return false;
}
-void HUD_Crosshair_Vehicle()
+void HUD_Crosshair_Vehicle(entity this)
{
if(hud != HUD_BUMBLEBEE_GUN)
{
Vehicle info = Vehicles_from(hud);
- info.vr_crosshair(info);
+ info.vr_crosshair(info, this);
}
}
{
case 1: // crosshair_color_per_weapon
{
- if(this)
+ if(this != WEP_Null)
{
wcross_color = this.wpcolor;
break;
if (hud != HUD_NORMAL)
{
- HUD_Crosshair_Vehicle();
+ HUD_Crosshair_Vehicle(this);
return;
}
string wcross_name = "";
float wcross_scale, wcross_blur;
- entity e = this; // wtf?
+ entity e = WEP_Null;
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = switchingweapon;
scoreboard_active = HUD_WouldDrawScoreboard();
- HUD_Draw(this);
+ HUD_Draw(this); // this parameter for deep vehicle function
if(NextFrameCommand)
{
if(time >= player.bloodloss_timer)
{
if(player.vehicle)
- vehicles_exit(VHEF_RELEASE);
+ vehicles_exit(player.vehicle, VHEF_RELEASE);
if(player.event_damage)
player.event_damage(player, player, player, 1, DEATH_ROT.m_id, player.origin, '0 0 0');
player.bloodloss_timer = time + 0.5 + random() * 0.5;
string iconAmmo2,
vector colorAmmo2)
{
- SELFPARAM();
// Initialize
vector tmpSize = '0 0 0';
vector tmpPos = '0 0 0';
if(alarm1time < time)
{
alarm1time = time + 2;
- vehicle_alarm(self, CH_PAIN_SINGLE, SND_VEH_ALARM);
+ vehicle_alarm(world, CH_PAIN_SINGLE, SND_VEH_ALARM);
}
drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
}
{
if(alarm1time)
{
- vehicle_alarm(self, CH_PAIN_SINGLE, SND_Null);
+ vehicle_alarm(world, CH_PAIN_SINGLE, SND_Null);
alarm1time = 0;
}
drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
if(alarm2time < time)
{
alarm2time = time + 1;
- vehicle_alarm(self, CH_TRIGGER_SINGLE, SND_VEH_ALARM_SHIELD);
+ vehicle_alarm(world, CH_TRIGGER_SINGLE, SND_VEH_ALARM_SHIELD);
}
drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
}
{
if(alarm2time)
{
- vehicle_alarm(self, CH_TRIGGER_SINGLE, SND_Null);
+ vehicle_alarm(world, CH_TRIGGER_SINGLE, SND_Null);
alarm2time = 0;
}
drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
int _hud,
Model _hud_model,
bool(entity) _framefunc,
- void(bool) _exitfunc, float(entity, entity) _enterfunc)
+ void(entity,bool) _exitfunc, float(entity, entity) _enterfunc)
{
if(!(_owner.vehicle_flags & VHF_MULTISLOT))
_owner.vehicle_flags |= VHF_MULTISLOT;
{
if(this.owner)
if(this.vehicle_flags & VHF_DEATHEJECT)
- WITHSELF(this, vehicles_exit(VHEF_EJECT));
+ vehicles_exit(this, VHEF_EJECT);
else
- WITHSELF(this, vehicles_exit(VHEF_RELEASE));
+ vehicles_exit(this, VHEF_RELEASE);
antilag_clear(this, this);
}
// vehicle enter/exit handling
-vector vehicles_findgoodexit(vector prefer_spot)
-{SELFPARAM();
+vector vehicles_findgoodexit(entity this, vector prefer_spot)
+{
//vector exitspot;
float mysize;
- tracebox(self.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, self.owner);
+ tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
- mysize = 1.5 * vlen(self.maxs - self.mins);
+ mysize = 1.5 * vlen(this.maxs - this.mins);
float i;
vector v, v2;
- v2 = 0.5 * (self.absmin + self.absmax);
+ v2 = 0.5 * (this.absmin + this.absmax);
for(i = 0; i < 100; ++i)
{
v = randomvec();
v_z = 0;
v = v2 + normalize(v) * mysize;
- tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, self.owner);
+ tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return v;
}
/*
- exitspot = (self.origin + '0 0 48') + v_forward * mysize;
- tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ exitspot = (this.origin + '0 0 48') + v_forward * mysize;
+ tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return exitspot;
- exitspot = (self.origin + '0 0 48') - v_forward * mysize;
- tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ exitspot = (this.origin + '0 0 48') - v_forward * mysize;
+ tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return exitspot;
- exitspot = (self.origin + '0 0 48') + v_right * mysize;
- tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ exitspot = (this.origin + '0 0 48') + v_right * mysize;
+ tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return exitspot;
- exitspot = (self.origin + '0 0 48') - v_right * mysize;
- tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ exitspot = (this.origin + '0 0 48') - v_right * mysize;
+ tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return exitspot;
*/
- return self.origin;
+ return this.origin;
}
-void vehicles_exit(bool eject)
-{SELFPARAM();
- entity _vehicle;
- entity _player;
+void vehicles_exit(entity vehic, bool eject)
+{
+ entity player = vehic.owner;
if(vehicles_exit_running)
{
- LOG_TRACE("^1vehicles_exit allready running! this is not good..\n");
+ LOG_TRACE("^1vehicles_exit already running! this is not good...\n");
return;
}
vehicles_exit_running = true;
- if(IS_CLIENT(self))
- {
- _vehicle = self.vehicle;
- if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
- {
- _vehicle.vehicle_exit(eject);
- vehicles_exit_running = false;
- return;
- }
+ // TODO: this was in an IS_CLIENT check, make sure it isn't actually needed!
