From 43f63b9f1f7497216493ff56e73ec04d67950fb5 Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 20 May 2016 07:37:45 +1000 Subject: [PATCH] Clean up self uses in some of the trigger_multiple code --- qcsrc/common/triggers/trigger/counter.qc | 2 +- qcsrc/common/triggers/trigger/multi.qc | 106 +++++++++++------------ qcsrc/common/triggers/trigger/multi.qh | 2 +- 3 files changed, 55 insertions(+), 55 deletions(-) diff --git a/qcsrc/common/triggers/trigger/counter.qc b/qcsrc/common/triggers/trigger/counter.qc index cffffc968..a4f850ba9 100644 --- a/qcsrc/common/triggers/trigger/counter.qc +++ b/qcsrc/common/triggers/trigger/counter.qc @@ -11,7 +11,7 @@ void counter_use(entity this, entity actor, entity trigger) Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_SEQUENCE_COMPLETED); this.enemy = actor; - WITHSELF(this, multi_trigger ()); + multi_trigger(this); } else { diff --git a/qcsrc/common/triggers/trigger/multi.qc b/qcsrc/common/triggers/trigger/multi.qc index ce7bba673..4e93f805d 100644 --- a/qcsrc/common/triggers/trigger/multi.qc +++ b/qcsrc/common/triggers/trigger/multi.qc @@ -4,58 +4,58 @@ // the wait time has passed, so set back up for another activation void multi_wait() {SELFPARAM(); - if (self.max_health) + if (this.max_health) { - self.health = self.max_health; - self.takedamage = DAMAGE_YES; - self.solid = SOLID_BBOX; + this.health = this.max_health; + this.takedamage = DAMAGE_YES; + this.solid = SOLID_BBOX; } } // the trigger was just touched/killed/used -// self.enemy should be set to the activator so it can be held through a delay +// this.enemy should be set to the activator so it can be held through a delay // so wait for the delay time before firing -void multi_trigger() -{SELFPARAM(); - if (self.nextthink > time) +void multi_trigger(entity this) +{ + if (this.nextthink > time) { return; // allready been triggered } - if(self.spawnflags & 16384) - if(!IS_PLAYER(self.enemy)) + if(this.spawnflags & 16384) + if(!IS_PLAYER(this.enemy)) return; // only players - if (self.classname == "trigger_secret") + if (this.classname == "trigger_secret") { - if (!IS_PLAYER(self.enemy)) + if (!IS_PLAYER(this.enemy)) return; found_secrets = found_secrets + 1; WriteByte (MSG_ALL, SVC_FOUNDSECRET); } - if (self.noise) - _sound (self.enemy, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM); + if (this.noise) + _sound (this.enemy, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM); // don't trigger again until reset - self.takedamage = DAMAGE_NO; + this.takedamage = DAMAGE_NO; - SUB_UseTargets(self, self.enemy, self.goalentity); + SUB_UseTargets(this, this.enemy, this.goalentity); - if (self.wait > 0) + if (this.wait > 0) { - self.think = multi_wait; - self.nextthink = time + self.wait; + this.think = multi_wait; + this.nextthink = time + this.wait; } - else if (self.wait == 0) + else if (this.wait == 0) { - multi_wait(); // waiting finished + WITHSELF(this, multi_wait()); // waiting finished } else - { // we can't just remove (self) here, because this is a touch function + { // we can't just remove (this) here, because this is a touch function // called wheil C code is looping through area links... - self.touch = func_null; + this.touch = func_null; } } @@ -63,7 +63,7 @@ void multi_use(entity this, entity actor, entity trigger) { this.goalentity = trigger; this.enemy = actor; - WITHSELF(this, multi_trigger()); + multi_trigger(this); } void multi_touch() @@ -94,7 +94,7 @@ void multi_touch() self.enemy = other; self.goalentity = other; - multi_trigger (); + multi_trigger(self); } void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -109,7 +109,7 @@ void multi_eventdamage(entity this, entity inflictor, entity attacker, float dam { this.enemy = attacker; this.goalentity = inflictor; - WITHSELF(this, multi_trigger()); + multi_trigger(this); } } @@ -143,43 +143,43 @@ set "message" to text string */ spawnfunc(trigger_multiple) { - self.reset = multi_reset; - if (self.sounds == 1) - self.noise = "misc/secret.wav"; - else if (self.sounds == 2) - self.noise = strzone(SND(TALK)); - else if (self.sounds == 3) - self.noise = "misc/trigger1.wav"; - - if(self.noise) - precache_sound(self.noise); - - if (!self.wait) - self.wait = 0.2; - else if(self.wait < -1) - self.wait = 0; - self.use = multi_use; + this.reset = multi_reset; + if (this.sounds == 1) + this.noise = "misc/secret.wav"; + else if (this.sounds == 2) + this.noise = strzone(SND(TALK)); + else if (this.sounds == 3) + this.noise = "misc/trigger1.wav"; + + if(this.noise) + precache_sound(this.noise); + + if (!this.wait) + this.wait = 0.2; + else if(this.wait < -1) + this.wait = 0; + this.use = multi_use; EXACTTRIGGER_INIT; - self.team_saved = self.team; + this.team_saved = this.team; - if (self.health) + if (this.health) { - if (self.spawnflags & SPAWNFLAG_NOTOUCH) + if (this.spawnflags & SPAWNFLAG_NOTOUCH) objerror ("health and notouch don't make sense\n"); - self.max_health = self.health; - self.event_damage = multi_eventdamage; - self.takedamage = DAMAGE_YES; - self.solid = SOLID_BBOX; - setorigin (self, self.origin); // make sure it links into the world + this.max_health = this.health; + this.event_damage = multi_eventdamage; + this.takedamage = DAMAGE_YES; + this.solid = SOLID_BBOX; + setorigin (this, this.origin); // make sure it links into the world } else { - if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) ) + if ( !(this.spawnflags & SPAWNFLAG_NOTOUCH) ) { - self.touch = multi_touch; - setorigin (self, self.origin); // make sure it links into the world + this.touch = multi_touch; + setorigin (this, this.origin); // make sure it links into the world } } } diff --git a/qcsrc/common/triggers/trigger/multi.qh b/qcsrc/common/triggers/trigger/multi.qh index 1a67dfd35..43358c274 100644 --- a/qcsrc/common/triggers/trigger/multi.qh +++ b/qcsrc/common/triggers/trigger/multi.qh @@ -1,7 +1,7 @@ #pragma once #ifdef SVQC -void multi_trigger(); +void multi_trigger(entity this); void multi_reset(entity this); spawnfunc(trigger_once); -- 2.39.2