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-rw-r--r--src/game/server/entities/character.cpp158
-rw-r--r--src/game/server/entities/character.h44
-rw-r--r--src/game/server/entities/flag.cpp2
-rw-r--r--src/game/server/entities/flag.h4
-rw-r--r--src/game/server/entities/laser.cpp18
-rw-r--r--src/game/server/entities/laser.h6
-rw-r--r--src/game/server/entities/pickup.cpp8
-rw-r--r--src/game/server/entities/pickup.h4
-rw-r--r--src/game/server/entities/projectile.cpp14
-rw-r--r--src/game/server/entities/projectile.h2
10 files changed, 130 insertions, 130 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index b40e768b..821aade5 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -22,7 +22,7 @@ CInputCount CountInput(int Prev, int Cur)
 	Prev &= INPUT_STATE_MASK;
 	Cur &= INPUT_STATE_MASK;
 	int i = Prev;
-	
+
 	while(i != Cur)
 	{
 		i = (i+1)&INPUT_STATE_MASK;
@@ -59,10 +59,10 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
 	m_ActiveWeapon = WEAPON_GUN;
 	m_LastWeapon = WEAPON_HAMMER;
 	m_QueuedWeapon = -1;
-	
+
 	m_pPlayer = pPlayer;
 	m_Pos = Pos;
-	
+
 	m_Core.Reset();
 	m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision());
 	m_Core.m_Pos = m_Pos;
@@ -71,7 +71,7 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
 	m_ReckoningTick = 0;
 	mem_zero(&m_SendCore, sizeof(m_SendCore));
 	mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore));
-	
+
 	GameServer()->m_World.InsertEntity(this);
 	m_Alive = true;
 
@@ -90,12 +90,12 @@ void CCharacter::SetWeapon(int W)
 {
 	if(W == m_ActiveWeapon)
 		return;
-		
+
 	m_LastWeapon = m_ActiveWeapon;
 	m_QueuedWeapon = -1;
 	m_ActiveWeapon = W;
 	GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH);
-	
+
 	if(m_ActiveWeapon < 0 || m_ActiveWeapon >= NUM_WEAPONS)
 		m_ActiveWeapon = 0;
 }
@@ -114,7 +114,7 @@ void CCharacter::HandleNinja()
 {
 	if(m_ActiveWeapon != WEAPON_NINJA)
 		return;
-	
+
 	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
 
 	if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
@@ -124,11 +124,11 @@ void CCharacter::HandleNinja()
 		m_ActiveWeapon = m_LastWeapon;
 		if(m_ActiveWeapon == WEAPON_NINJA)
 			m_ActiveWeapon = WEAPON_GUN;
-			
+
 		SetWeapon(m_ActiveWeapon);
 		return;
 	}
-	
+
 	// force ninja Weapon
 	SetWeapon(WEAPON_NINJA);
 
@@ -146,7 +146,7 @@ void CCharacter::HandleNinja()
 		m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
 		vec2 OldPos = m_Pos;
 		GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
-		
+
 		// reset velocity so the client doesn't predict stuff
 		m_Core.m_Vel = vec2(0.f, 0.f);
 
@@ -162,7 +162,7 @@ void CCharacter::HandleNinja()
 			{
 				if (aEnts[i] == this)
 					continue;
-					
+
 				// make sure we haven't Hit this object before
 				bool bAlreadyHit = false;
 				for (int j = 0; j < m_NumObjectsHit; j++)
@@ -182,11 +182,11 @@ void CCharacter::HandleNinja()
 				// set his velocity to fast upward (for now)
 				if(m_NumObjectsHit < 10)
 					m_apHitObjects[m_NumObjectsHit++] = aEnts[i];
-					
+
 				aEnts[i]->TakeDamage(vec2(0, 10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
 			}
 		}
-		
+
 		return;
 	}
 
@@ -209,7 +209,7 @@ void CCharacter::HandleWeaponSwitch()
 	int WantedWeapon = m_ActiveWeapon;
 	if(m_QueuedWeapon != -1)
 		WantedWeapon = m_QueuedWeapon;
-	
+
 	// select Weapon
 	int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses;
 	int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses;
@@ -241,7 +241,7 @@ void CCharacter::HandleWeaponSwitch()
 	// check for insane values
 	if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got)
 		m_QueuedWeapon = WantedWeapon;
-	
+
 	DoWeaponSwitch();
 }
 
