]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Merge branch 'master' into Mario/killother
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index 3fa50ff0445565e0543a1dee20225326ecba2a7c..d46972fa1c95066093482159349b2fc913aba0dd 100644 (file)
@@ -54,43 +54,43 @@ REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
 #ifdef SVQC
 spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
 
-void W_HLAC_Touch(entity this)
+void W_HLAC_Touch(entity this, entity toucher)
 {
        float isprimary;
 
-       PROJECTILE_TOUCH(this);
+       PROJECTILE_TOUCH(this, toucher);
 
-       self.event_damage = func_null;
+       this.event_damage = func_null;
 
-       isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
+       isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
 
-       RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
 
-       remove(self);
+       remove(this);
 }
 
 void W_HLAC_Attack(Weapon thiswep, entity actor)
-{entity this = actor;
+{
        entity missile;
     float spread;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hlac, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hlac, ammo));
 
-    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * self.misc_bulletcounter);
+    spread = WEP_CVAR_PRI(hlac, spread_min) + (WEP_CVAR_PRI(hlac, spread_add) * actor.misc_bulletcounter);
     spread = min(spread,WEP_CVAR_PRI(hlac, spread_max));
-    if(self.crouch)
+    if(actor.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+       W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
        }
 
        missile = new(hlacbolt);
-       missile.owner = missile.realowner = self;
+       missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
 
     missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
@@ -114,25 +114,25 @@ void W_HLAC_Attack(Weapon thiswep, entity actor)
 
        CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 void W_HLAC_Attack2(entity actor)
-{entity this = actor;
+{
        entity missile;
     float spread;
 
     spread = WEP_CVAR_SEC(hlac, spread);
 
 
-    if(self.crouch)
+    if(actor.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+       W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = new(hlacbolt);
-       missile.owner = missile.realowner = self;
+       missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
 
     missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
@@ -157,7 +157,7 @@ void W_HLAC_Attack2(entity actor)
 
        CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 // weapon frames
@@ -180,7 +180,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
                }
 
                int slot = weaponslot(weaponentity);
-               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
                W_HLAC_Attack(WEP_HLAC, actor);
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
@@ -192,25 +192,24 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
 }
 
 void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor)
-{entity this = actor;
+{
     float i;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo));
 
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
         W_HLAC_Attack2(actor);
 
        if(!autocvar_g_norecoil)
        {
-               self.punchangle_x = random() - 0.5;
-               self.punchangle_y = random() - 0.5;
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
        }
 }
 
 METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
 }
 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
@@ -265,12 +264,11 @@ METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
 
 METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM);
 }
 
 #endif