+#include "vectormamamam.qh"
#ifdef SVQC
// reusing some fields havocbots declared
.entity wp00, wp01, wp02, wp03;
return v;
}
-void func_vectormamamam_controller_think()
-{SELFPARAM();
- self.nextthink = time + 0.1;
+void func_vectormamamam_controller_think(entity this)
+{
+ this.nextthink = time + 0.1;
- if(self.owner.active != ACTIVE_ACTIVE)
+ if(this.owner.active != ACTIVE_ACTIVE)
{
- self.owner.velocity = '0 0 0';
+ this.owner.velocity = '0 0 0';
return;
}
- if(self.owner.classname == "func_vectormamamam") // don't brake stuff if the func_vectormamamam was killtarget'ed
- self.owner.velocity = (self.owner.destvec + func_vectormamamam_origin(self.owner, 0.1) - self.owner.origin) * 10;
+ if(this.owner.classname == "func_vectormamamam") // don't brake stuff if the func_vectormamamam was killtarget'ed
+ this.owner.velocity = (this.owner.destvec + func_vectormamamam_origin(this.owner, 0.1) - this.owner.origin) * 10;
}
void func_vectormamamam_findtarget(entity this)
{
if(this.target != "")
- this.wp00 = find(world, targetname, this.target);
+ this.wp00 = find(NULL, targetname, this.target);
if(this.target2 != "")
- this.wp01 = find(world, targetname, this.target2);
+ this.wp01 = find(NULL, targetname, this.target2);
if(this.target3 != "")
- this.wp02 = find(world, targetname, this.target3);
+ this.wp02 = find(NULL, targetname, this.target3);
if(this.target4 != "")
- this.wp03 = find(world, targetname, this.target4);
+ this.wp03 = find(NULL, targetname, this.target4);
if(!this.wp00 && !this.wp01 && !this.wp02 && !this.wp03)
- objerror("No reference entity found, so there is nothing to move. Aborting.");
+ objerror(this, "No reference entity found, so there is nothing to move. Aborting.");
this.destvec = this.origin - func_vectormamamam_origin(this, 0);
controller = new(func_vectormamamam_controller);
controller.owner = this;
controller.nextthink = time + 1;
- controller.think = func_vectormamamam_controller_think;
+ setthink(controller, func_vectormamamam_controller_think);
}
spawnfunc(func_vectormamamam)
if(!this.target4factor)
this.target4factor = 1;
- if(vlen(this.targetnormal))
+ if(this.targetnormal)
this.targetnormal = normalize(this.targetnormal);
- if(vlen(this.target2normal))
+ if(this.target2normal)
this.target2normal = normalize(this.target2normal);
- if(vlen(this.target3normal))
+ if(this.target3normal)
this.target3normal = normalize(this.target3normal);
- if(vlen(this.target4normal))
+ if(this.target4normal)
this.target4normal = normalize(this.target4normal);
- this.blocked = generic_plat_blocked;
+ setblocked(this, generic_plat_blocked);
if(this.dmg && (this.message == ""))
this.message = " was squished";
if(this.dmg && (this.message == ""))
// wait for targets to spawn
this.SUB_NEXTTHINK = this.SUB_LTIME + 999999999;
- this.SUB_THINK = SUB_NullThink; // for PushMove
+ SUB_THINK(this, SUB_NullThink); // for PushMove
// Savage: Reduce bandwith, critical on e.g. nexdm02
this.effects |= EF_LOWPRECISION;