@@ -249,10 +249,10 @@ void CCharacter::FireWeapon()
 {
 	if(m_ReloadTimer != 0)
 		return;
-		
+
 	DoWeaponSwitch();
 	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
-	
+
 	bool FullAuto = false;
 	if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE)
 		FullAuto = true;
@@ -262,13 +262,13 @@ void CCharacter::FireWeapon()
 	bool WillFire = false;
 	if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
 		WillFire = true;
-		
+
 	if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
 		WillFire = true;
-		
+
 	if(!WillFire)
 		return;
-		
+
 	// check for ammo
 	if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
 	{
@@ -277,9 +277,9 @@ void CCharacter::FireWeapon()
 		GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
 		return;
 	}
-	
+
 	vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
-	
+
 	switch(m_ActiveWeapon)
 	{
 		case WEAPON_HAMMER:
@@ -287,16 +287,16 @@ void CCharacter::FireWeapon()
 			// reset objects Hit
 			m_NumObjectsHit = 0;
 			GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
-			
+
 			CCharacter *apEnts[MAX_CLIENTS];
 			int Hits = 0;
-			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts, 
+			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
 														MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
 
 			for (int i = 0; i < Num; ++i)
 			{
 				CCharacter *pTarget = apEnts[i];
-				
+
 				if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
 					continue;
 
@@ -305,22 +305,22 @@ void CCharacter::FireWeapon()
 					GameServer()->CreateHammerHit(pTarget->m_Pos-normalize(pTarget->m_Pos-ProjStartPos)*m_ProximityRadius*0.5f);
 				else
 					GameServer()->CreateHammerHit(ProjStartPos);
-				
+
 				vec2 Dir;
 				if (length(pTarget->m_Pos - m_Pos) > 0.0f)
 					Dir = normalize(pTarget->m_Pos - m_Pos);
 				else
 					Dir = vec2(0.f, -1.f);
-					
+
 				pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
 					m_pPlayer->GetCID(), m_ActiveWeapon);
 				Hits++;
 			}
-			
+
 			// if we Hit anything, we have to wait for the reload
 			if(Hits)
 				m_ReloadTimer = Server()->TickSpeed()/3;
-			
+
 		} break;
 
 		case WEAPON_GUN:
@@ -331,28 +331,28 @@ void CCharacter::FireWeapon()
 				Direction,
 				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
 				1, 0, 0, -1, WEAPON_GUN);
-				
+
 			// pack the Projectile and send it to the client Directly
 			CNetObj_Projectile p;
 			pProj->FillInfo(&p);
-			
+
 			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
 			Msg.AddInt(1);
 			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
 				Msg.AddInt(((int *)&p)[i]);
-				
+
 			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
-	
+
 			GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
 		} break;
-		
+
 		case WEAPON_SHOTGUN:
 		{
 			int ShotSpread = 2;
 
 			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
 			Msg.AddInt(ShotSpread*2+1);
-			
+
 			for(int i = -ShotSpread; i <= ShotSpread; ++i)
 			{
 				float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
@@ -366,17 +366,17 @@ void CCharacter::FireWeapon()
 					vec2(cosf(a), sinf(a))*Speed,
 					(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
 					1, 0, 0, -1, WEAPON_SHOTGUN);
-					
+
 				// pack the Projectile and send it to the client Directly
 				CNetObj_Projectile p;
 				pProj->FillInfo(&p);
-				
+
 				for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
 					Msg.AddInt(((int *)&p)[i]);
 			}
 
-			Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());					
-			
+			Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());
+
 			GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
 		} break;
 
@@ -392,41 +392,41 @@ void CCharacter::FireWeapon()
 			// pack the Projectile and send it to the client Directly
 			CNetObj_Projectile p;
 			pProj->FillInfo(&p);
-			
+
 			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
 			Msg.AddInt(1);
 			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
 				Msg.AddInt(((int *)&p)[i]);
 			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
-			
+
 			GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
 		} break;
-		
+
 		case WEAPON_RIFLE:
 		{
 			new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
 			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
 		} break;
-		
+
 		case WEAPON_NINJA:
 		{
 			// reset Hit objects
 			m_NumObjectsHit = 0;
-			
+
 			m_Ninja.m_ActivationDir = Direction;
 			m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
 			m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
 
