#pragma once
+#include "macro.qh"
+
// Transition from global 'self' to local 'this'
// Step 1: auto oldself
// Step 2: const self
#if 1
- #define self (0, self)
- [[alias("self")]] entity __self;
+ #define self (RVALUE, self)
+ ALIAS("self") entity __self;
#define setself(s) (__self = s)
- #define WITHSELF(value, block) WITH(entity, __self, value, (0, block))
+ #define WITHSELF(value, block) WITH(entity, __self, value, (RVALUE, block))
#endif
// Step 3: propagate SELFPARAM()
// Step 5: this should work
#if 1
#undef self
- #define self (0, this)
+ #define self (RVALUE, this)
#endif
// Step 6: remove SELFPARAM, add parameters
#define SELFWRAP(T, R, oldargs, args, forward) \
.R oldargs T; \
- .R oldargs __##T = T; \
+ noref .R oldargs __##T = T; \
.R args self##T; \
R T##_self oldargs { ENGINE_EVENT(); return this.self##T forward; }
#define SELFWRAP_SET(T, e, f) \
(_selftemp = (e), _selftemp.__##T = ((f) ? T##_self : func_null), _selftemp.self##T = (f))
#define SELFWRAP_GET(T, e) \
- (0, (e).self##T)
+ (RVALUE, (e).self##T)
#define _SELFWRAP_SET(T, e, f) \
((e).__##T = (f))
#define _SELFWRAP_GET(T, e) \
- (0, (e).__##T)
+ (RVALUE, (e).__##T)
SELFWRAP(think, void, (), (entity this), (this))
#define setthink(e, f) SELFWRAP_SET(think, e, f)
#define getthink(e) SELFWRAP_GET(think, e)
-SELFWRAP(touch, void, (), (entity this), (this))
+#ifdef GAMEQC
+SELFWRAP(touch, void, (), (entity this, entity toucher), (this, other))
#define settouch(e, f) SELFWRAP_SET(touch, e, f)
#define gettouch(e) SELFWRAP_GET(touch, e)
+#endif
-SELFWRAP(blocked, void, (), (entity this), (this))
+#ifdef GAMEQC
+SELFWRAP(blocked, void, (), (entity this, entity blocker), (this, other))
#define setblocked(e, f) SELFWRAP_SET(blocked, e, f)
#define blocked stopusingthis
+#endif
SELFWRAP(predraw, void, (), (entity this), (this))
#define setpredraw(e, f) SELFWRAP_SET(predraw, e, f)
-SELFWRAP(customizeentityforclient, bool, (), (entity this), (this))
+#ifdef GAMEQC
+SELFWRAP(customizeentityforclient, bool, (), (entity this, entity client), (this, other))
#define setcefc(e, f) SELFWRAP_SET(customizeentityforclient, e, f)
#define getcefc(e) SELFWRAP_GET(customizeentityforclient, e)
+#endif
SELFWRAP(camera_transform, vector, (vector org, vector ang), (entity this, vector org, vector ang), (this, org, ang))
#define setcamera_transform(e, f) SELFWRAP_SET(camera_transform, e, f)
+/** return false to remove from the client */
SELFWRAP(SendEntity, bool, (entity to, int sendflags), (entity this, entity to, int sendflags), (this, to, sendflags))
#define setSendEntity(e, f) SELFWRAP_SET(SendEntity, e, f)
+#define getSendEntity(e) SELFWRAP_GET(SendEntity, e)
-#ifdef SVQC
-void make_safe_for_remove(entity this);
-#endif
-
-void objerror(entity this, string s)
-{
-#ifdef SVQC
- make_safe_for_remove(this);
+#define ChangeYaw(e, ...) (__self = (e), builtin_ChangeYaw(__VA_ARGS__))
+#define checkclient(e, ...) (__self = (e), builtin_checkclient(__VA_ARGS__))
+#ifndef SVQC
+ #define droptofloor(e, ...) (__self = (e), builtin_droptofloor(__VA_ARGS__))
#endif
- WITHSELF(this, builtin_objerror(s));
-}
+#define error(...) (__self = (NULL), builtin_error(__VA_ARGS__))
+#define movetogoal(e, ...) (__self = (e), builtin_movetogoal(__VA_ARGS__))
+#define walkmove(e, ...) (__self = (e), builtin_walkmove(__VA_ARGS__))
-#ifndef MENUQC
-void adaptor_think2touch(entity this) { WITH(entity, other, NULL, gettouch(this)(this)); }
+#ifdef GAMEQC
void adaptor_think2use(entity this) { if (this.use) this.use(this, NULL, NULL); }
#endif