+ if(vehic.vehicle_flags & VHF_PLAYERSLOT)
+ {
+ vehic.vehicle_exit(vehic, eject);
+ vehicles_exit_running = false;
+ return;
}
- else
- _vehicle = self;
-
- _player = _vehicle.owner;
-
- setself(_vehicle);
- if (_player)
+ if (player)
{
- if (IS_REAL_CLIENT(_player))
+ if (IS_REAL_CLIENT(player))
{
- msg_entity = _player;
+ msg_entity = player;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
- WriteEntity( MSG_ONE, _player);
+ WriteEntity( MSG_ONE, player);
WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, 0);
- WriteAngle(MSG_ONE, _vehicle.angles_y);
+ WriteAngle(MSG_ONE, vehic.angles_y);
WriteAngle(MSG_ONE, 0);
}
- setsize(_player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
-
- _player.takedamage = DAMAGE_AIM;
- _player.solid = SOLID_SLIDEBOX;
- _player.movetype = MOVETYPE_WALK;
- _player.effects &= ~EF_NODRAW;
- _player.teleportable = TELEPORT_NORMAL;
- _player.alpha = 1;
- _player.PlayerPhysplug = func_null;
- _player.vehicle = world;
- _player.view_ofs = STAT(PL_VIEW_OFS, NULL);
- _player.event_damage = PlayerDamage;
- _player.hud = HUD_NORMAL;
- PS(_player).m_switchweapon = _vehicle.m_switchweapon;
- _player.last_vehiclecheck = time + 3;
- _player.vehicle_enter_delay = time + 2;
-
- CSQCVehicleSetup(_player, HUD_NORMAL);
+ setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+
+ player.takedamage = DAMAGE_AIM;
+ player.solid = SOLID_SLIDEBOX;
+ player.movetype = MOVETYPE_WALK;
+ player.effects &= ~EF_NODRAW;
+ player.teleportable = TELEPORT_NORMAL;
+ player.alpha = 1;
+ player.PlayerPhysplug = func_null;
+ player.vehicle = world;
+ player.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ player.event_damage = PlayerDamage;
+ player.hud = HUD_NORMAL;
+ PS(player).m_switchweapon = vehic.m_switchweapon;
+ player.last_vehiclecheck = time + 3;
+ player.vehicle_enter_delay = time + 2;
+
+ CSQCVehicleSetup(player, HUD_NORMAL);
+
+ Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
+ Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
}
- _vehicle.flags |= FL_NOTARGET;
- if(!IS_DEAD(_vehicle))
- _vehicle.avelocity = '0 0 0';
+ vehic.flags |= FL_NOTARGET;
- _vehicle.tur_head.nodrawtoclient = world;
+ if(!IS_DEAD(vehic))
+ vehic.avelocity = '0 0 0';
- if(!teamplay)
- _vehicle.team = 0;
+ vehic.tur_head.nodrawtoclient = world;
- Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
- Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
+ if(!teamplay)
+ vehic.team = 0;
- WaypointSprite_Kill(_vehicle.wps_intruder);
+ WaypointSprite_Kill(vehic.wps_intruder);
- MUTATOR_CALLHOOK(VehicleExit, _player, _vehicle);
+ MUTATOR_CALLHOOK(VehicleExit, player, vehic);
- _vehicle.team = _vehicle.tur_head.team;
+ vehic.team = vehic.tur_head.team;
- sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
- _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
- _vehicle.phase = time + 1;
+ sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
+ vehic.vehicle_hudmodel.viewmodelforclient = vehic;
+ vehic.phase = time + 1;
- _vehicle.vehicle_exit(eject);
+ vehic.vehicle_exit(vehic, eject);
- vehicles_setreturn(_vehicle);
- vehicles_reset_colors(_vehicle);
- _vehicle.owner = world;
+ vehicles_setreturn(vehic);
+ vehicles_reset_colors(vehic);
+ vehic.owner = world;
- CSQCMODEL_AUTOINIT(self);
+ CSQCMODEL_AUTOINIT(vehic);
- setself(this);
vehicles_exit_running = false;
}
entity v = this.vehicle;
if (!v) return false;
if (IS_DEAD(v)) return false;
- bool(int) f = v.vehicles_impulse;
- if (f && f(imp)) return true;
+ bool(entity,int) f = v.vehicles_impulse;
+ if (f && f(this,imp)) return true;
switch (imp)
{
case IMP_weapon_drop.impulse:
// vehicle functions
.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-.bool(int _imp) vehicles_impulse;
+.bool(entity this, int _imp) vehicles_impulse;
.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
-.void(int exit_flags) vehicle_exit;
+.void(entity this, int exit_flags) vehicle_exit;
.bool(entity this, entity player) vehicle_enter;
const int VHEF_NORMAL = 0; /// User pressed exit key
const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
-void vehicles_exit(float eject);
+void vehicles_exit(entity vehic, int eject);
bool vehicle_initialize(entity this, Vehicle info, float nodrop);
bool vehicle_impulse(entity this, int imp);
bool vehicles_crushable(entity e);
/** (CLIENT) logic to run every frame */
METHOD(Vehicle, vr_hud, void(Vehicle this)) { }
/** (CLIENT) logic to run every frame */
- METHOD(Vehicle, vr_crosshair, void(Vehicle this)) { }
+ METHOD(Vehicle, vr_crosshair, void(Vehicle thisveh, entity player)) { }
ENDCLASS(Vehicle)
// vehicle spawn flags (need them here for common registrations)
return prefer_spot; // this should be considered a fallback?!
}
-void bumblebee_gunner_exit(int _exitflag)
-{SELFPARAM();
- entity player = self;
+void bumblebee_gunner_exit(entity this, int _exitflag)
+{
+ entity player = this;
entity gunner = player.vehicle;
entity vehic = gunner.owner;
return true;
}
-bool vehicles_valid_pilot()
-{SELFPARAM();
- if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
+bool vehicles_valid_pilot(entity this, entity toucher)
+{
+ if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
return false;
- if((!IS_PLAYER(other))
- || (IS_DEAD(other))
- || (other.vehicle)
- || (DIFF_TEAM(other, self))
+ if((!IS_PLAYER(toucher))
+ || (IS_DEAD(toucher))
+ || (toucher.vehicle)
+ || (DIFF_TEAM(toucher, this))
) { return false; }
return true;
{
if(autocvar_g_vehicles_enter) { return; }
- if(self.gunner1 != world && self.gunner2 != world)
+ if(this.gunner1 != world && this.gunner2 != world)
{
- vehicles_touch(self);
+ vehicles_touch(this);
return;
}
- if(vehicles_valid_pilot())
+ if(vehicles_valid_pilot(this, other))
{
- float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
+ float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
if(time >= other.vehicle_enter_delay && phase_time)
- if(bumblebee_gunner_enter(self, other))
+ if(bumblebee_gunner_enter(this, other))
return;
}
- vehicles_touch(self);
+ vehicles_touch(this);
}
void bumblebee_regen(entity this)
{
float hgt;
- hgt = raptor_altitude(512);
+ hgt = raptor_altitude(this, 512);
self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
self.angles_x *= 0.95;
self.angles_z *= 0.95;
CSQCMODEL_AUTOUPDATE(self);
}
-void bumblebee_exit(float eject)
-{SELFPARAM();
- if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
+void bumblebee_exit(entity this, int eject)
+{
+ if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
{
- bumblebee_gunner_exit(eject);
+ bumblebee_gunner_exit(this, eject);
return;
}
- settouch(self, vehicles_touch);
+ settouch(this, vehicles_touch);
- if(!IS_DEAD(self))
+ if(!IS_DEAD(this))
{
- setthink(self, bumblebee_land);
- self.nextthink = time;
+ setthink(this, bumblebee_land);
+ this.nextthink = time;
}
- self.movetype = MOVETYPE_TOSS;
+ this.movetype = MOVETYPE_TOSS;
- if(!self.owner)
+ if(!this.owner)
return;
- fixedmakevectors(self.angles);
+ fixedmakevectors(this.angles);
vector spot;
- if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
- spot = self.origin + v_up * 128 + v_forward * 300;
+ if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
+ spot = this.origin + v_up * 128 + v_forward * 300;
else
- spot = self.origin + v_up * 128 - v_forward * 300;
+ spot = this.origin + v_up * 128 - v_forward * 300;
- spot = vehicles_findgoodexit(spot);
+ spot = vehicles_findgoodexit(this, spot);
// Hide beam
- if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
- self.gun3.enemy.effects |= EF_NODRAW;
- }
+ if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
+ this.gun3.enemy.effects |= EF_NODRAW;
- self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
- self.owner.velocity_z += 10;
- setorigin(self.owner, spot);
+ this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
+ this.owner.velocity_z += 10;
+ setorigin(this.owner, spot);
- antilag_clear(self.owner, CS(self.owner));
- self.owner = world;
