if(sf & VSF_SPAWN)
{
- WriteByte(MSG_ENTITY, self.vehicleid);
+ WriteByte(MSG_ENTITY, this.vehicleid);
}
if(sf & VSF_SETUP)
void vehicles_projectile_explode(entity this)
{
- if(self.owner && other != world)
+ if(this.owner && other != world)
{
- if(other == self.owner.vehicle)
+ if(other == this.owner.vehicle)
return;
- if(other == self.owner.vehicle.tur_head)
+ if(other == this.owner.vehicle.tur_head)
return;
}
PROJECTILE_TOUCH(this);
- self.event_damage = func_null;
- RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
+ this.event_damage = func_null;
+ RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, world, this.shot_force, this.totalfrags, other);
- remove (self);
+ remove (this);
}
void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
void vehicles_gib_explode(entity this)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
- Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
- remove(self);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
+ remove(this);
}
void vehicles_gib_think(entity this)
{
- self.alpha -= 0.1;
- if(self.cnt >= time)
- remove(self);
+ this.alpha -= 0.1;
+ if(this.cnt >= time)
+ remove(this);
else
- self.nextthink = time + 0.1;
+ this.nextthink = time + 0.1;
}
entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
void vehicles_spawn(entity this);
void vehicles_return(entity this)
{
- Send_Effect(EFFECT_TELEPORT, self.wp00.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
- setthink(self.wp00, vehicles_spawn);
- self.wp00.nextthink = time;
+ setthink(this.wp00, vehicles_spawn);
+ this.wp00.nextthink = time;
- if(self.waypointsprite_attached)
- WaypointSprite_Kill(self.waypointsprite_attached);
+ if(this.waypointsprite_attached)
+ WaypointSprite_Kill(this.waypointsprite_attached);
- remove(self);
+ remove(this);
}
void vehicles_showwp_goaway(entity this)
{
- if(self.waypointsprite_attached)
- WaypointSprite_Kill(self.waypointsprite_attached);
+ if(this.waypointsprite_attached)
+ WaypointSprite_Kill(this.waypointsprite_attached);
- remove(self);
+ remove(this);
}
void shieldhit_think(entity this)
{
- self.alpha -= 0.1;
- if (self.alpha <= 0)
+ this.alpha -= 0.1;
+ if (this.alpha <= 0)
{
- // setmodel(self, MDL_Null);
- self.alpha = -1;
- self.effects |= EF_NODRAW;
+ // setmodel(this, MDL_Null);
+ this.alpha = -1;
+ this.effects |= EF_NODRAW;
}
else
{
- self.nextthink = time + 0.1;
+ this.nextthink = time + 0.1;
}
}
void vehicles_touch(entity this)
{
- if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
+ if(MUTATOR_CALLHOOK(VehicleTouch, this, other))
return;
// Vehicle currently in use
- if(self.owner)
+ if(this.owner)
{
- if(!forbidWeaponUse(self.owner))
+ if(!forbidWeaponUse(this.owner))
if(other != world)
- if((self.origin_z + self.maxs_z) > (other.origin_z))
+ if((this.origin_z + this.maxs_z) > (other.origin_z))
if(vehicles_crushable(other))
{
- 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);
+ if(vdist(this.velocity, >=, 30))
+ Damage(other, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - this.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, self);
+ if(this.play_time < time) {
+ Vehicle info = Vehicles_from(this.vehicleid);
+ info.vr_impact(info, this);
}
return;
if(autocvar_g_vehicles_enter)
return;
- vehicles_enter(other, self);
+ vehicles_enter(other, this);
}
bool vehicle_impulse(entity this, int imp)
{
case IMP_weapon_drop.impulse:
{
- stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
+ stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
return true;
}
}
void vehicles_think(entity this)
{
- self.nextthink = time;
+ this.nextthink = time;
- if(self.owner)
- self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
+ if(this.owner)
+ this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
- Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_think(info, self);
+ Vehicle info = Vehicles_from(this.vehicleid);
+ info.vr_think(info, this);
- vehicles_painframe(self);
+ vehicles_painframe(this);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// initialization
void vehicles_spawn(entity this)
{
- LOG_TRACE("Spawning vehicle: ", self.classname, "\n");
+ LOG_TRACE("Spawning vehicle: ", this.classname, "\n");
// disown & reset
- self.vehicle_hudmodel.viewmodelforclient = self;
-
- self.owner = world;
- settouch(self, vehicles_touch);
- self.event_damage = vehicles_damage;
- self.iscreature = true;
- self.teleportable = false; // no teleporting for vehicles, too buggy
- self.damagedbycontents = true;
- self.movetype = MOVETYPE_WALK;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
- self.deadflag = DEAD_NO;
- self.bot_attack = true;
- self.flags = FL_NOTARGET;
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
- setthink(self, vehicles_think);
- self.nextthink = time;
+ this.vehicle_hudmodel.viewmodelforclient = this;
+
+ this.owner = world;
+ settouch(this, vehicles_touch);
+ this.event_damage = vehicles_damage;
+ this.iscreature = true;
+ this.teleportable = false; // no teleporting for vehicles, too buggy
+ this.damagedbycontents = true;
+ this.movetype = MOVETYPE_WALK;
+ this.solid = SOLID_SLIDEBOX;
+ this.takedamage = DAMAGE_AIM;
+ this.deadflag = DEAD_NO;
+ this.bot_attack = true;
+ this.flags = FL_NOTARGET;
+ this.avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+ setthink(this, vehicles_think);
+ this.nextthink = time;
// Reset locking
- self.lock_strength = 0;
- self.lock_target = world;
- self.misc_bulletcounter = 0;
+ this.lock_strength = 0;
+ this.lock_target = world;
+ this.misc_bulletcounter = 0;
// Return to spawn
- self.angles = self.pos2;
- setorigin(self, self.pos1);
+ this.angles = this.pos2;
+ setorigin(this, this.pos1);
// Show it
- Send_Effect(EFFECT_TELEPORT, self.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
- if(self.vehicle_controller)
- self.team = self.vehicle_controller.team;
+ if(this.vehicle_controller)
+ this.team = this.vehicle_controller.team;
- FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == this, RemoveGrapplingHook(it));
- vehicles_reset_colors(self);
+ vehicles_reset_colors(this);
- Vehicle info = Vehicles_from(self.vehicleid);
- info.vr_spawn(info, self);
+ Vehicle info = Vehicles_from(this.vehicleid);
+ info.vr_spawn(info, this);
- CSQCMODEL_AUTOINIT(self);
+ CSQCMODEL_AUTOINIT(this);
}
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)