From b6f26be8da8fb4aa6bbe66829fc1d1a23738eb10 Mon Sep 17 00:00:00 2001 From: joep van der velden Date: Sat, 20 Jun 2020 08:43:39 +0200 Subject: [PATCH] refactor --- code/modules/projectiles/projectile.dm | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 79555d723a6..d3a39894a90 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -231,24 +231,24 @@ return 1 //Bullets don't drift in space /obj/item/projectile/proc/fire(var/setAngle) - set waitfor = 0 + set waitfor = FALSE if(setAngle) Angle = setAngle while(!QDELETED(src)) if(!paused) - if((!( current ) || loc == current)) - current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z) + if((!current || loc == current)) + current = locate(Clamp(x + xo, 1, world.maxx), Clamp(y + yo, 1, world.maxy), z) if(isnull(Angle)) - Angle=round(Get_Angle(src,current)) + Angle = round(Get_Angle(src, current)) if(spread) Angle += (rand() - 0.5) * spread var/matrix/M = new M.Turn(Angle) transform = M - var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2) - var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2) + var/Pixel_x = round(sin(Angle) + 16 * sin(Angle) * 2) + var/Pixel_y = round(cos(Angle) + 16 * cos(Angle) * 2) var/pixel_x_offset = pixel_x + Pixel_x var/pixel_y_offset = pixel_y + Pixel_y var/new_x = x @@ -257,7 +257,7 @@ while(pixel_x_offset > 16) pixel_x_offset -= 32 pixel_x -= 32 - new_x++// x++ + new_x++ // x++ while(pixel_x_offset < -16) pixel_x_offset += 32 pixel_x += 32 @@ -280,10 +280,10 @@ else animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed))) - if(original && (original.layer>=2.75) || ismob(original)) + if(ismob(original) || (original && original.layer >= 2.75)) if(loc == get_turf(original)) if(!(original in permutated)) - Bump(original, 1) + Bump(original, TRUE) Range() sleep(max(1, speed))