+ antilag_clear(this.owner, CS(this.owner));
+ this.owner = world;
}
void bumblebee_blowup(entity this)
}
METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
{
- SELFPARAM();
- settouch(self, bumblebee_touch);
- self.nextthink = 0;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
+ settouch(instance, bumblebee_touch);
+ instance.nextthink = 0;
+ instance.movetype = MOVETYPE_BOUNCEMISSILE;
}
METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
{
- SELFPARAM();
- self.angles_z *= 0.8;
- self.angles_x *= 0.8;
+ instance.angles_z *= 0.8;
+ instance.angles_x *= 0.8;
- self.nextthink = time;
+ instance.nextthink = time;
- if(!self.owner)
+ if(!instance.owner)
{
- if(self.gunner1)
+ if(instance.gunner1)
{
- entity e = self.gunner1;
- WITHSELF(e, self.gun1.vehicle_exit(VHEF_EJECT));
+ entity e = instance.gunner1;
+ instance.gun1.vehicle_exit(e, VHEF_EJECT);
entity oldother = other;
other = e;
- self.phase = 0;
- gettouch(self)(self);
+ instance.phase = 0;
+ gettouch(instance)(instance);
other = oldother;
return;
}
- if(self.gunner2)
+ if(instance.gunner2)
{
- entity e = self.gunner2;
- WITHSELF(e, self.gun2.vehicle_exit(VHEF_EJECT));
+ entity e = instance.gunner2;
+ instance.gun2.vehicle_exit(e, VHEF_EJECT);
entity oldother = other;
other = e;
- self.phase = 0;
- gettouch(self)(self);
+ instance.phase = 0;
+ gettouch(instance)(instance);
other = oldother;
return;
}
instance.gun3.enemy.effects |= EF_NODRAW;
if(instance.gunner1)
- WITHSELF(instance.gunner1, instance.gun1.vehicle_exit(VHEF_EJECT));
+ instance.gun1.vehicle_exit(instance.gunner1, VHEF_EJECT);
if(instance.gunner2)
- WITHSELF(instance.gunner2, instance.gun2.vehicle_exit(VHEF_EJECT));
+ instance.gun2.vehicle_exit(instance.gunner2, VHEF_EJECT);
- WITHSELF(instance, instance.vehicle_exit(VHEF_EJECT));
+ instance.vehicle_exit(instance, VHEF_EJECT);
fixedmakevectors(instance.angles);
vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
}
METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
{
- SELFPARAM();
- if(!self.gun1)
+ if(!instance.gun1)
{
// for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
- self.vehicle_shieldent = spawn();
- self.vehicle_shieldent.effects = EF_LOWPRECISION;
- setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
- setattachment(self.vehicle_shieldent, self, "");
- setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
- self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
- setthink(self.vehicle_shieldent, shieldhit_think);
- self.vehicle_shieldent.alpha = -1;
- self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+ instance.vehicle_shieldent = spawn();
+ instance.vehicle_shieldent.effects = EF_LOWPRECISION;
+ setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
+ setattachment(instance.vehicle_shieldent, instance, "");
+ setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
+ instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
+ setthink(instance.vehicle_shieldent, shieldhit_think);
+ instance.vehicle_shieldent.alpha = -1;
+ instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
- self.gun1 = new(vehicle_playerslot);
- self.gun2 = new(vehicle_playerslot);
- self.gun3 = new(bumblebee_raygun);
+ instance.gun1 = new(vehicle_playerslot);
+ instance.gun2 = new(vehicle_playerslot);
+ instance.gun3 = new(bumblebee_raygun);
- self.vehicle_flags |= VHF_MULTISLOT;
+ instance.vehicle_flags |= VHF_MULTISLOT;
- self.gun1.owner = self;
- self.gun2.owner = self;
- self.gun3.owner = self;
+ instance.gun1.owner = instance;
+ instance.gun2.owner = instance;
+ instance.gun3.owner = instance;
- setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
- setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
- setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
+ setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
+ setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
+ setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
- setattachment(self.gun1, self, "cannon_right");
- setattachment(self.gun2, self, "cannon_left");
+ setattachment(instance.gun1, instance, "cannon_right");
+ setattachment(instance.gun2, instance, "cannon_left");
// Angled bones are no fun, messes up gun-aim; so work arround it.
- self.gun3.pos1 = self.angles;
- self.angles = '0 0 0';
- vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
- ofs -= self.origin;
- setattachment(self.gun3, self, "");
- setorigin(self.gun3, ofs);
- self.angles = self.gun3.pos1;
+ instance.gun3.pos1 = instance.angles;
+ instance.angles = '0 0 0';
+ vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
+ ofs -= instance.origin;
+ setattachment(instance.gun3, instance, "");
+ setorigin(instance.gun3, ofs);
+ instance.angles = instance.gun3.pos1;
- vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
- vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+ vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+ vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
- setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
- setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
+ setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
+ setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
//fixme-model-bones
- setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
- setorigin(self.gun1.vehicle_viewport, '-85 0 50');
+ setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
+ setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
//fixme-model-bones
- setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
- setorigin(self.gun2.vehicle_viewport, '-85 0 50');
+ setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
+ setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
- self.scale = 1.5;
+ instance.scale = 1.5;
// Raygun beam
- if(self.gun3.enemy == world)
+ if(instance.gun3.enemy == world)
{
- self.gun3.enemy = spawn();
- Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
- self.gun3.enemy.SendFlags = BRG_SETUP;
- self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
- self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
+ instance.gun3.enemy = spawn();
+ Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
+ instance.gun3.enemy.SendFlags = BRG_SETUP;
+ instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
+ instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
}
}
- self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
- self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
- self.solid = SOLID_BBOX;
- self.movetype = MOVETYPE_TOSS;
- self.damageforcescale = 0.025;
+ instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+ instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+ instance.solid = SOLID_BBOX;
+ instance.movetype = MOVETYPE_TOSS;
+ instance.damageforcescale = 0.025;
- self.PlayerPhysplug = bumblebee_pilot_frame;
+ instance.PlayerPhysplug = bumblebee_pilot_frame;
- setorigin(self, self.origin + '0 0 25');
+ setorigin(instance, instance.origin + '0 0 25');
}
METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
{
drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
}
}
-METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
+METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
{
Vehicles_drawCrosshair(vCROSS_HEAL);
}
#endif
#ifdef SVQC
-float raptor_altitude(float amax);
+float raptor_altitude(entity this, float amax);
#endif
#endif
CSQCMODEL_AUTOUPDATE(this);
}
-void racer_exit(float eject)
-{SELFPARAM();
+void racer_exit(entity this, int eject)
+{
vector spot;
- setthink(self, racer_think);
- self.nextthink = time;
- self.movetype = MOVETYPE_BOUNCE;
- sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
+ setthink(this, racer_think);
+ this.nextthink = time;
+ this.movetype = MOVETYPE_BOUNCE;
+ sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
- if(!self.owner)
+ if(!this.owner)
return;
- makevectors(self.angles);
+ makevectors(this.angles);
if(eject)
{
- spot = self.origin + v_forward * 100 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
