WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
- WriteByte(MSG_ENTITY, self.cnt);
+ WriteByte(MSG_ENTITY, this.cnt);
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ WriteCoord(MSG_ENTITY, this.origin_x);
+ WriteCoord(MSG_ENTITY, this.origin_y);
+ WriteCoord(MSG_ENTITY, this.origin_z);
- WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
- WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
- WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
+ WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
+ WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
+ WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
return true;
}
WriteByte(MSG_ONE, vehicle_id);
}
-vector targetdrone_getnewspot()
-{SELFPARAM();
- vector spot;
- int i;
- for(i = 0; i < 100; ++i)
- {
- spot = self.origin + randomvec() * 1024;
- tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
- if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
- return spot;
- }
- return self.origin;
-}
-
-void vehicles_locktarget(float incr, float decr, float _lock_time)
-{SELFPARAM();
- if(self.lock_target && IS_DEAD(self.lock_target))
+void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
+{
+ if(this.lock_target && IS_DEAD(this.lock_target))
{
- self.lock_target = world;
- self.lock_strength = 0;
- self.lock_time = 0;
+ this.lock_target = world;
+ this.lock_strength = 0;
+ this.lock_time = 0;
}
- if(self.lock_time > time)
+ if(this.lock_time > time)
{
- if(self.lock_target)
- if(self.lock_soundtime < time)
+ if(this.lock_target)
+ if(this.lock_soundtime < time)
{
- self.lock_soundtime = time + 0.5;
- play2(self.owner, "vehicles/locked.wav");
+ this.lock_soundtime = time + 0.5;
+ play2(this.owner, "vehicles/locked.wav");
}
return;
if(trace_ent != world)
{
- if(SAME_TEAM(trace_ent, self))
+ if(SAME_TEAM(trace_ent, this))
trace_ent = world;
if(IS_DEAD(trace_ent))
trace_ent = world; // invisible
}
- if(self.lock_target == world && trace_ent != world)
- self.lock_target = trace_ent;
+ if(this.lock_target == world && trace_ent != world)
+ this.lock_target = trace_ent;
- if(self.lock_target && trace_ent == self.lock_target)
+ if(this.lock_target && trace_ent == this.lock_target)
{
- if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
+ if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
{
- play2(self.owner, "vehicles/lock.wav");
- self.lock_soundtime = time + 0.8;
+ play2(this.owner, "vehicles/lock.wav");
+ this.lock_soundtime = time + 0.8;
}
- else if (self.lock_strength != 1 && self.lock_soundtime < time)
+ else if (this.lock_strength != 1 && this.lock_soundtime < time)
{
- play2(self.owner, "vehicles/locking.wav");
- self.lock_soundtime = time + 0.3;
+ play2(this.owner, "vehicles/locking.wav");
+ this.lock_soundtime = time + 0.3;
}
}
// Have a locking target
// Trace hit current target
- if(trace_ent == self.lock_target && trace_ent != world)
+ if(trace_ent == this.lock_target && trace_ent != world)
{
- self.lock_strength = min(self.lock_strength + incr, 1);
- if(self.lock_strength == 1)
- self.lock_time = time + _lock_time;
+ this.lock_strength = min(this.lock_strength + incr, 1);
+ if(this.lock_strength == 1)
+ this.lock_time = time + _lock_time;
}
else
{
if(trace_ent)
- self.lock_strength = max(self.lock_strength - decr * 2, 0);
+ this.lock_strength = max(this.lock_strength - decr * 2, 0);
else
- self.lock_strength = max(self.lock_strength - decr, 0);
+ this.lock_strength = max(this.lock_strength - decr, 0);
- if(self.lock_strength == 0)
- self.lock_target = world;
+ if(this.lock_strength == 0)
+ this.lock_target = world;
}
}
-vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
-{SELFPARAM();
- force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
+vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
+{
+ force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
v_forward = normalize(v_forward) * -1;
- traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
+ traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
force_fromtag_power = (1 - trace_fraction) * max_power;
force_fromtag_normpower = force_fromtag_power / max_power;
return v_forward * force_fromtag_power;
}
-vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
-{SELFPARAM();
-
- force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
+vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
+{
+ force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
v_forward = normalize(v_forward) * -1;
- traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
+ traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
// TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
if(trace_fraction == 1.0)
}
// projectile handling
-void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
// Ignore damage from oterh projectiles from my owner (dont mess up volly's)
- if(inflictor.owner == self.owner)
+ if(inflictor.owner == this.owner)
return;
- self.health -= damage;
- self.velocity += force;
- if(self.health < 1)
+ this.health -= damage;
+ this.velocity += force;
+ if(this.health < 1)
{
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
- self.think = self.use;
- self.nextthink = time;
+ this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.think = this.use;
+ this.nextthink = time;
}
}
if(this.pain_frame < time)
{
float _ftmp = myhealth / 50;
- this.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
- pointparticles(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