 			GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
 		} break;
-		
+
 	}
-	
+
 	m_AttackTick = Server()->Tick();
-	
+
 	if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
 		m_aWeapons[m_ActiveWeapon].m_Ammo--;
-	
+
 	if(!m_ReloadTimer)
 		m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
 }
@@ -435,7 +435,7 @@ void CCharacter::HandleWeapons()
 {
 	//ninja
 	HandleNinja();
-	
+
 	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
 
 	// check reload timer
@@ -470,14 +470,14 @@ void CCharacter::HandleWeapons()
 			m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
 		}
 	}
-	
+
 	return;
 }
 
 bool CCharacter::GiveWeapon(int Weapon, int Ammo)
 {
 	if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got)
-	{	
+	{
 		m_aWeapons[Weapon].m_Got = true;
 		m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
 		return true;
@@ -492,7 +492,7 @@ void CCharacter::GiveNinja()
 	m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
 	m_LastWeapon = m_ActiveWeapon;
 	m_ActiveWeapon = WEAPON_NINJA;
-	
+
 	GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA);
 }
 
@@ -507,27 +507,27 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
 	// check for changes
 	if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
 		m_LastAction = Server()->Tick();
-		
+
 	// copy new input
 	mem_copy(&m_Input, pNewInput, sizeof(m_Input));
 	m_NumInputs++;
-	
+
 	// or are not allowed to aim in the center
 	if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
-		m_Input.m_TargetY = -1;	
+		m_Input.m_TargetY = -1;
 }
 
 void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
 {
 	mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
 	mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
-	
+
 	if(m_NumInputs > 2 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
 	{
 		HandleWeaponSwitch();
 		FireWeapon();
 	}
-	
+
 	mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
 }
 
@@ -538,13 +538,13 @@ void CCharacter::Tick()
 		char Buf[128];
 		str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", GameServer()->m_pController->GetTeamName(m_pPlayer->GetTeam()));
 		GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID());
-		
+
 		m_pPlayer->m_ForceBalanced = false;
 	}
 
 	m_Core.m_Input = m_Input;
 	m_Core.Tick(true);
-	
+
 	// handle death-tiles and leaving gamelayer
 	if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
 		GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
@@ -554,7 +554,7 @@ void CCharacter::Tick()
 	{
 		Die(m_pPlayer->GetCID(), WEAPON_WORLD);
 	}
-	
+
 	// handle Weapons
 	HandleWeapons();
 
@@ -573,18 +573,18 @@ void CCharacter::TickDefered()
 		m_ReckoningCore.Move();
 		m_ReckoningCore.Quantize();
 	}
-	
+
 	//lastsentcore
 	vec2 StartPos = m_Core.m_Pos;
 	vec2 StartVel = m_Core.m_Vel;
 	bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
-	
+
 	m_Core.Move();
 	bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
 	m_Core.Quantize();
 	bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
 	m_Pos = m_Core.m_Pos;
-	
+
 	if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
 	{
 		// Hackish solution to get rid of strict-aliasing warning
@@ -600,7 +600,7 @@ void CCharacter::TickDefered()
 		StartVelY.f = StartVel.y;
 
 		char aBuf[256];
-		str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x", 
+		str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
 			StuckBefore,
 			StuckAfterMove,
 			StuckAfterQuant,
@@ -613,20 +613,20 @@ void CCharacter::TickDefered()
 
 	int Events = m_Core.m_TriggeredEvents;
 	int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());
-	
+
 	if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);
-	
+
 	if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
 	if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
 	if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);
 
-	
+
 	if(m_pPlayer->GetTeam() == TEAM_SPECTATORS)
 	{
 		m_Pos.x = m_Input.m_TargetX;
 		m_Pos.y = m_Input.m_TargetY;
 	}
-	
+
 	// update the m_SendCore if needed
 	{
 		CNetObj_Character Predicted;
@@ -684,10 +684,10 @@ void CCharacter::Die(int Killer, int Weapon)
 
 	// a nice sound
 	GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE);
-	
+
 	// this is for auto respawn after 3 secs
 	m_pPlayer->m_DieTick = Server()->Tick();
-	
+
 	m_Alive = false;
 	GameServer()->m_World.RemoveEntity(this);
 	GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
@@ -697,7 +697,7 @@ void CCharacter::Die(int Killer, int Weapon)
 bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
 {
 	m_Core.m_Vel += Force;
-	
+
 	if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage)
 		return false;
 
