float autocvar_g_turrets_unit_hellion_shot_speed_gain;
float autocvar_g_turrets_unit_hellion_shot_speed_max;
-void turret_hellion_missile_think();
+void turret_hellion_missile_think(entity this);
SOUND(HellionAttack_FIRE, W_Sound("electro_fire"));
METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
}
- entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
+ entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
te_explosion (missile.origin);
- missile.think = turret_hellion_missile_think;
+ setthink(missile, turret_hellion_missile_think);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
missile.max_health = time + 9;
}
}
-void turret_hellion_missile_think()
-{SELFPARAM();
+void turret_hellion_missile_think(entity this)
+{
vector olddir,newdir;
vector pre_pos;
float itime;
- self.nextthink = time + 0.05;
+ this.nextthink = time + 0.05;
- olddir = normalize(self.velocity);
+ olddir = normalize(this.velocity);
- if(self.max_health < time)
- turret_projectile_explode();
+ if(this.max_health < time)
+ turret_projectile_explode(this);
// Enemy dead? just keep on the current heading then.
- if ((self.enemy == world) || (IS_DEAD(self.enemy)))
+ if ((this.enemy == NULL) || (IS_DEAD(this.enemy)))
{
// Make sure we dont return to tracking a respawned player
- self.enemy = world;
+ this.enemy = NULL;
// Turn model
- self.angles = vectoangles(self.velocity);
+ this.angles = vectoangles(this.velocity);
- if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5)))
- turret_projectile_explode();
+ if(vdist(this.origin - this.owner.origin, >, (this.owner.shot_radius * 5)))
+ turret_projectile_explode(this);
// Accelerate
- self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+ this.velocity = olddir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
- UpdateCSQCProjectile(self);
+ UpdateCSQCProjectile(this);
return;
}
// Enemy in range?
- if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2))
- turret_projectile_explode();
+ if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 0.2))
+ turret_projectile_explode(this);
// Predict enemy position
- itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
- pre_pos = self.enemy.origin + self.enemy.velocity * itime;
+ itime = vlen(this.enemy.origin - this.origin) / vlen(this.velocity);
+ pre_pos = this.enemy.origin + this.enemy.velocity * itime;
- pre_pos = (pre_pos + self.enemy.origin) * 0.5;
+ pre_pos = (pre_pos + this.enemy.origin) * 0.5;
// Find out the direction to that place
- newdir = normalize(pre_pos - self.origin);
+ newdir = normalize(pre_pos - this.origin);
// Turn
newdir = normalize(olddir + newdir * 0.35);
// Turn model
- self.angles = vectoangles(self.velocity);
+ this.angles = vectoangles(this.velocity);
// Accelerate
- self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+ this.velocity = newdir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
if (itime < 0.05)
- self.think = turret_projectile_explode;
+ setthink(this, turret_projectile_explode);
- UpdateCSQCProjectile(self);
+ UpdateCSQCProjectile(this);
}
#endif