Remove loop[ijkl]
They confused clang-format a lot. FossilOrigin-Name: 6b85eefc857c74c00d7ef693e312cc15df53201a6712aee8ba8d57c643c1703b
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22 changed files with 318 additions and 257 deletions
14
src/weapon.m
14
src/weapon.m
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@ -77,8 +77,7 @@ createrays(const OFVector3D *from, const OFVector3D *to)
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{
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vdist(dist, dvec, *from, *to);
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float f = dist * SGSPREAD / 1000;
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loopi(SGRAYS)
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{
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for (int i = 0; i < SGRAYS; i++) {
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#define RNDD (rnd(101) - 50) * f
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OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
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sg[i] = *to;
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@ -168,7 +167,7 @@ newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
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}
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}
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void
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static void
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hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
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{
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OFVector3D o = d.origin;
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@ -205,7 +204,7 @@ radialeffect(
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}
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}
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void
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static void
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splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
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int notthisplayer, int notthismonster, int qdam)
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{
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@ -322,7 +321,8 @@ shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
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break;
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case GUN_SG: {
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loopi(SGRAYS) particle_splash(0, 5, 200, &sg[i]);
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for (int i = 0; i < SGRAYS; i++)
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particle_splash(0, 5, 200, &sg[i]);
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break;
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}
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@ -371,7 +371,9 @@ raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
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qdam /= MONSTERDAMAGEFACTOR;
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if (d.gunSelect == GUN_SG) {
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int damage = 0;
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loop(r, SGRAYS) if (intersect(o, from, &sg[r])) damage += qdam;
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for (int r = 0; r < SGRAYS; r++)
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if (intersect(o, from, &sg[r]))
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damage += qdam;
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if (damage)
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hitpush(i, damage, o, d, from, to);
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} else if (intersect(o, from, to))
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