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);
}
}
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
- sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
}
unaccounted_damage = 0;
hitsound_time_prev = time;
float typehit_time = STAT(TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
- sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
+ sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
typehit_time_prev = typehit_time;
}
}
{
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;
float vh_notice_time;
void WaypointSprite_Load();
void CSQC_UpdateView(float w, float h)
-{
- SELFPARAM(); // needed for engine functions
+{ENGINE_EVENT();
TC(int, w); TC(int, h);
entity e;
float fov;
{
float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
- entity gen = world;
+ entity gen = NULL;
float vehicle_viewdist = 0;
vector vehicle_viewofs = '0 0 0';
scoreboard_active = HUD_WouldDrawScoreboard();
- HUD_Draw(this);
+ HUD_Draw(this); // this parameter for deep vehicle function
if(NextFrameCommand)
{