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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_turret.gnut26
1 files changed, 13 insertions, 13 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_turret.gnut b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_turret.gnut
index 9d3aabbc..5961d839 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_turret.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_turret.gnut
@@ -26,31 +26,31 @@ void function SetUsePromptForPanel( var panel, var turret )
}
-void function RevivableTurret_DamageCallback(entity turret,var damageInfo)
+void function RevivableTurret_DamageCallback( entity turret, var damageInfo )
{
- if(turret.GetHealth()<DamageInfo_GetDamage(damageInfo))
+ if( turret.GetHealth() <= DamageInfo_GetDamage( damageInfo ) )
{
- turret.SetHealth(1)
+ turret.SetHealth( 1 )
turret.SetUsable()
- turret.SetUsableByGroup("pilot")
- turret.SetUsePrompts("#TURRET_WAKEUP_HOLD_USE","#TURRET_WAKEUP_PRESS_USE")
+ turret.SetUsableByGroup( "pilot" )
+ turret.SetUsePrompts( "#TURRET_WAKEUP_HOLD_USE", "#TURRET_WAKEUP_PRESS_USE" )
turret.useFunction = RevivableTurret_UseFunction
- thread RevivableTurret_Kill(turret)
- DamageInfo_SetDamage(damageInfo,0.0)
+ thread RevivableTurret_Kill( turret )
+ DamageInfo_SetDamage( damageInfo, 0.0 )
}
}
-function RevivableTurret_UseFunction(player,turret)
+function RevivableTurret_UseFunction( player , turret )
{
- entity tur = expect entity(turret)
- thread RevivableTurret_Revive(tur)
+ entity tur = expect entity( turret )
+ thread RevivableTurret_Revive( tur )
return true
}
-void function RevivableTurret_Revive(entity turret)
+void function RevivableTurret_Revive( entity turret )
{
- turret.SetHealth(turret.GetMaxHealth())
+ turret.SetHealth( turret.GetMaxHealth() )
turret.ClearInvulnerable()
turret.Anim_ScriptedPlay( "deploy" )
wait 1.0
@@ -59,7 +59,7 @@ void function RevivableTurret_Revive(entity turret)
turret.SetNoTarget( false )
}
-void function RevivableTurret_Kill(entity turret)
+void function RevivableTurret_Kill( entity turret )
{
turret.EnableNPCFlag( NPC_IGNORE_ALL )
turret.SetNoTarget( true )