// func_breakable
// - basically func_assault_destructible for general gameplay use
//
-void LaunchDebris (string debrisname, vector force)
-{SELFPARAM();
+void LaunchDebris (entity this, string debrisname, vector force)
+{
entity dbr = spawn();
- vector org = self.absmin
- + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
- + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
- + '0 0 1' * random() * (self.absmax.z - self.absmin.z);
+ vector org = this.absmin
+ + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
+ + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
+ + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
setorigin(dbr, org);
_setmodel (dbr, debrisname );
- dbr.skin = self.debrisskin;
- dbr.colormap = self.colormap; // inherit team colors
- dbr.owner = self; // do not be affected by our own explosion
- dbr.movetype = self.debrismovetype;
- dbr.solid = self.debrissolid;
+ dbr.skin = this.debrisskin;
+ dbr.colormap = this.colormap; // inherit team colors
+ dbr.owner = this; // do not be affected by our own explosion
+ dbr.movetype = this.debrismovetype;
+ dbr.solid = this.debrissolid;
if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
- dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
- dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
- dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
- self.velocity = self.velocity + force * self.debrisdamageforcescale;
- dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
- dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
- dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
- dbr.damageforcescale = self.debrisdamageforcescale;
+ dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
+ dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
+ dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
+ this.velocity = this.velocity + force * this.debrisdamageforcescale;
+ dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
+ dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
+ dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
+ dbr.damageforcescale = this.debrisdamageforcescale;
if(dbr.damageforcescale)
dbr.takedamage = DAMAGE_YES;
- SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
+ SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
}
-void func_breakable_colormod()
-{SELFPARAM();
+void func_breakable_colormod(entity this)
+{
float h;
- if (!(self.spawnflags & 2))
+ if (!(this.spawnflags & 2))
return;
- h = self.health / self.max_health;
+ h = this.health / this.max_health;
if(h < 0.25)
- self.colormod = '1 0 0';
+ this.colormod = '1 0 0';
else if(h <= 0.75)
- self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
+ this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
else
- self.colormod = '1 1 1';
+ this.colormod = '1 1 1';
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
-void func_breakable_look_destroyed()
-{SELFPARAM();
+void func_breakable_look_destroyed(entity this)
+{
float floorZ;
- if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
- self.dropped_origin = self.origin;
+ if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+ this.dropped_origin = this.origin;
- if(self.mdl_dead == "")
- self.effects |= EF_NODRAW;
+ if(this.mdl_dead == "")
+ this.effects |= EF_NODRAW;
else {
- if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
- floorZ = self.absmin.z;
- setorigin(self,((self.absmax+self.absmin)*.5));
- self.origin_z = floorZ;
+ if (this.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
+ floorZ = this.absmin.z;
+ setorigin(this,((this.absmax+this.absmin)*.5));
+ this.origin_z = floorZ;
}
- _setmodel(self, self.mdl_dead);
- self.effects &= ~EF_NODRAW;
+ _setmodel(this, this.mdl_dead);
+ this.effects &= ~EF_NODRAW;
}
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
- self.solid = SOLID_NOT;
+ this.solid = SOLID_NOT;
}
-void func_breakable_look_restore()
-{SELFPARAM();
- _setmodel(self, self.mdl);
- self.effects &= ~EF_NODRAW;