- setorigin(self.owner , spot);
- self.owner.velocity = (v_up + v_forward * 0.25) * 750;
- self.owner.oldvelocity = self.owner.velocity;
+ spot = this.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
+ setorigin(this.owner, spot);
+ this.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ this.owner.oldvelocity = this.owner.velocity;
}
else
{
- if(vdist(self.velocity, >, 2 * autocvar_sv_maxairspeed))
+ if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
{
- self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
- self.owner.velocity_z += 200;
- spot = self.origin + v_forward * 32 + '0 0 32';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
+ this.owner.velocity_z += 200;
+ spot = this.origin + v_forward * 32 + '0 0 32';
+ spot = vehicles_findgoodexit(this, spot);
}
else
{
- self.owner.velocity = self.velocity * 0.5;
- self.owner.velocity_z += 10;
- spot = self.origin - v_forward * 200 + '0 0 32';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = this.velocity * 0.5;
+ this.owner.velocity_z += 10;
+ spot = this.origin - v_forward * 200 + '0 0 32';
+ spot = vehicles_findgoodexit(this, spot);
}
- self.owner.oldvelocity = self.owner.velocity;
- setorigin(self.owner , spot);
+ this.owner.oldvelocity = this.owner.velocity;
+ setorigin(this.owner , spot);
}
- antilag_clear(self.owner, CS(self.owner));
- self.owner = world;
+ antilag_clear(this.owner, CS(this.owner));
+ this.owner = world;
}
-void racer_blowup()
-{SELFPARAM();
- self.deadflag = DEAD_DEAD;
- self.vehicle_exit(VHEF_NORMAL);
+void racer_blowup(entity this)
+{
+ this.deadflag = DEAD_DEAD;
+ this.vehicle_exit(this, VHEF_NORMAL);
- RadiusDamage (self, self.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
+ RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
autocvar_g_vehicle_racer_blowup_edgedamage,
autocvar_g_vehicle_racer_blowup_radius, world, world,
autocvar_g_vehicle_racer_blowup_forceintensity,
DEATH_VH_WAKI_DEATH.m_id, world);
- self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
- setthink(self, vehicles_spawn);
- self.movetype = MOVETYPE_NONE;
- self.effects = EF_NODRAW;
- self.solid = SOLID_NOT;
+ this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
+ setthink(this, vehicles_spawn);
+ this.movetype = MOVETYPE_NONE;
+ this.effects = EF_NODRAW;
+ this.solid = SOLID_NOT;
- self.colormod = '0 0 0';
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
+ this.colormod = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.velocity = '0 0 0';
- setorigin(self, self.pos1);
+ setorigin(this, this.pos1);
}
void racer_blowup_think(entity this)
{
- self.nextthink = time;
+ this.nextthink = time;
- if(time >= self.delay)
- racer_blowup();
+ if(time >= this.delay)
+ racer_blowup(this);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
void racer_deadtouch(entity this)
{
- self.avelocity_x *= 0.7;
- self.cnt -= 1;
- if(self.cnt <= 0)
- racer_blowup();
+ this.avelocity_x *= 0.7;
+ this.cnt -= 1;
+ if(this.cnt <= 0)
+ racer_blowup(this);
}
spawnfunc(vehicle_racer)
#ifdef CSQC
#if 0
-void racer_draw()
-{SELFPARAM();
- float pushdeltatime = time - self.lastpushtime;
+void racer_draw(entity this)
+{
+ float pushdeltatime = time - this.lastpushtime;
if (pushdeltatime > 0.15) pushdeltatime = 0;
- self.lastpushtime = time;
+ this.lastpushtime = time;
if(!pushdeltatime) return;
- tracebox(self.move_origin, self.mins, self.maxs, self.move_origin - ('0 0 1' * STAT(VEH_RACER_SPRINGLENGTH)), MOVE_NOMONSTERS, self);
+ tracebox(this.move_origin, this.mins, this.maxs, this.move_origin - ('0 0 1' * STAT(VEH_RACER_SPRINGLENGTH)), MOVE_NOMONSTERS, this);
- vector df = self.move_velocity * -STAT(VEH_RACER_FRICTION);
+ vector df = this.move_velocity * -STAT(VEH_RACER_FRICTION);
df_z += (1 - trace_fraction) * STAT(VEH_RACER_HOVERPOWER) + sin(time * 2) * (STAT(VEH_RACER_SPRINGLENGTH) * 2);
float forced = STAT(VEH_RACER_UPFORCEDAMPER);
- int cont = pointcontents(self.move_origin - '0 0 64');
+ int cont = pointcontents(this.move_origin - '0 0 64');
if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
{
forced = STAT(VEH_RACER_WATER_UPFORCEDAMPER);
- self.move_velocity_z += 200;
+ this.move_velocity_z += 200;
}
- self.move_velocity += df * pushdeltatime;
- if(self.move_velocity_z > 0)
- self.move_velocity_z *= 1 - forced * pushdeltatime;
+ this.move_velocity += df * pushdeltatime;
+ if(this.move_velocity_z > 0)
+ this.move_velocity_z *= 1 - forced * pushdeltatime;
- self.move_angles_x *= 1 - (STAT(VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
- self.move_angles_z *= 1 - (STAT(VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
+ this.move_angles_x *= 1 - (STAT(VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
+ this.move_angles_z *= 1 - (STAT(VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
- Movetype_Physics_MatchServer(false);
+ Movetype_Physics_MatchServer(this, false);
}
#endif
#endif
METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
{
#ifdef SVQC
- SELFPARAM();
- self.movetype = MOVETYPE_BOUNCE;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
+ instance.movetype = MOVETYPE_BOUNCE;
+ instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
+ instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
- if(self.owner.flagcarried)
- setorigin(self.owner.flagcarried, '-190 0 96');
+ if(instance.owner.flagcarried)
+ setorigin(instance.owner.flagcarried, '-190 0 96');
#elif defined(CSQC)
- SELFPARAM();
- self.move_movetype = MOVETYPE_BOUNCE;
+ instance.move_movetype = MOVETYPE_BOUNCE;
#endif
}
METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
{
#ifdef SVQC
- SELFPARAM();
- if(self.scale != 0.5)
+ if(instance.scale != 0.5)
{
if(autocvar_g_vehicle_racer_hovertype != 0)
racer_force_from_tag = vehicles_force_fromtag_maglev;
racer_force_from_tag = vehicles_force_fromtag_hover;
// FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
- self.scale = 0.5;
- setattachment(self.vehicle_hudmodel, self, "");
- setattachment(self.vehicle_viewport, self, "tag_viewport");
+ instance.scale = 0.5;
+ setattachment(instance.vehicle_hudmodel, instance, "");
+ setattachment(instance.vehicle_viewport, instance, "tag_viewport");
- self.mass = 900;
+ instance.mass = 900;
}
- setthink(self, racer_think);
- self.nextthink = time;
- self.vehicle_health = autocvar_g_vehicle_racer_health;
- self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+ setthink(instance, racer_think);
+ instance.nextthink = time;
+ instance.vehicle_health = autocvar_g_vehicle_racer_health;
+ instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
- self.movetype = MOVETYPE_TOSS;
- self.solid = SOLID_SLIDEBOX;
- self.delay = time;
- self.scale = 0.5;
+ instance.movetype = MOVETYPE_TOSS;
+ instance.solid = SOLID_SLIDEBOX;
+ instance.delay = time;
+ instance.scale = 0.5;
- self.PlayerPhysplug = racer_frame;
+ instance.PlayerPhysplug = racer_frame;
- self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
- self.damageforcescale = 0.5;
- self.vehicle_health = autocvar_g_vehicle_racer_health;
- self.vehicle_shield = autocvar_g_vehicle_racer_shield;
+ instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
+ instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
+ instance.damageforcescale = 0.5;
+ instance.vehicle_health = autocvar_g_vehicle_racer_health;
+ instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
#endif
}
"vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
"vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
}
-METHOD(Racer, vr_crosshair, void(Racer thisveh))
+METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
{
Vehicles_drawCrosshair(vCROSS_GUIDE);
}
.entity bomb1;
.entity bomb2;
-float raptor_altitude(float amax)
-{SELFPARAM();
- tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
- return vlen(self.origin - trace_endpos);
+float raptor_altitude(entity this, float amax)
+{
+ tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
