chore(_zm_utility.gsc): remove whitespace

This commit is contained in:
Rim 2024-05-28 16:06:30 -04:00
parent 6f1882e542
commit bf8ae76fe1

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