void W_Electro_ExplodeCombo(entity this)
{
- W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+ W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
- self.event_damage = func_null;
+ this.event_damage = func_null;
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR(electro, combo_damage),
WEP_CVAR(electro, combo_edgedamage),
WEP_CVAR(electro, combo_radius),
world
);
- remove(self);
+ remove(this);
}
void W_Electro_Explode(entity this)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
+ if(DIFF_TEAM(this.realowner, other))
if(!IS_DEAD(other))
if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
- if(self.movetype == MOVETYPE_BOUNCE)
+ if(this.movetype == MOVETYPE_BOUNCE)
{
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR_SEC(electro, damage),
WEP_CVAR_SEC(electro, edgedamage),
WEP_CVAR_SEC(electro, radius),
world,
world,
WEP_CVAR_SEC(electro, force),
- self.projectiledeathtype,
+ this.projectiledeathtype,
other
);
}
else
{
- W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+ W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR_PRI(electro, damage),
WEP_CVAR_PRI(electro, edgedamage),
WEP_CVAR_PRI(electro, radius),
world,
world,
WEP_CVAR_PRI(electro, force),
- self.projectiledeathtype,
+ this.projectiledeathtype,
other
);
}
- remove(self);
+ remove(this);
}
void W_Electro_Explode_use(entity this, entity actor, entity trigger)
void W_Electro_Bolt_Think(entity this)
{
- if(time >= self.ltime)
+ if(time >= this.ltime)
{
this.use(this, NULL, NULL);
return;
if(WEP_CVAR_PRI(electro, midaircombo_radius))
{
float found = 0;
- entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
+ entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
// loop through nearby orbs and trigger them
while(e)
if(e.classname == "electro_orb")
{
// change owner to whoever caused the combo explosion
- e.realowner = self.realowner;
+ e.realowner = this.realowner;
e.takedamage = DAMAGE_NO;
e.classname = "electro_orb_chain";
if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
{ this.use(this, NULL, NULL); }
else
- { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
+ { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
}
- else { self.nextthink = self.ltime; }
+ else { this.nextthink = this.ltime; }
}
void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
-{entity this = actor;
+{
entity proj;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo));
W_SetupShot_ProjectileSize(
- self,
+ actor,
'0 0 -3',
'0 0 -3',
false,
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj = new(electro_bolt);
- proj.owner = proj.realowner = self;
+ proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
proj.use = W_Electro_Explode_use;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
void W_Electro_Orb_Touch(entity this)
{
PROJECTILE_TOUCH(this);
if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(self); } }
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this); } }
else
{
- //UpdateCSQCProjectile(self);
- spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
+ //UpdateCSQCProjectile(this);
+ spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
}
}
}
void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
-{entity this = actor;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
+{
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
W_SetupShot_ProjectileSize(
- self,
+ actor,
'0 0 -4',
'0 0 -4',
false,
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity proj = new(electro_orb);
- proj.owner = proj.realowner = self;
+ proj.owner = proj.realowner = actor;
proj.use = W_Electro_Explode_use;
setthink(proj, adaptor_think2use_hittype_splash);
proj.bot_dodge = true;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{entity this = actor;
- if(self.electro_count > 1)
- if(PHYS_INPUT_BUTTON_ATCK2(self))
+{
+ if(actor.electro_count > 1)
+ if(PHYS_INPUT_BUTTON_ATCK2(actor))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
{
W_Electro_Attack_Orb(WEP_ELECTRO, actor);
- self.electro_count -= 1;
+ actor.electro_count -= 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
- PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
- if(self.bot_secondary_electromooth == 0)
+ PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
+ if(actor.bot_secondary_electromooth == 0)
{
float shoot;
if(WEP_CVAR_PRI(electro, speed))
- shoot = bot_aim(self, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+ shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
else
- shoot = bot_aim(self, 1000000, 0, 0.001, false);
+ shoot = bot_aim(actor, 1000000, 0, 0.001, false);
if(shoot)
{
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_electromooth = 1;
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.01) actor.bot_secondary_electromooth = 1;
}
}
else
{
- if(bot_aim(self, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+ if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
{
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.03) self.bot_secondary_electromooth = 0;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.03) actor.bot_secondary_electromooth = 0;
}
}
}
}
METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.electro_secondarytime = time;
+ actor.electro_secondarytime = time;
}
METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
vector org2;
org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
else
{
// this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
}
else
{
pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
}
}