+ return vlen(this.origin - trace_endpos);
}
void raptor_land(entity this)
{
float hgt;
- hgt = raptor_altitude(512);
- self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
- self.angles_x *= 0.95;
- self.angles_z *= 0.95;
+ hgt = raptor_altitude(this, 512);
+ this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
+ this.angles_x *= 0.95;
+ this.angles_z *= 0.95;
if(hgt < 128)
if(hgt > 0)
- self.frame = (hgt / 128) * 25;
+ this.frame = (hgt / 128) * 25;
- self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000);
+ this.bomb1.gun2.avelocity_y = -this.bomb1.gun1.avelocity_y;
if(hgt < 16)
{
- self.movetype = MOVETYPE_TOSS;
- setthink(self, vehicles_think);
- self.frame = 0;
+ this.movetype = MOVETYPE_TOSS;
+ setthink(this, vehicles_think);
+ this.frame = 0;
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
-void raptor_exit(float eject)
-{SELFPARAM();
+void raptor_exit(entity this, int eject)
+{
vector spot;
- self.tur_head.exteriormodeltoclient = world;
+ this.tur_head.exteriormodeltoclient = world;
- if(!IS_DEAD(self))
+ if(!IS_DEAD(this))
{
- setthink(self, raptor_land);
- self.nextthink = time;
+ setthink(this, raptor_land);
+ this.nextthink = time;
}
- if(!self.owner)
+ if(!this.owner)
return;
- makevectors(self.angles);
+ makevectors(this.angles);
if(eject)
{
- spot = self.origin + v_forward * 100 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
- setorigin(self.owner , spot);
- self.owner.velocity = (v_up + v_forward * 0.25) * 750;
- self.owner.oldvelocity = self.owner.velocity;
+ spot = this.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
+ setorigin(this.owner , spot);
+ this.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ this.owner.oldvelocity = this.owner.velocity;
}
else
{
- if(vdist(self.velocity, >, 2 * autocvar_sv_maxairspeed))
+ if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
{
- self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
- self.owner.velocity_z += 200;
- spot = self.origin + v_forward * 32 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
+ this.owner.velocity_z += 200;
+ spot = this.origin + v_forward * 32 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
else
{
- self.owner.velocity = self.velocity * 0.5;
- self.owner.velocity_z += 10;
- spot = self.origin - v_forward * 200 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = this.velocity * 0.5;
+ this.owner.velocity_z += 10;
+ spot = this.origin - v_forward * 200 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
- self.owner.oldvelocity = self.owner.velocity;
- setorigin(self.owner , spot);
+ this.owner.oldvelocity = this.owner.velocity;
+ setorigin(this.owner , spot);
}
- antilag_clear(self.owner, CS(self.owner));
- self.owner = world;
+ antilag_clear(this.owner, CS(this.owner));
+ this.owner = world;
}
bool raptor_frame(entity this)
void raptor_blowup(entity this)
{
- self.deadflag = DEAD_DEAD;
- self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
-
- self.alpha = -1;
- self.movetype = MOVETYPE_NONE;
- self.effects = EF_NODRAW;
- self.colormod = '0 0 0';
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
-
- setorigin(self, self.pos1);
- settouch(self, func_null);
- self.nextthink = 0;
+ this.deadflag = DEAD_DEAD;
+ this.vehicle_exit(this, VHEF_NORMAL);
+ RadiusDamage (this, this.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
+
+ this.alpha = -1;
+ this.movetype = MOVETYPE_NONE;
+ this.effects = EF_NODRAW;
+ this.colormod = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+
+ setorigin(this, this.pos1);
+ settouch(this, func_null);
+ this.nextthink = 0;
}
void raptor_diethink(entity this)
self.nextthink = time + 15;
}
-float raptor_impulse(float _imp)
-{SELFPARAM();
+bool raptor_impulse(entity this, int _imp)
+{
switch(_imp)
{
case IMP_weapon_group_1.impulse:
- self.vehicle.vehicle_weapon2mode = RSM_BOMB;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = RSM_BOMB;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_group_2.impulse:
- self.vehicle.vehicle_weapon2mode = RSM_FLARE;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = RSM_FLARE;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_next_byid.impulse:
case IMP_weapon_next_bypriority.impulse:
case IMP_weapon_next_bygroup.impulse:
- self.vehicle.vehicle_weapon2mode += 1;
- if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
- self.vehicle.vehicle_weapon2mode = RSM_FIRST;
+ this.vehicle.vehicle_weapon2mode += 1;
+ if(this.vehicle.vehicle_weapon2mode > RSM_LAST)
+ this.vehicle.vehicle_weapon2mode = RSM_FIRST;
- CSQCVehicleSetup(self, 0);
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_last.impulse:
case IMP_weapon_prev_byid.impulse:
case IMP_weapon_prev_bypriority.impulse:
case IMP_weapon_prev_bygroup.impulse:
- self.vehicle.vehicle_weapon2mode -= 1;
- if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
- self.vehicle.vehicle_weapon2mode = RSM_LAST;
+ this.vehicle.vehicle_weapon2mode -= 1;
+ if(this.vehicle.vehicle_weapon2mode < RSM_FIRST)
+ this.vehicle.vehicle_weapon2mode = RSM_LAST;
- CSQCVehicleSetup(self, 0);
+ CSQCVehicleSetup(this, 0);
return true;
/*
}
METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
{
- SELFPARAM();
- self.vehicle_weapon2mode = RSM_BOMB;
- self.owner.PlayerPhysplug = raptor_takeoff;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- self.solid = SOLID_SLIDEBOX;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
- self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
- self.tur_head.exteriormodeltoclient = self.owner;
-
- self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
- self.lip = time;
-
- if(self.owner.flagcarried)
- setorigin(self.owner.flagcarried, '-20 0 96');
-
- CSQCVehicleSetup(self.owner, 0);
+ instance.vehicle_weapon2mode = RSM_BOMB;
+ instance.owner.PlayerPhysplug = raptor_takeoff;
+ instance.movetype = MOVETYPE_BOUNCEMISSILE;
+ instance.solid = SOLID_SLIDEBOX;
+ instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
+ instance.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ instance.tur_head.exteriormodeltoclient = instance.owner;
+
+ instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ instance.lip = time;
+
+ if(instance.owner.flagcarried)
+ setorigin(instance.owner.flagcarried, '-20 0 96');
+
+ CSQCVehicleSetup(instance.owner, 0);
}
METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
{
}
METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
{
- SELFPARAM();
- if(!self.gun1)
+ if(!instance.gun1)
{
entity spinner;
vector ofs;
//FIXME: Camera is in a bad place in HUD model.
- //setorigin(self.vehicle_viewport, '25 0 5');
+ //setorigin(instance.vehicle_viewport, '25 0 5');
- self.vehicles_impulse = raptor_impulse;
+ instance.vehicles_impulse = raptor_impulse;
- self.frame = 0;
+ instance.frame = 0;
- self.bomb1 = new(raptor_bomb);
- self.bomb2 = new(raptor_bomb);
- self.gun1 = new(raptor_gun);
- self.gun2 = new(raptor_gun);
+ instance.bomb1 = new(raptor_bomb);
+ instance.bomb2 = new(raptor_bomb);
+ instance.gun1 = new(raptor_gun);
+ instance.gun2 = new(raptor_gun);
- setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
- setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
- setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
+ setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN);
+ setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN);
+ setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL);
- setattachment(self.bomb1, self, "bombmount_left");
- setattachment(self.bomb2, self, "bombmount_right");
- setattachment(self.tur_head, self,"root");
+ setattachment(instance.bomb1, instance, "bombmount_left");
+ setattachment(instance.bomb2, instance, "bombmount_right");
+ setattachment(instance.tur_head, instance,"root");
// FIXMODEL Guns mounts to angled bones
- self.bomb1.angles = self.angles;
- self.angles = '0 0 0';
+ instance.bomb1.angles = instance.angles;
+ instance.angles = '0 0 0';
// This messes up gun-aim, so work arround it.