@@ -728,7 +728,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
 				m_Health--;
 				Dmg--;
 			}
-			
+
 			if(Dmg > m_Armor)
 			{
 				Dmg -= m_Armor;
@@ -740,7 +740,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
 				Dmg = 0;
 			}
 		}
-		
+
 		m_Health -= Dmg;
 	}
 
@@ -754,7 +754,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
 	if(m_Health <= 0)
 	{
 		Die(From, Weapon);
-		
+
 		// set attacker's face to happy (taunt!)
 		if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
 		{
@@ -765,7 +765,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
 				pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
 			}
 		}
-	
+
 		return false;
 	}
 
@@ -784,11 +784,11 @@ void CCharacter::Snap(int SnappingClient)
 {
 	if(NetworkClipped(SnappingClient))
 		return;
-	
+
 	CNetObj_Character *pCharacter = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
 	if(!pCharacter)
 		return;
-	
+
 	// write down the m_Core
 	if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
 	{
@@ -802,7 +802,7 @@ void CCharacter::Snap(int SnappingClient)
 		pCharacter->m_Tick = m_ReckoningTick;
 		m_SendCore.Write(pCharacter);
 	}
-	
+
 	// set emote
 	if (m_EmoteStop < Server()->Tick())
 	{
@@ -815,7 +815,7 @@ void CCharacter::Snap(int SnappingClient)
 	pCharacter->m_AmmoCount = 0;
 	pCharacter->m_Health = 0;
 	pCharacter->m_Armor = 0;
-	
+
 	pCharacter->m_Weapon = m_ActiveWeapon;
 	pCharacter->m_AttackTick = m_AttackTick;
 
diff --git a/src/game/server/entities/character.h b/src/game/server/entities/character.h
index b4009058..611dc427 100644
--- a/src/game/server/entities/character.h
+++ b/src/game/server/entities/character.h
@@ -19,25 +19,25 @@ enum
 class CCharacter : public CEntity
 {
 	MACRO_ALLOC_POOL_ID()
-	
+
 public:
 	//character's size
 	static const int ms_PhysSize = 28;
 
 	CCharacter(CGameWorld *pWorld);
-	
+
 	virtual void Reset();
 	virtual void Destroy();
 	virtual void Tick();
 	virtual void TickDefered();
 	virtual void Snap(int SnappingClient);
-		
+
 	bool IsGrounded();
-	
+
 	void SetWeapon(int W);
 	void HandleWeaponSwitch();
 	void DoWeaponSwitch();
-	
+
 	void HandleWeapons();
 	void HandleNinja();
 
@@ -46,53 +46,53 @@ public:
 	void FireWeapon();
 
 	void Die(int Killer, int Weapon);
-	bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);	
+	bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);
 
 	bool Spawn(class CPlayer *pPlayer, vec2 Pos);
 	bool Remove();
-	
+
 	bool IncreaseHealth(int Amount);
 	bool IncreaseArmor(int Amount);
-	
+
 	bool GiveWeapon(int Weapon, int Ammo);
 	void GiveNinja();
-	
+
 	void SetEmote(int Emote, int Tick);
-	
+
 	bool IsAlive() const { return m_Alive; }
 	class CPlayer *GetPlayer() { return m_pPlayer; }
-	
+
 private:
 	// player controlling this character
 	class CPlayer *m_pPlayer;
-	
+
 	bool m_Alive;
 
 	// weapon info
 	CEntity *m_apHitObjects[10];
 	int m_NumObjectsHit;
-	
+
 	struct WeaponStat
 	{
 		int m_AmmoRegenStart;
 		int m_Ammo;
 		int m_Ammocost;
 		bool m_Got;
-		
+
 	} m_aWeapons[NUM_WEAPONS];
-	
+
 	int m_ActiveWeapon;
 	int m_LastWeapon;
 	int m_QueuedWeapon;
-	
+
 	int m_ReloadTimer;
 	int m_AttackTick;
-	
+
 	int m_DamageTaken;
 
 	int m_EmoteType;
 	int m_EmoteStop;
-	
+
 	// last tick that the player took any action ie some input
 	int m_LastAction;
 
@@ -100,12 +100,12 @@ private:
 	CNetObj_PlayerInput m_LatestPrevInput;
 	CNetObj_PlayerInput m_LatestInput;
 