+void func_breakable_look_restore(entity this)
+{
+ _setmodel(this, this.mdl);
+ this.effects &= ~EF_NODRAW;
- if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
- setorigin(self, self.dropped_origin);
+ if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+ setorigin(this, this.dropped_origin);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
- self.solid = SOLID_BSP;
+ this.solid = SOLID_BSP;
}
-void func_breakable_behave_destroyed()
-{SELFPARAM();
- self.health = self.max_health;
- self.takedamage = DAMAGE_NO;
- self.bot_attack = false;
- self.event_damage = func_null;
- self.state = 1;
- if(self.spawnflags & 4)
- self.use = func_null;
- func_breakable_colormod();
- if (self.noise1)
- stopsound (self, CH_TRIGGER_SINGLE);
+void func_breakable_behave_destroyed(entity this)
+{
+ this.health = this.max_health;
+ this.takedamage = DAMAGE_NO;
+ this.bot_attack = false;
+ this.event_damage = func_null;
+ this.state = 1;
+ if(this.spawnflags & 4)
+ this.use = func_null;
+ func_breakable_colormod(this);
+ if (this.noise1)
+ stopsound (this, CH_TRIGGER_SINGLE);
}
-void func_breakable_behave_restore()
-{SELFPARAM();
- self.health = self.max_health;
- if(self.sprite)
+void func_breakable_behave_restore(entity this)
+{
+ this.health = this.max_health;
+ if(this.sprite)
{
- WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+ WaypointSprite_UpdateHealth(this.sprite, this.health);
}
- if(!(self.spawnflags & 4))
+ if(!(this.spawnflags & 4))
{
- self.takedamage = DAMAGE_AIM;
- self.bot_attack = true;
- self.event_damage = func_breakable_damage;
+ this.takedamage = DAMAGE_AIM;
+ this.bot_attack = true;
+ this.event_damage = func_breakable_damage;
}
- self.state = 0;
- self.nextthink = 0; // cancel auto respawn
- func_breakable_colormod();
- if (self.noise1)
- _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ this.state = 0;
+ this.nextthink = 0; // cancel auto respawn
+ func_breakable_colormod(this);
+ if (this.noise1)
+ _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
}
void func_breakable_init_for_player(entity player)
}
}
-void func_breakable_destroyed()
-{SELFPARAM();
- func_breakable_look_destroyed();
- func_breakable_behave_destroyed();
+void func_breakable_destroyed(entity this)
+{
+ func_breakable_look_destroyed(this);
+ func_breakable_behave_destroyed(this);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
void func_breakable_restore(entity this, entity actor, entity trigger)
{
- WITHSELF(this, func_breakable_look_restore());
- WITHSELF(this, func_breakable_behave_restore());
+ func_breakable_look_restore(this);
+ func_breakable_behave_restore(this);
CSQCMODEL_AUTOUPDATE(this);
}
// now throw around the debris
n = tokenize_console(this.debris);
for(i = 0; i < n; ++i)
- LaunchDebris(argv(i), debrisforce);
+ LaunchDebris(this, argv(i), debrisforce);
- func_breakable_destroyed();
+ func_breakable_destroyed(this);
if(this.noise)
_sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
WaypointSprite_Ping(this.sprite);
WaypointSprite_UpdateHealth(this.sprite, this.health);
}
- WITHSELF(this, func_breakable_colormod());
+ func_breakable_colormod(this);
if(this.health <= 0)
{
void func_breakable_reset(entity this)
{
this.team = this.team_saved;
- WITHSELF(this, func_breakable_look_restore());
+ func_breakable_look_restore(this);
if(this.spawnflags & 1)
- WITHSELF(this, func_breakable_behave_destroyed());
+ func_breakable_behave_destroyed(this);
else
- WITHSELF(this, func_breakable_behave_restore());
+ func_breakable_behave_restore(this);
CSQCMODEL_AUTOUPDATE(this);
}
return;
}
- if(other.assault_sprite)
+ if(trigger.assault_sprite)
{
- WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
- if(other.classname == "func_assault_destructible")
- other.sprite = world;
+ WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
+ if(trigger.classname == "func_assault_destructible")
+ trigger.sprite = world; // TODO: just unsetting it?!
}
else
return; // already activated! cannot activate again!