- //setattachment(self.gun1, self, "gunmount_left");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
- ofs -= self.origin;
- setattachment(self.gun1, self, "");
- setorigin(self.gun1, ofs);
+ //setattachment(instance.gun1, instance, "gunmount_left");
+ ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left"));
+ ofs -= instance.origin;
+ setattachment(instance.gun1, instance, "");
+ setorigin(instance.gun1, ofs);
- //setattachment(self.gun2, self, "gunmount_right");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
- ofs -= self.origin;
- setattachment(self.gun2, self, "");
- setorigin(self.gun2, ofs);
+ //setattachment(instance.gun2, instance, "gunmount_right");
+ ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right"));
+ ofs -= instance.origin;
+ setattachment(instance.gun2, instance, "");
+ setorigin(instance.gun2, ofs);
- self.angles = self.bomb1.angles;
- self.bomb1.angles = '0 0 0';
+ instance.angles = instance.bomb1.angles;
+ instance.bomb1.angles = '0 0 0';
spinner = new(raptor_spinner);
- spinner.owner = self;
+ spinner.owner = instance;
setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_left");
+ setattachment(spinner, instance, "engine_left");
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 90 0';
- self.bomb1.gun1 = spinner;
+ instance.bomb1.gun1 = spinner;
spinner = new(raptor_spinner);
- spinner.owner = self;
+ spinner.owner = instance;
setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_right");
+ setattachment(spinner, instance, "engine_right");
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 -90 0';
- self.bomb1.gun2 = spinner;
+ instance.bomb1.gun2 = spinner;
// Sigh.
- setthink(self.bomb1, raptor_rotor_anglefix);
- self.bomb1.nextthink = time;
+ setthink(instance.bomb1, raptor_rotor_anglefix);
+ instance.bomb1.nextthink = time;
- self.mass = 1 ;
+ instance.mass = 1 ;
}
- self.frame = 0;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.movetype = MOVETYPE_TOSS;
- self.solid = SOLID_SLIDEBOX;
- self.vehicle_energy = 1;
+ instance.frame = 0;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ instance.movetype = MOVETYPE_TOSS;
+ instance.solid = SOLID_SLIDEBOX;
+ instance.vehicle_energy = 1;
- self.PlayerPhysplug = raptor_frame;
+ instance.PlayerPhysplug = raptor_frame;
- self.bomb1.gun1.avelocity_y = 90;
- self.bomb1.gun2.avelocity_y = -90;
+ instance.bomb1.gun1.avelocity_y = 90;
+ instance.bomb1.gun2.avelocity_y = -90;
- self.delay = time;
+ instance.delay = time;
- self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
- self.damageforcescale = 0.25;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ instance.damageforcescale = 0.25;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
}
METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
{
"vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
"vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
}
-METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
+METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player))
{
- SELFPARAM();
string crosshair;
switch(weapon2mode)
if(!dropmark)
{
dropmark = spawn();
- dropmark.owner = self;
+ dropmark.owner = player;
dropmark.gravity = 1;
}
{
setorigin(dropmark, pmove_org);
dropmark.velocity = pmove_vel;
- tracetoss(dropmark, self);
+ tracetoss(dropmark, player);
where = project_3d_to_2d(trace_endpos);
}
-void raptor_bombdrop();
+void raptor_bombdrop(entity this);
METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_bombs_refire)) {
entity e = (veh) ? veh : player;
- WITHSELF(e, raptor_bombdrop());
+ raptor_bombdrop(e);
weapon_thinkf(player, weaponentity, WFRAME_FIRE2, 0, w_ready);
}
}
remove(self);
}
-void raptor_bombdrop()
-{SELFPARAM();
+void raptor_bombdrop(entity this)
+{
entity bomb_1, bomb_2;
bomb_1 = spawn();
bomb_2 = spawn();
- vector org = gettaginfo(self, gettagindex(self, "bombmount_left"));
+ vector org = gettaginfo(this, gettagindex(this, "bombmount_left"));
setorigin(bomb_1, org);
- org = gettaginfo(self, gettagindex(self, "bombmount_right"));
+ org = gettaginfo(this, gettagindex(this, "bombmount_right"));
setorigin(bomb_2, org);
bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
- bomb_1.velocity = bomb_2.velocity = self.velocity;
+ bomb_1.velocity = bomb_2.velocity = this.velocity;
settouch(bomb_1, raptor_bomb_burst);
settouch(bomb_2, raptor_bomb_burst);
setthink(bomb_1, raptor_bomb_burst);
else
bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
- bomb_1.owner = bomb_2.owner = self;
- bomb_1.realowner = bomb_2.realowner = self.owner;
+ bomb_1.owner = bomb_2.owner = this;
+ bomb_1.realowner = bomb_2.realowner = this.owner;
bomb_1.solid = bomb_2.solid = SOLID_BBOX;
bomb_1.gravity = bomb_2.gravity = 1;
void raptor_flare_touch(entity this)
{
- remove(self);
+ remove(this);
}
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
}
void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
-{SELFPARAM();
- entity sfrag;
-
- sfrag = spawn();
+{
+ entity sfrag = spawn();
setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
setorigin(sfrag, _org);
sfrag.move_origin = sfrag.origin = _org;
sfrag.move_velocity = _vel;
sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
- sfrag.angles = self.move_angles = _ang;
+ sfrag.angles = sfrag.move_angles = _ang;
sfrag.move_time = time;
sfrag.damageforcescale = 4;
VEHICLE_UPDATE_PLAYER(this, vehic, shield, spiderbot);
}
-void spiderbot_exit(float eject)
-{SELFPARAM();
+void spiderbot_exit(entity this, int eject)
+{
entity e;
vector spot;
e = findchain(classname,"spiderbot_rocket");
while(e)
{
- if(e.owner == self.owner)
+ if(e.owner == this.owner)
{
- e.realowner = self.owner;
+ e.realowner = this.owner;
e.owner = world;
}
e = e.chain;
}
- setthink(self, vehicles_think);
- self.nextthink = time;
- self.frame = 5;
- self.movetype = MOVETYPE_WALK;
+ setthink(this, vehicles_think);
+ this.nextthink = time;
+ this.frame = 5;
+ this.movetype = MOVETYPE_WALK;
- if(!self.owner)
+ if(!this.owner)
return;
- makevectors(self.angles);
+ makevectors(this.angles);
if(eject)
{
- spot = self.origin + v_forward * 100 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
- setorigin(self.owner , spot);
- self.owner.velocity = (v_up + v_forward * 0.25) * 750;
- self.owner.oldvelocity = self.owner.velocity;
+ spot = this.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
+ setorigin(this.owner , spot);
+ this.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ this.owner.oldvelocity = this.owner.velocity;
}
else
{
- if(vdist(self.velocity, >, autocvar_g_vehicle_spiderbot_speed_strafe))
+ if(vdist(this.velocity, >, autocvar_g_vehicle_spiderbot_speed_strafe))
{
- self.owner.velocity = normalize(self.velocity) * vlen(self.velocity);
