From e4fdca5e33811690b935475b5a758872c4eb7659 Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 29 Apr 2016 11:10:49 +1000 Subject: [PATCH] Fix assault and clean up some self uses --- qcsrc/common/triggers/func/breakable.qc | 180 +++++++++--------- .../mutators/mutator/gamemode_assault.qc | 111 ++++++----- 2 files changed, 144 insertions(+), 147 deletions(-) diff --git a/qcsrc/common/triggers/func/breakable.qc b/qcsrc/common/triggers/func/breakable.qc index 34a048c6a..25857be3a 100644 --- a/qcsrc/common/triggers/func/breakable.qc +++ b/qcsrc/common/triggers/func/breakable.qc @@ -47,121 +47,121 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float // 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) @@ -173,18 +173,18 @@ 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); } @@ -206,9 +206,9 @@ void func_breakable_destroy(entity this, entity actor, entity trigger) // 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); @@ -253,7 +253,7 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float WaypointSprite_Ping(this.sprite); WaypointSprite_UpdateHealth(this.sprite, this.health); } - WITHSELF(this, func_breakable_colormod()); + func_breakable_colormod(this); if(this.health <= 0) { @@ -278,11 +278,11 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float 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); } diff --git a/qcsrc/server/mutators/mutator/gamemode_assault.qc b/qcsrc/server/mutators/mutator/gamemode_assault.qc index 7d2b31c89..e7785c7d0 100644 --- a/qcsrc/server/mutators/mutator/gamemode_assault.qc +++ b/qcsrc/server/mutators/mutator/gamemode_assault.qc @@ -108,27 +108,27 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger) 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))); @@ -141,19 +141,19 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger) 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!"); } @@ -179,7 +179,7 @@ void target_objective_decrease_activate(entity this) { 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); @@ -270,13 +270,10 @@ void assault_new_round() 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; @@ -342,17 +339,17 @@ int WinningCondition_Assault() // 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); } @@ -369,71 +366,71 @@ spawnfunc(target_objective) 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 -- 2.39.2