- if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
+ if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
{
- if(self.enemy.health - self.dmg > 0.5)
+ if(this.enemy.health - this.dmg > 0.5)
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.dmg);
- self.enemy.health = self.enemy.health - self.dmg;
+ PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
+ this.enemy.health = this.enemy.health - this.dmg;
}
else
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.enemy.health);
+ PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
- self.enemy.health = -1;
+ this.enemy.health = -1;
if(this.enemy.message)
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
void assault_setenemytoobjective(entity this)
{
entity objective;
- for(objective = world; (objective = find(objective, targetname, self.target)); )
+ for(objective = world; (objective = find(objective, targetname, this.target)); )
{
if(objective.classname == "target_objective")
{
- if(self.enemy == world)
- self.enemy = objective;
+ if(this.enemy == world)
+ this.enemy = objective;
else
objerror("more than one objective as target - fix the map!");
break;
}
}
- if(self.enemy == world)
+ if(this.enemy == world)
objerror("no objective as target - fix the map!");
}
{
WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
if(ent.classname == "func_assault_destructible")
- ent.sprite = world;
+ ent.sprite = world; // TODO: just unsetting it?!
}
spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
- setself(it);
- vehicles_clearreturn(self);
- vehicles_spawn();
+ vehicles_clearreturn(it);
+ WITHSELF(it, vehicles_spawn());
));
- setself(this);
-
// up round counter
self.winning = self.winning + 1;
// spawnfuncs
spawnfunc(info_player_attacker)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.team = NUM_TEAM_1; // red, gets swapped every round
+ this.team = NUM_TEAM_1; // red, gets swapped every round
spawnfunc_info_player_deathmatch(this);
}
spawnfunc(info_player_defender)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.team = NUM_TEAM_2; // blue, gets swapped every round
+ this.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch(this);
}
spawnfunc(target_objective_decrease)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.classname = "target_objective_decrease";
+ this.classname = "target_objective_decrease";
- if(!self.dmg)
- self.dmg = 101;
+ if(!this.dmg)
+ this.dmg = 101;
- self.use = assault_objective_decrease_use;
- self.health = ASSAULT_VALUE_INACTIVE;
- self.max_health = ASSAULT_VALUE_INACTIVE;
- self.enemy = world;
+ this.use = assault_objective_decrease_use;
+ this.health = ASSAULT_VALUE_INACTIVE;
+ this.max_health = ASSAULT_VALUE_INACTIVE;
+ this.enemy = world;
- InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
+ InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
}
// destructible walls that can be used to trigger target_objective_decrease
spawnfunc(func_breakable);
spawnfunc(func_assault_destructible)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.spawnflags = 3;
- self.classname = "func_assault_destructible";
+ this.spawnflags = 3;
+ this.classname = "func_assault_destructible";
if(assault_attacker_team == NUM_TEAM_1)
- self.team = NUM_TEAM_2;
+ this.team = NUM_TEAM_2;
else
- self.team = NUM_TEAM_1;
+ this.team = NUM_TEAM_1;
spawnfunc_func_breakable(this);
}
spawnfunc(func_assault_wall)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.classname = "func_assault_wall";
- self.mdl = self.model;
- _setmodel(self, self.mdl);
- self.solid = SOLID_BSP;
- self.think = assault_wall_think;
- self.nextthink = time;
- InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
+ this.classname = "func_assault_wall";
+ this.mdl = this.model;
+ _setmodel(this, this.mdl);
+ this.solid = SOLID_BSP;
+ this.think = assault_wall_think;
+ this.nextthink = time;
+ InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
}
spawnfunc(target_assault_roundend)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.winning = 0; // round not yet won by attackers
- self.classname = "target_assault_roundend";
- self.use = target_assault_roundend_use;
- self.cnt = 0; // first round
- self.reset = target_assault_roundend_reset;
+ this.winning = 0; // round not yet won by attackers
+ this.classname = "target_assault_roundend";
+ this.use = target_assault_roundend_use;
+ this.cnt = 0; // first round
+ this.reset = target_assault_roundend_reset;
}
spawnfunc(target_assault_roundstart)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
assault_attacker_team = NUM_TEAM_1;
- self.classname = "target_assault_roundstart";
- self.use = assault_roundstart_use;
- self.reset2 = assault_roundstart_use_self;
- InitializeEntity(self, assault_roundstart_use_this, INITPRIO_FINDTARGET);
+ this.classname = "target_assault_roundstart";
+ this.use = assault_roundstart_use;
+ this.reset2 = assault_roundstart_use_self;
+ InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
}
// legacy bot code