-	// input	
+	// input
 	CNetObj_PlayerInput m_PrevInput;
 	CNetObj_PlayerInput m_Input;
 	int m_NumInputs;
 	int m_Jumped;
-	
+
 	int m_DamageTakenTick;
 
 	int m_Health;
@@ -120,9 +120,9 @@ private:
 		int m_OldVelAmount;
 	} m_Ninja;
 
-	// the player core for the physics	
+	// the player core for the physics
 	CCharacterCore m_Core;
-	
+
 	// info for dead reckoning
 	int m_ReckoningTick; // tick that we are performing dead reckoning From
 	CCharacterCore m_SendCore; // core that we should send
diff --git a/src/game/server/entities/flag.cpp b/src/game/server/entities/flag.cpp
index 5ac3de47..d279e4df 100644
--- a/src/game/server/entities/flag.cpp
+++ b/src/game/server/entities/flag.cpp
@@ -10,7 +10,7 @@ CFlag::CFlag(CGameWorld *pGameWorld, int Team)
 	m_ProximityRadius = ms_PhysSize;
 	m_pCarryingCharacter = NULL;
 	m_GrabTick = 0;
-	
+
 	Reset();
 }
 
diff --git a/src/game/server/entities/flag.h b/src/game/server/entities/flag.h
index 89f5e2c5..2f91bc02 100644
--- a/src/game/server/entities/flag.h
+++ b/src/game/server/entities/flag.h
@@ -12,12 +12,12 @@ public:
 	CCharacter *m_pCarryingCharacter;
 	vec2 m_Vel;
 	vec2 m_StandPos;
-	
+
 	int m_Team;
 	int m_AtStand;
 	int m_DropTick;
 	int m_GrabTick;
-	
+
 	CFlag(CGameWorld *pGameWorld, int Team);
 
 	virtual void Reset();
diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp
index 184702cb..30ed0a9b 100644
--- a/src/game/server/entities/laser.cpp
+++ b/src/game/server/entities/laser.cpp
@@ -28,7 +28,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
 
 	m_From = From;
 	m_Pos = At;
-	m_Energy = -1;		
+	m_Energy = -1;
 	Hit->TakeDamage(vec2(0.f, 0.f), GameServer()->Tuning()->m_LaserDamage, m_Owner, WEAPON_RIFLE);
 	return true;
 }
@@ -36,16 +36,16 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
 void CLaser::DoBounce()
 {
 	m_EvalTick = Server()->Tick();
-	
+
 	if(m_Energy < 0)
 	{
 		GameServer()->m_World.DestroyEntity(this);
 		return;
 	}
-	
+
 	vec2 To = m_Pos + m_Dir * m_Energy;
 	vec2 OrgTo = To;
-	
+
 	if(GameServer()->Collision()->IntersectLine(m_Pos, To, 0x0, &To))
 	{
 		if(!HitCharacter(m_Pos, To))
@@ -56,17 +56,17 @@ void CLaser::DoBounce()
 
 			vec2 TempPos = m_Pos;
 			vec2 TempDir = m_Dir * 4.0f;
-			
+
 			GameServer()->Collision()->MovePoint(&TempPos, &TempDir, 1.0f, 0);
 			m_Pos = TempPos;
 			m_Dir = normalize(TempDir);
-			
+
 			m_Energy -= distance(m_From, m_Pos) + GameServer()->Tuning()->m_LaserBounceCost;
 			m_Bounces++;
-			
+
 			if(m_Bounces > GameServer()->Tuning()->m_LaserBounceNum)
 				m_Energy = -1;
-				
+
 			GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE);
 		}
 	}
@@ -80,7 +80,7 @@ void CLaser::DoBounce()
 		}
 	}
 }
-	
+
 void CLaser::Reset()
 {
 	GameServer()->m_World.DestroyEntity(this);
diff --git a/src/game/server/entities/laser.h b/src/game/server/entities/laser.h
index 91ba5df6..1d7fa227 100644
--- a/src/game/server/entities/laser.h
+++ b/src/game/server/entities/laser.h
@@ -9,15 +9,15 @@ class CLaser : public CEntity
 {
 public:
 	CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner);
-	
+
 	virtual void Reset();
 	virtual void Tick();
 	virtual void Snap(int SnappingClient);
-	
+
 protected:
 	bool HitCharacter(vec2 From, vec2 To);
 	void DoBounce();
-	
+
 private:
 	vec2 m_From;
 	vec2 m_Dir;
diff --git a/src/game/server/entities/pickup.cpp b/src/game/server/entities/pickup.cpp
index 56b319d2..ba26d85b 100644
--- a/src/game/server/entities/pickup.cpp
+++ b/src/game/server/entities/pickup.cpp
@@ -12,7 +12,7 @@ CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType)
 	m_ProximityRadius = PickupPhysSize;
 
