+#include "viewloc.qh"
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
// we abuse this method, rather than using normal .touch, because touch isn't reliable with multiple clients inside the same trigger, and can't "untouch" entities
// set myself as current viewloc where possible
- for(e = world; (e = findentity(e, viewloc, self)); )
- e.viewloc = world;
+ for(e = NULL; (e = findentity(e, viewloc, this)); )
+ e.viewloc = NULL;
- for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain)
+ for(e = findradius((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1); e; e = e.chain)
if(!e.viewloc)
if(IS_PLAYER(e)) // should we support non-player entities with this?
//if(!IS_DEAD(e)) // death view is handled separately, we can't override this just yet
{
vector emin = e.absmin;
vector emax = e.absmax;
- if(self.solid == SOLID_BSP)
+ if(this.solid == SOLID_BSP)
{
emin -= '1 1 1';
emax += '1 1 1';
}
- if(boxesoverlap(emin, emax, self.absmin, self.absmax)) // quick
- if(WarpZoneLib_BoxTouchesBrush(emin, emax, self, e)) // accurate
- e.viewloc = self;
+ if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+ if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, e)) // accurate
+ e.viewloc = this;
}
- self.nextthink = time;
+ this.nextthink = time;
}
bool trigger_viewloc_send(entity this, entity to, int sf)
void viewloc_init(entity this)
{
entity e;
- for(e = world; (e = find(e, targetname, this.target)); )
+ for(e = NULL; (e = find(e, targetname, this.target)); )
if(e.classname == "target_viewlocation_start")
{
this.enemy = e;
break;
}
- for(e = world; (e = find(e, targetname, this.target2)); )
+ for(e = NULL; (e = find(e, targetname, this.target2)); )
if(e.classname == "target_viewlocation_end")
{
this.goalentity = e;
break;
}
- if(!this.enemy) { LOG_INFO("^1FAIL!\n"); remove(this); return; }
+ if(!this.enemy) { LOG_INFO("^1FAIL!\n"); delete(this); return; }
if(!this.goalentity)
this.goalentity = this.enemy; // make them match so CSQC knows what to do
spawnfunc(trigger_viewlocation)
{
// we won't check target2 here yet, as it may not even need to exist
- if(this.target == "") { LOG_INFO("^1FAIL!\n"); remove(this); return; }
+ if(this.target == "") { LOG_INFO("^1FAIL!\n"); delete(this); return; }
EXACTTRIGGER_INIT;
InitializeEntity(this, viewloc_init, INITPRIO_FINDTARGET);
WriteCoord(MSG_ENTITY, this.origin_y);
WriteCoord(MSG_ENTITY, this.origin_z);
- WriteCoord(MSG_ENTITY, this.angles_x);
- WriteCoord(MSG_ENTITY, this.angles_y);
- WriteCoord(MSG_ENTITY, this.angles_z);
+ WriteAngle(MSG_ENTITY, this.angles_x);
+ WriteAngle(MSG_ENTITY, this.angles_y);
+ WriteAngle(MSG_ENTITY, this.angles_z);
return true;
}
void trigger_viewloc_updatelink(entity this)
{
- self.enemy = findfloat(world, entnum, self.cnt);
- self.goalentity = findfloat(world, entnum, self.count);
+ this.enemy = findfloat(NULL, entnum, this.cnt);
+ this.goalentity = findfloat(NULL, entnum, this.count);
}
NET_HANDLE(ENT_CLIENT_VIEWLOC_TRIGGER, bool isnew)
float point1 = ReadShort();
float point2 = ReadShort();
- this.enemy = findfloat(world, entnum, point1);
- this.goalentity = findfloat(world, entnum, point2);
+ this.enemy = findfloat(NULL, entnum, point1);
+ this.goalentity = findfloat(NULL, entnum, point2);
this.origin_x = ReadCoord();
this.origin_y = ReadCoord();
this.origin_z = ReadCoord();
setorigin(this, this.origin);
- this.movedir_x = ReadCoord();
- this.movedir_y = ReadCoord();
- this.movedir_z = ReadCoord();
+ this.movedir_x = ReadAngle();
+ this.movedir_y = ReadAngle();
+ this.movedir_z = ReadAngle();
return = true;