.float scale;
.vector colormod;
-void SUB_Stop(entity this)
+void SUB_Stop(entity this, entity toucher)
{
- this.move_velocity = this.move_avelocity = '0 0 0';
+ this.velocity = this.avelocity = '0 0 0';
this.move_movetype = MOVETYPE_NONE;
}
-void SUB_Stop_self()
-{
- SELFPARAM();
- SUB_Stop(this);
-}
-
void Projectile_ResetTrail(entity this, vector to)
{
this.trail_oldorigin = to;
float t;
float a;
- f = this.move_flags;
+ f = this.flags;
if (this.count & 0x80)
{
- // this.move_flags &= ~FL_ONGROUND;
+ // this.flags &= ~FL_ONGROUND;
if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FLY)
Movetype_Physics_NoMatchServer(this);
// the trivial movetypes do not have to match the
// moving, we might still be ticrate dependent.
else
Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
- if (!(this.move_flags & FL_ONGROUND))
+ if (!(this.flags & FL_ONGROUND))
if (this.velocity != '0 0 0')
- this.move_angles = this.angles = vectoangles(this.velocity);
+ this.angles = vectoangles(this.velocity);
}
else
{
// projectiles no longer being able to lie on a bmodel
this.move_nomonsters = MOVE_WORLDONLY;
if (f & 0x40)
- this.move_flags |= FL_ONGROUND;
+ this.flags |= FL_ONGROUND;
else
- this.move_flags &= ~FL_ONGROUND;
+ this.flags &= ~FL_ONGROUND;
if (!this.move_time)
{
this.gravity = ReadCoord();
else
this.gravity = 0; // none
- this.move_origin = this.origin;
- this.move_velocity = this.velocity;
}
if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
this.mins = '0 0 0';
this.maxs = '0 0 0';
this.colormod = '0 0 0';
- this.move_touch = SUB_Stop_self;
+ settouch(this, SUB_Stop);
this.move_movetype = MOVETYPE_TOSS;
this.alphamod = 1;
this.mins = '0 0 -4';
this.maxs = '0 0 -4';
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR(mortar, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR(mortar, bouncestop);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
+ this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
case PROJECTILE_SHAMBLER_LIGHTNING:
this.mins = '-8 -8 -8';
this.colormod = '2 1 1';
this.alphamod = 0.5;
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ settouch(this, func_null);
break;
case PROJECTILE_PORTO_BLUE:
this.colormod = '1 1 2';
this.alphamod = 0.5;
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ settouch(this, func_null);
break;
case PROJECTILE_HAGAR_BOUNCING:
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ settouch(this, func_null);
break;
case PROJECTILE_CRYLINK_BOUNCING:
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ settouch(this, func_null);
break;
case PROJECTILE_FIREBALL:
loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
case PROJECTILE_FIREMINE:
loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ settouch(this, func_null);
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
break;
this.mins = '0 0 -4';
this.maxs = '0 0 -4';
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
*/
default: