_melee_weapon == weapon;
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}
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function get_player_melee_weapon()
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{
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melee_weapon = level.weaponNone;
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@ -4370,7 +4321,6 @@ function get_player_melee_weapon()
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return melee_weapon;
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}
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function set_player_melee_weapon( weapon )
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{
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if ( !IsDefined( weapon ) )
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@ -4382,13 +4332,11 @@ function set_player_melee_weapon( weapon )
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self.current_melee_weapon = weapon;
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}
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function init_player_melee_weapon()
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{
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self set_player_melee_weapon( level.zombie_melee_weapon_player_init );
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}
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function register_hero_weapon_for_level( weaponname )
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{
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weapon = GetWeapon( weaponname );
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@ -4415,7 +4363,6 @@ function is_hero_weapon( weapon )
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return isdefined(level.zombie_hero_weapon_list[weapon]);
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}
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function is_player_hero_weapon( weapon )
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{
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if ( !isdefined( weapon ) || !isdefined( self.current_hero_weapon ) )
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@ -4426,7 +4373,6 @@ function is_player_hero_weapon( weapon )
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return self.current_hero_weapon == weapon;
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}
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function get_player_hero_weapon()
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{
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hero_weapon = level.weaponNone;
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@ -4439,7 +4385,6 @@ function get_player_hero_weapon()
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return hero_weapon;
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}
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function set_player_hero_weapon( weapon )
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{
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if ( !IsDefined( weapon ) )
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@ -4461,8 +4406,6 @@ function has_player_hero_weapon()
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return (IsDefined(self.current_hero_weapon) && self.current_hero_weapon != level.weaponNone);
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}
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function should_watch_for_emp()
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{
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return IS_TRUE( level.should_watch_for_emp );
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@ -4492,7 +4435,6 @@ function register_offhand_weapons_for_level_defaults()
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level.zombie_equipment_player_init = undefined;
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}
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function init_player_offhand_weapons()
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{
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init_player_lethal_grenade();
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@ -4503,19 +4445,16 @@ function init_player_offhand_weapons()
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zm_equipment::init_player_equipment();
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}
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function is_offhand_weapon( weapon )
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{
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return (is_lethal_grenade( weapon ) || is_tactical_grenade( weapon ) || is_placeable_mine( weapon ) || is_melee_weapon( weapon ) || is_hero_weapon( weapon ) || zm_equipment::is_equipment( weapon ) );
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}
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function is_player_offhand_weapon( weapon )
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{
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return (self is_player_lethal_grenade( weapon ) || self is_player_tactical_grenade( weapon ) || self is_player_placeable_mine( weapon ) || self is_player_melee_weapon( weapon ) || self is_player_hero_weapon( weapon ) || self zm_equipment::is_player_equipment( weapon ) );
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}
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function has_powerup_weapon()
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{
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return IS_TRUE( self.has_powerup_weapon );
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@ -4637,8 +4576,6 @@ function ignore_triggers( timer )
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self.ignoreTriggers = false;
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}
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/@
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"Name: giveachievement_wrapper( <achievment>, [all_players] )"
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"Summary: Gives an Achievement to the specified player"
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@ -4716,7 +4653,6 @@ function giveachievement_wrapper( achievement, all_players )
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{
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incrementCounter( "global_" + achievement_lower,global_counter);
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}
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}
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function GetYaw(org)
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@ -4725,7 +4661,6 @@ function GetYaw(org)
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return angles[1];
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}
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function GetYawToSpot(spot)
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{
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pos = spot;
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@ -4753,7 +4688,6 @@ function disable_react()
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self.allowReact = false;
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}
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/*
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=============
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///ScriptDocBegin
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@ -4784,8 +4718,6 @@ function bullet_attack( type )
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return type == "MOD_RIFLE_BULLET";
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}
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function pick_up()
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{
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player = self.owner;
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@ -4805,7 +4737,6 @@ function destroy_ent()
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self delete();
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}
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/@
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"Name: waittill_not_moving()"
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"Summary: waits for the object to stop moving"
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@ -4838,7 +4769,6 @@ function waittill_not_moving()
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}
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}
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/@
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"Name: get_closest_player( <org> )"
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"Summary: Returns the closest player to the given origin."
|
||||
@ -4854,7 +4784,6 @@ function get_closest_player( org )
|
||||
return ArrayGetClosest( org, players );
|
||||
}
|
||||
|
||||
|
||||
function ent_flag_init_ai_standards()
|
||||
{
|
||||
message_array = [];
|
||||
@ -4884,7 +4813,6 @@ function ent_flag_wait_ai_standards( message )
|
||||
self.ent_flag[ message ] = true;
|
||||
}
|
||||
|
||||
|
||||
/@
|
||||
"Name: flat_angle( <angle> )"
|
||||
"Summary: Returns the specified angle as a flat angle.( 45, 90, 30 ) becomes( 0, 90, 0 ). Useful if you just need an angle around Y - axis."
|
||||
@ -5038,8 +4966,6 @@ function is_player_looking_at(origin, dot, do_trace, ignore_ent)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/@
|
||||
"Name: add_gametype()"
|
||||
"Summary: dummy - Rex looks for these to populate the gametype pulldown"
|
||||
@ -5525,7 +5451,6 @@ function sq_refresh_player_navcard_hud_internal()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function disable_player_move_states(forceStanceChange)
|
||||
{
|
||||
self AllowCrouch( true );
|
||||
@ -6034,7 +5959,6 @@ function is_point_inside_enabled_zone( v_origin, ignore_zone )
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
function clear_streamer_hint()
|
||||
{
|
||||
if ( IsDefined(self.streamer_hint) )
|
||||
@ -6053,7 +5977,6 @@ function wait_clear_streamer_hint( lifetime )
|
||||
self clear_streamer_hint();
|
||||
}
|
||||
|
||||
|
||||
function create_streamer_hint( origin, angles, value, lifetime )
|
||||
{
|
||||
if ( self == level )
|
||||
@ -6118,8 +6041,6 @@ function approximate_path_dist( player )
|
||||
return approx_dist;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Helper function for slowdowns
|
||||
function register_slowdown( str_type, n_rate, n_duration )
|
||||
{
|
||||
@ -6133,7 +6054,6 @@ function register_slowdown( str_type, n_rate, n_duration )
|
||||
level.a_s_slowdowns[ str_type ].n_duration = n_duration;
|
||||
}
|
||||
|
||||
|
||||
// All-purpose function to slow a zombie. Can handle slowdowns from multiple sources.
|
||||
// The slowest rate will always be applied first, until it wears out, then the next highest one will be applied.
|
||||
// str_type is the reason for the slow
|
||||
|
Loading…
Reference in New Issue
Block a user