void HUD_Weapons()
{
- SELFPARAM();
// declarations
WepSet weapons_stat = WepSet_GetFromStat();
int i;
}
void skeleton_from_frames(entity e, bool is_dead)
-{SELFPARAM();
+{
TC(bool, is_dead);
float m = e.modelindex;
if(!e.skeletonindex)
float average_accuracy;
vector HUD_DrawScoreboardAccuracyStats(vector pos, vector rgb, vector bg_size)
{
- SELFPARAM();
WepSet weapons_stat = WepSet_GetFromStat();
WepSet weapons_inmap = WepSet_GetFromStat_InMap();
float initial_posx = pos.x;
void RubbleLimit(string cname, float limit, void(entity) deleteproc)
{
- SELFPARAM();
entity e;
entity oldest;
float c;
}
MUTATOR_HOOKFUNCTION(ons, PlayerDies)
-{SELFPARAM();
+{
frag_target.ons_deathloc = frag_target.origin;
entity l;
for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
#include <server/defs.qh>
#endif
entity spawnmonster (string monster, float monster_id, entity spawnedby, entity own, vector orig, float respwn, float invincible, float moveflag)
-{SELFPARAM();
+{
float i;
entity e = spawn();
MUTATOR_HOOKFUNCTION(bugrigs, PlayerPhysics)
{
+#ifdef SVQC
SELFPARAM();
+#endif
if(!PHYS_BUGRIGS(self)) { return false; }
#ifdef SVQC
self.bugrigs_prevangles = self.angles;
}
MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
-{SELFPARAM();
+{
Item_ItemsTime_ResetTimes();
// ALL the times need to be reset before .reset()ing each item
// since Item_Reset schedules respawn of superweapons and powerups
.float midair_shieldtime;
MUTATOR_HOOKFUNCTION(midair, PlayerDamage_Calculate)
-{SELFPARAM();
+{
if(IS_PLAYER(frag_attacker))
if(IS_PLAYER(frag_target))
if(time < frag_target.midair_shieldtime)
void generic_plat_blocked()
-{SELFPARAM();
+{
#ifdef SVQC
+ SELFPARAM();
if(self.dmg && other.takedamage != DAMAGE_NO)
{
if(self.dmgtime2 < time)
.vector move_origin;
void SUB_SETORIGIN(entity s, vector v)
- {SELFPARAM();
+ {
s.move_origin = v;
_Movetype_LinkEdict(s, true);
}
#endif
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
-{SELFPARAM();
+{
entity telefragger;
vector from;
makevectors (to_angles);
#ifdef SVQC
+ SELFPARAM();
if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
{
if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
}
void WarpZone_PostTeleportPlayer_Callback(entity pl)
-{SELFPARAM();
+{
#ifdef SVQC
makevectors(pl.angles);
Reset_ArcBeam(pl, v_forward);
void Vehicles_drawCrosshair(string crosshair)
{
- SELFPARAM();
vector tmpSize = '0 0 0';
vector tmpPos = '0 0 0';
METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
{
- SELFPARAM();
#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;
if(self.owner.flagcarried)
setorigin(self.owner.flagcarried, '-190 0 96');
#elif defined(CSQC)
-
+ SELFPARAM();
self.move_movetype = MOVETYPE_BOUNCE;
#endif
}
METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
{
- SELFPARAM();
#ifdef SVQC
+ SELFPARAM();
if(self.scale != 0.5)
{
if(autocvar_g_vehicle_racer_hovertype != 0)
#endif
METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
{
- SELFPARAM();
#ifdef SVQC
+ SELFPARAM();
self.vehicle_exit = racer_exit;
#endif
void racer_rocket_groundhugger();
void racer_fire_rocket(entity player, vector org, vector dir, entity trg)
-{SELFPARAM();
+{
entity rocket = vehicles_projectile(EFFECT_RACER_ROCKETLAUNCH.eent_eff_name, SND_ROCKET_FIRE,
org, dir * autocvar_g_vehicle_racer_rocket_speed,
autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
}
vector havocbot_dodge()
-{SELFPARAM();
+{
// LordHavoc: disabled because this is too expensive
return '0 0 0';
#if 0
void CommonCommand_editmob(int request, entity caller, int argc)
{
- SELFPARAM();
switch (request)
{
case CMD_REQUEST_COMMAND:
void GameCommand_anticheat(float request, float argc)
{
- SELFPARAM();
switch (request)
{
case CMD_REQUEST_COMMAND:
}
void precache()
-{SELFPARAM();
+{
// gamemode related things
// Precache all player models if desired
.bool pushable;
void ctf_FlagSetup(int teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc
-{SELFPARAM();
+{
// declarations
setself(flag); // for later usage with droptofloor()
}
MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
-{SELFPARAM();
+{
ft_RemovePlayer();
return 1;
}
MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
-{SELFPARAM();
+{
ft_RemovePlayer();
return false;
}
}
MUTATOR_HOOKFUNCTION(ft, reset_map_players)
-{SELFPARAM();
+{
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
it.killcount = 0;
it.freezetag_frozen_timeout = -1;
float RedirectionThink();
void StartFrame()
{
- SELFPARAM();
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);