}
// 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;
}
}
remove (self);
}
-entity vehicles_projectile(string _mzlfx, string _mzlsound,
+entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
vector _org, vector _vel,
float _dmg, float _radi, float _force, float _size,
int _deahtype, float _projtype, float _health,
bool _cull, bool _clianim, entity _owner)
-{SELFPARAM();
+{
+ TC(Sound, _mzlsound);
entity proj;
proj = spawn();
proj.velocity = _vel;
proj.touch = vehicles_projectile_explode;
proj.use = vehicles_projectile_explode;
- proj.owner = self;
+ proj.owner = this;
proj.realowner = _owner;
proj.think = SUB_Remove_self;
proj.nextthink = time + 30;
else
proj.flags = FL_PROJECTILE | FL_NOTARGET;
- if(_mzlsound)
- _sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
+ if(_mzlsound != SND_Null)
+ sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
if(_mzlfx)
Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
entity _slot,
int _hud,
string _hud_model,
- bool() _framefunc,
+ bool(entity) _framefunc,
void(bool) _exitfunc, float() _enterfunc)
{
if(!(_owner.vehicle_flags & VHF_MULTISLOT))
}
}
-void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
-{SELFPARAM();
- if(self.(regen_field) < field_max)
+void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
+{
+ if(this.(regen_field) < field_max)
if(timer + rpause < time)
{
if(_healthscale)
- regen = regen * (self.vehicle_health / self.max_health);
+ regen = regen * (this.vehicle_health / this.max_health);
- self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
+ this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
- if(self.owner)
- self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
+ if(this.owner)
+ this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
}
}
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, this);
- Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_death(info, self);
- 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(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);
info.vr_enter(info, veh);
setself(this);
- antilag_clear(pl);
+ antilag_clear(pl, CS(pl));
}
void vehicles_think()
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();