- self.owner.velocity_z += 200;
- spot = self.origin + v_forward * 128 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = normalize(this.velocity) * vlen(this.velocity);
+ this.owner.velocity_z += 200;
+ spot = this.origin + v_forward * 128 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
else
{
- self.owner.velocity = self.velocity * 0.5;
- self.owner.velocity_z += 10;
- spot = self.origin + v_forward * 256 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = this.velocity * 0.5;
+ this.owner.velocity_z += 10;
+ spot = this.origin + v_forward * 256 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
- self.owner.oldvelocity = self.owner.velocity;
- setorigin(self.owner , spot);
+ this.owner.oldvelocity = this.owner.velocity;
+ setorigin(this.owner , spot);
}
- antilag_clear(self.owner, CS(self.owner));
- self.owner = world;
+ antilag_clear(this.owner, CS(this.owner));
+ this.owner = world;
}
void spiderbot_headfade(entity this)
{
- setthink(self, spiderbot_headfade);
- self.nextthink = self.fade_time;
- self.alpha = 1 - (time - self.fade_time) * self.fade_rate;
+ setthink(this, spiderbot_headfade);
+ this.nextthink = this.fade_time;
+ this.alpha = 1 - (time - this.fade_time) * this.fade_rate;
- if(self.cnt < time || self.alpha < 0.1)
+ if(this.cnt < time || this.alpha < 0.1)
{
- if(self.alpha > 0.1)
+ if(this.alpha > 0.1)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_BIG, self.origin + '0 0 100', '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_BIG, this.origin + '0 0 100', '0 0 0', 1);
}
- remove(self);
+ remove(this);
}
}
void spiderbot_blowup(entity this)
{
- if(self.cnt > time)
+ if(this.cnt > time)
{
if(random() < 0.1)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
}
- self.nextthink = time + 0.1;
+ this.nextthink = time + 0.1;
return;
}
setmodel(g1, MDL_VEH_SPIDERBOT_GUN);
setmodel(g2, MDL_VEH_SPIDERBOT_GUN);
- setorigin(b, self.origin);
+ setorigin(b, this.origin);
b.frame = 11;
- b.angles = self.angles;
- setsize(b, self.mins, self.maxs);
+ b.angles = this.angles;
+ setsize(b, this.mins, this.maxs);
- vector org = gettaginfo(self, gettagindex(self, "tag_head"));
+ vector org = gettaginfo(this, gettagindex(this, "tag_head"));
setorigin(h, org);
h.movetype = MOVETYPE_BOUNCE;
h.solid = SOLID_BBOX;
h.alpha = 1;
h.cnt = time + (3.5 * random());
- h.fade_rate = 1 / min(self.respawntime, 10);
+ h.fade_rate = 1 / min(this.respawntime, 10);
h.fade_time = time;
setthink(h, spiderbot_headfade);
h.nextthink = time;
- org = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_hardpoint01"));
+ org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint01"));
setorigin(g1, org);
g1.movetype = MOVETYPE_TOSS;
g1.solid = SOLID_CORPSE;
g1.velocity = v_forward * 700 + (randomvec() * 32);
g1.avelocity = randomvec() * 180;
- org = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_hardpoint02"));
+ org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint02"));
setorigin(g2, org);
g2.movetype = MOVETYPE_TOSS;
g2.solid = SOLID_CORPSE;
h.colormod = b.colormod = g1.colormod = g2.colormod = '-2 -2 -2';
- SUB_SetFade(b, time + 5, min(self.respawntime, 1));
- //SUB_SetFade(h, time, min(self.respawntime, 10));
- SUB_SetFade(g1, time, min(self.respawntime, 10));
- SUB_SetFade(g2, time, min(self.respawntime, 10));
+ SUB_SetFade(b, time + 5, min(this.respawntime, 1));
+ //SUB_SetFade(h, time, min(this.respawntime, 10));
+ SUB_SetFade(g1, time, min(this.respawntime, 10));
+ SUB_SetFade(g2, time, min(this.respawntime, 10));
- RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH.m_id, world);
+ RadiusDamage (this, this.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH.m_id, world);
- self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1;
- self.movetype = MOVETYPE_NONE;
- self.deadflag = DEAD_DEAD;
- self.solid = SOLID_NOT;
- self.tur_head.effects &= ~EF_FLAME;
- self.vehicle_hudmodel.viewmodelforclient = self;
+ this.alpha = this.tur_head.alpha = this.gun1.alpha = this.gun2.alpha = -1;
+ this.movetype = MOVETYPE_NONE;
+ this.deadflag = DEAD_DEAD;
+ this.solid = SOLID_NOT;
+ this.tur_head.effects &= ~EF_FLAME;
+ this.vehicle_hudmodel.viewmodelforclient = this;
}
-bool spiderbot_impulse(int _imp)
-{SELFPARAM();
+bool spiderbot_impulse(entity this, int _imp)
+{
switch(_imp)
{
case IMP_weapon_group_1.impulse:
- self.vehicle.vehicle_weapon2mode = SBRM_VOLLY;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = SBRM_VOLLY;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_group_2.impulse:
- self.vehicle.vehicle_weapon2mode = SBRM_GUIDE;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = SBRM_GUIDE;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_group_3.impulse:
- self.vehicle.vehicle_weapon2mode = SBRM_ARTILLERY;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = SBRM_ARTILLERY;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_next_byid.impulse:
case IMP_weapon_next_bypriority.impulse:
case IMP_weapon_next_bygroup.impulse:
- self.vehicle.vehicle_weapon2mode += 1;
- if(self.vehicle.vehicle_weapon2mode > SBRM_LAST)
- self.vehicle.vehicle_weapon2mode = SBRM_FIRST;
+ this.vehicle.vehicle_weapon2mode += 1;
+ if(this.vehicle.vehicle_weapon2mode > SBRM_LAST)
+ this.vehicle.vehicle_weapon2mode = SBRM_FIRST;
- //centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
- CSQCVehicleSetup(self, 0);
+ //centerprint(this, strcat("Rocket mode is ", ftos(this.vehicle.vehicle_weapon2mode)));
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_last.impulse:
case IMP_weapon_prev_byid.impulse:
case IMP_weapon_prev_bypriority.impulse:
case IMP_weapon_prev_bygroup.impulse:
- self.vehicle.vehicle_weapon2mode -= 1;
- if(self.vehicle.vehicle_weapon2mode < SBRM_FIRST)
- self.vehicle.vehicle_weapon2mode = SBRM_LAST;
+ this.vehicle.vehicle_weapon2mode -= 1;
+ if(this.vehicle.vehicle_weapon2mode < SBRM_FIRST)
+ this.vehicle.vehicle_weapon2mode = SBRM_LAST;
- //centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
- CSQCVehicleSetup(self, 0);
+ //centerprint(this, strcat("Rocket mode is ", ftos(this.vehicle.vehicle_weapon2mode)));
+ CSQCVehicleSetup(this, 0);
return true;
/*
}
METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh, entity instance))
{
- SELFPARAM();
- self.vehicle_weapon2mode = SBRM_GUIDE;
- self.movetype = MOVETYPE_WALK;
- CSQCVehicleSetup(self.owner, 0);
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
-
- if(self.owner.flagcarried)
+ instance.vehicle_weapon2mode = SBRM_GUIDE;
+ instance.movetype = MOVETYPE_WALK;
+ CSQCVehicleSetup(instance.owner, 0);
+ instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100;
+ instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
+
+ if(instance.owner.flagcarried)
{