 	Reset();
-	
+
 	GameWorld()->InsertEntity(this);
 }
 
@@ -55,7 +55,7 @@ void CPickup::Tick()
 					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
 				}
 				break;
-				
+
 			case POWERUP_ARMOR:
 				if(pChr->IncreaseArmor(1))
 				{
@@ -83,7 +83,7 @@ void CPickup::Tick()
 					}
 				}
 				break;
-				
+
 			case POWERUP_NINJA:
 				{
 					// activate ninja on target player
@@ -101,7 +101,7 @@ void CPickup::Tick()
 					pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
 					break;
 				}
-				
+
 			default:
 				break;
 		};
diff --git a/src/game/server/entities/pickup.h b/src/game/server/entities/pickup.h
index 47a8ed6f..77347de2 100644
--- a/src/game/server/entities/pickup.h
+++ b/src/game/server/entities/pickup.h
@@ -11,11 +11,11 @@ class CPickup : public CEntity
 {
 public:
 	CPickup(CGameWorld *pGameWorld, int Type, int SubType = 0);
-	
+
 	virtual void Reset();
 	virtual void Tick();
 	virtual void Snap(int SnappingClient);
-	
+
 private:
 	int m_Type;
 	int m_Subtype;
diff --git a/src/game/server/entities/projectile.cpp b/src/game/server/entities/projectile.cpp
index 07e96627..2baa24b1 100644
--- a/src/game/server/entities/projectile.cpp
+++ b/src/game/server/entities/projectile.cpp
@@ -32,25 +32,25 @@ vec2 CProjectile::GetPos(float Time)
 {
 	float Curvature = 0;
 	float Speed = 0;
-	
+
 	switch(m_Type)
 	{
 		case WEAPON_GRENADE:
 			Curvature = GameServer()->Tuning()->m_GrenadeCurvature;
 			Speed = GameServer()->Tuning()->m_GrenadeSpeed;
 			break;
-			
+
 		case WEAPON_SHOTGUN:
 			Curvature = GameServer()->Tuning()->m_ShotgunCurvature;
 			Speed = GameServer()->Tuning()->m_ShotgunSpeed;
 			break;
-			
+
 		case WEAPON_GUN:
 			Curvature = GameServer()->Tuning()->m_GunCurvature;
 			Speed = GameServer()->Tuning()->m_GunSpeed;
 			break;
 	}
-	
+
 	return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
 }
 
@@ -66,7 +66,7 @@ void CProjectile::Tick()
 	CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, CurPos, 6.0f, CurPos, OwnerChar);
 
 	m_LifeSpan--;
-	
+
 	if(TargetChr || Collide || m_LifeSpan < 0 || GameLayerClipped(CurPos))
 	{
 		if(m_LifeSpan >= 0 || m_Weapon == WEAPON_GRENADE)
@@ -74,7 +74,7 @@ void CProjectile::Tick()
 
 		if(m_Explosive)
 			GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, false);
-			
+
 		else if(TargetChr)
 			TargetChr->TakeDamage(m_Direction * max(0.001f, m_Force), m_Damage, m_Owner, m_Weapon);
 
@@ -95,7 +95,7 @@ void CProjectile::FillInfo(CNetObj_Projectile *pProj)
 void CProjectile::Snap(int SnappingClient)
 {
 	float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
-	
+
 	if(NetworkClipped(SnappingClient, GetPos(Ct)))
 		return;
 
diff --git a/src/game/server/entities/projectile.h b/src/game/server/entities/projectile.h
index 5e534066..5df04bcd 100644
--- a/src/game/server/entities/projectile.h
+++ b/src/game/server/entities/projectile.h
@@ -15,7 +15,7 @@ public:
 	virtual void Reset();
 	virtual void Tick();
 	virtual void Snap(int SnappingClient);
-	
+
 private:
 	vec2 m_Direction;
 	int m_LifeSpan;