+ this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
+ Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
if(this.vehicle_flags & VHF_DMGSHAKE)
this.velocity += randomvec() * 30;
vehicles_painframe(this);
}
-void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- self.dmg_time = time;
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ this.dmg_time = time;
// WEAPONTODO
if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
if(DEATH_WEAPONOF(deathtype) != WEP_Null)
damage *= autocvar_g_vehicles_weapon_damagerate;
- self.enemy = attacker;
+ this.enemy = attacker;
- self.pain_finished = time;
+ this.pain_finished = time;
- if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
+ if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
{
- if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
+ if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
{
- self.vehicle_shieldent = spawn();
- self.vehicle_shieldent.effects = EF_LOWPRECISION;
-
- setmodel(self.vehicle_shieldent, MDL_VEH_SHIELD);
- setattachment(self.vehicle_shieldent, self, "");
- setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
- self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
- self.vehicle_shieldent.think = shieldhit_think;
+ this.vehicle_shieldent = spawn();
+ this.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+ setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
+ setattachment(this.vehicle_shieldent, this, "");
+ setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
+ this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
+ this.vehicle_shieldent.think = shieldhit_think;
}
- self.vehicle_shieldent.colormod = '1 1 1';
- self.vehicle_shieldent.alpha = 0.45;
- self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
- self.vehicle_shieldent.nextthink = time;
- self.vehicle_shieldent.effects &= ~EF_NODRAW;
+ this.vehicle_shieldent.colormod = '1 1 1';
+ this.vehicle_shieldent.alpha = 0.45;
+ this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
+ this.vehicle_shieldent.nextthink = time;
+ this.vehicle_shieldent.effects &= ~EF_NODRAW;
- self.vehicle_shield -= damage;
+ this.vehicle_shield -= damage;
- if(self.vehicle_shield < 0)
+ if(this.vehicle_shield < 0)
{
- self.vehicle_health -= fabs(self.vehicle_shield);
- self.vehicle_shieldent.colormod = '2 0 0';
- self.vehicle_shield = 0;
- self.vehicle_shieldent.alpha = 0.75;
+ this.vehicle_health -= fabs(this.vehicle_shield);
+ this.vehicle_shieldent.colormod = '2 0 0';
+ this.vehicle_shield = 0;
+ this.vehicle_shieldent.alpha = 0.75;
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
else
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
else
{
- self.vehicle_health -= damage;
+ this.vehicle_health -= damage;
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
- if(self.damageforcescale < 1 && self.damageforcescale > 0)
- self.velocity += force * self.damageforcescale;
+ if(this.damageforcescale < 1 && this.damageforcescale > 0)
+ this.velocity += force * this.damageforcescale;
else
- self.velocity += force;
+ this.velocity += force;
- if(self.vehicle_health <= 0)
+ if(this.vehicle_health <= 0)
{
- if(self.owner)
- if(self.vehicle_flags & VHF_DEATHEJECT)
- vehicles_exit(VHEF_EJECT);
+ if(this.owner)
+ if(this.vehicle_flags & VHF_DEATHEJECT)
+ WITH(entity, self, this, vehicles_exit(VHEF_EJECT));
else
- vehicles_exit(VHEF_RELEASE);
+ WITH(entity, self, this, vehicles_exit(VHEF_RELEASE));
- antilag_clear(self);
+ antilag_clear(this);
- Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_death(info);
- vehicles_setreturn(self);
+ Vehicle info = Vehicles_from(this.vehicleid);
+ info.vr_death(info, this);
+ vehicles_setreturn(this);
}
}
if(!teamplay)
_vehicle.team = 0;
- Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES);
- Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
+ Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
+ Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
WaypointSprite_Kill(_vehicle.wps_intruder);
if((self.origin_z + self.maxs_z) > (other.origin_z))
if(vehicles_crushable(other))
{
- if(vlen(self.velocity) >= 30)
+ if(vdist(self.velocity, >=, 30))
Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
if(self.play_time < time) {
Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_impact(info);
+ info.vr_impact(info, self);
}
return;
if(DIFF_TEAM(pl, veh))
if(autocvar_g_vehicles_steal)
{
- FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), LAMBDA(Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL)));
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
setself(veh);
CSQCModel_UnlinkEntity(veh);
Vehicle info = Vehicles_from(veh.vehicleid);
- info.vr_enter(info);
+ info.vr_enter(info, veh);
setself(this);
antilag_clear(pl);
self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_think(info);
+ info.vr_think(info, self);
vehicles_painframe(self);
if(self.vehicle_controller)
self.team = self.vehicle_controller.team;
- FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, LAMBDA(RemoveGrapplingHook(it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
vehicles_reset_colors();
Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_spawn(info);
+ info.vr_spawn(info, self);
CSQCMODEL_AUTOINIT(self);
}
self.tur_head.team = self.team;
Vehicle info = Vehicles_from(veh.vehicleid);
- info.vr_setup(info);
+ info.vr_setup(info, veh);
if(self.active == ACTIVE_NOT)
self.nextthink = 0; // wait until activated