- setattachment(self.owner.flagcarried, self.tur_head, "");
- setorigin(self.owner.flagcarried, '-20 0 120');
+ setattachment(instance.owner.flagcarried, instance.tur_head, "");
+ setorigin(instance.owner.flagcarried, '-20 0 120');
}
}
METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance))
{
- SELFPARAM();
- if(IS_ONGROUND(self))
- movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
+ if(IS_ONGROUND(instance))
+ movelib_brake_simple(instance, autocvar_g_vehicle_spiderbot_speed_stop);
}
METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance))
{
}
METHOD(Spiderbot, vr_spawn, void(Spiderbot thisveh, entity instance))
{
- SELFPARAM();
- if(!self.gun1)
+ if(!instance.gun1)
{
- self.vehicles_impulse = spiderbot_impulse;
- self.gun1 = spawn();
- self.gun2 = spawn();
- setmodel(self.gun1, MDL_VEH_SPIDERBOT_GUN);
- setmodel(self.gun2, MDL_VEH_SPIDERBOT_GUN);
- setattachment(self.gun1, self.tur_head, "tag_hardpoint01");
- setattachment(self.gun2, self.tur_head, "tag_hardpoint02");
- self.gravity = 2;
- self.mass = 5000;
+ instance.vehicles_impulse = spiderbot_impulse;
+ instance.gun1 = spawn();
+ instance.gun2 = spawn();
+ setmodel(instance.gun1, MDL_VEH_SPIDERBOT_GUN);
+ setmodel(instance.gun2, MDL_VEH_SPIDERBOT_GUN);
+ setattachment(instance.gun1, instance.tur_head, "tag_hardpoint01");
+ setattachment(instance.gun2, instance.tur_head, "tag_hardpoint02");
+ instance.gravity = 2;
+ instance.mass = 5000;
}
- self.frame = 5;
- self.tur_head.frame = 1;
- self.movetype = MOVETYPE_WALK;
- self.solid = SOLID_SLIDEBOX;
- self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = 1;
- self.tur_head.angles = '0 0 0';
- self.vehicle_exit = spiderbot_exit;
-
- setorigin(self, self.pos1 + '0 0 128');
- self.angles = self.pos2;
- self.damageforcescale = 0.03;
- self.vehicle_health = autocvar_g_vehicle_spiderbot_health;
- self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
-
- self.PlayerPhysplug = spiderbot_frame;
+ instance.frame = 5;
+ instance.tur_head.frame = 1;
+ instance.movetype = MOVETYPE_WALK;
+ instance.solid = SOLID_SLIDEBOX;
+ instance.alpha = instance.tur_head.alpha = instance.gun1.alpha = instance.gun2.alpha = 1;
+ instance.tur_head.angles = '0 0 0';
+ instance.vehicle_exit = spiderbot_exit;
+
+ setorigin(instance, instance.pos1 + '0 0 128');
+ instance.angles = instance.pos2;
+ instance.damageforcescale = 0.03;
+ instance.vehicle_health = autocvar_g_vehicle_spiderbot_health;
+ instance.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
+
+ instance.PlayerPhysplug = spiderbot_frame;
}
METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
{
"vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
"vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
}
-METHOD(Spiderbot, vr_crosshair, void(Spiderbot thisveh))
+METHOD(Spiderbot, vr_crosshair, void(Spiderbot thisveh, entity player))
{
string crosshair;
#ifdef SVQC
-void spiderbot_rocket_artillery()
-{SELFPARAM();
- self.nextthink = time;
- UpdateCSQCProjectile(self);
+void spiderbot_rocket_artillery(entity this)
+{
+ this.nextthink = time;
+ UpdateCSQCProjectile(this);
}
void spiderbot_rocket_unguided(entity this)
rocket.velocity = spiberbot_calcartillery(v, rocket.pos1, ((h1 < h2) ? h1 : h2));
rocket.movetype = MOVETYPE_TOSS;
rocket.gravity = 1;
- //rocket.think = spiderbot_rocket_artillery;
+ //setthink(rocket, spiderbot_rocket_artillery);
break;
}
rocket.classname = "spiderbot_rocket";
this.alivetime = 0;
}
- if (this.vehicle) vehicles_exit(VHEF_RELEASE);
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
WaypointSprite_PlayerDead(this);
{SELFPARAM();
if(this.vehicle)
{
- vehicles_exit(VHEF_RELEASE);
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
if(!this.killindicator_teamchange)
{
this.vehicle_health = -1;
assert(IS_CLIENT(this), return);
PlayerStats_GameReport_FinalizePlayer(this);
- if (this.vehicle) vehicles_exit(VHEF_RELEASE);
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
if (this.active_minigame) part_minigame(this);
if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
if(this.health < 1)
{
if(this.vehicle)
- vehicles_exit(VHEF_RELEASE);
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
if(this.event_damage)
this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
}
{
if(!gameover)
{
- vehicles_exit(VHEF_NORMAL);
+ vehicles_exit(this.vehicle, VHEF_NORMAL);
return;
}
}
if (this.health < 1)
{
if (this.vehicle)
- vehicles_exit(VHEF_RELEASE);
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
}
else if (this.revive_progress <= 0)
{
// exit the vehicle before killing (fixes a crash)
if(IS_PLAYER(targ) && targ.vehicle)
- WITHSELF(targ, vehicles_exit(VHEF_RELEASE));
+ vehicles_exit(targ.vehicle, VHEF_RELEASE);
// These are ALWAYS lethal
// No damage modification here
// save it for later
modname = strzone(modname);
- WinningConditionHelper(); // set worldstatus
+ WinningConditionHelper(this); // set worldstatus
world_initialized = 1;
}
float limitreached;
// TODO make everything use THIS winning condition (except LMS)
- WinningConditionHelper();
+ WinningConditionHelper(NULL);
if(teamplay)
{
//bprint("ASSAULT: new round\n");
// Eject players from vehicles
- FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
vehicles_clearreturn(it);
// they win. Otherwise the defending team wins once the timelimit passes.
int WinningCondition_Assault()
{
- WinningConditionHelper(); // set worldstatus
+ WinningConditionHelper(NULL); // set worldstatus
int status = WINNING_NO;
// as the timelimit has not yet passed just assume the defending team will win
// When we get here, we have at least two players who are actually LIVING,
// now check if the top two players have equal score.
- WinningConditionHelper();
+ WinningConditionHelper(NULL);
ClearWinners();
if(WinningConditionHelper_winner)
return result.x;
}
-void WinningConditionHelper()
+void WinningConditionHelper(entity this)
{
- SELFPARAM();
float c;
string s;
float fullstatus;
s = GetGametype();
s = strcat(s, ":", autocvar_g_xonoticversion);
s = strcat(s, ":P", ftos(cvar_purechanges_count));
- s = strcat(s, ":S", ftos(nJoinAllowed(this, world))); // note: self/this is most likely world in this case
+ s = strcat(s, ":S", ftos(nJoinAllowed(this, world)));
s = strcat(s, ":F", ftos(serverflags));
s = strcat(s, ":M", modname);
s = strcat(s, "::", GetPlayerScoreString(world, (fullstatus ? 1 : 2)));
/**
* Sets the following results for the current scores entities.
*/
-void WinningConditionHelper();
+void WinningConditionHelper(entity this);
float WinningConditionHelper_topscore; ///< highest score
float WinningConditionHelper_secondscore; ///< second highest score
float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none