float autocvar_g_monster_wyvern_attack_fireball_radius;
float autocvar_g_monster_wyvern_attack_fireball_speed;
-void M_Wyvern_Attack_Fireball_Explode();
-void M_Wyvern_Attack_Fireball_Touch();
+void M_Wyvern_Attack_Fireball_Explode(entity this);
+void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher);
SOUND(WyvernAttack_FIRE, W_Sound("electro_fire"));
-METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire)) {
+METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire))
+{
+ TC(WyvernAttack, thiswep);
if (fire & 1)
if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
- if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, SND(WyvernAttack_FIRE), CH_WEAPON_B, 0);
+ if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0);
if (IS_MONSTER(actor)) {
actor.attack_finished_single[0] = time + 1.2;
actor.anim_finished = time + 1.2;
missile.velocity = w_shotdir * (autocvar_g_monster_wyvern_attack_fireball_speed);
missile.avelocity = '300 300 300';
missile.nextthink = time + 5;
- missile.think = M_Wyvern_Attack_Fireball_Explode;
- missile.touch = M_Wyvern_Attack_Fireball_Touch;
+ setthink(missile, M_Wyvern_Attack_Fireball_Explode);
+ settouch(missile, M_Wyvern_Attack_Fireball_Touch);
CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
}
-METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack thiswep)) {
+METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack this, entity actor)) {
+ TC(WyvernAttack, this);
return true;
}
const float wyvern_anim_death = 4;
*/
-void M_Wyvern_Attack_Fireball_Explode()
+void M_Wyvern_Attack_Fireball_Explode(entity this)
{
- SELFPARAM();
- Send_Effect(EFFECT_FIREBALL_EXPLODE, self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);
- entity own = self.realowner;
+ entity own = this.realowner;
- RadiusDamage(self, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, world, world, autocvar_g_monster_wyvern_attack_fireball_radius, self.projectiledeathtype, world);
+ RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, NULL);
FOREACH_ENTITY_FLOAT(takedamage, DAMAGE_AIM,
{
- if(vdist(it.origin - self.origin, <=, autocvar_g_monster_wyvern_attack_fireball_radius))
- Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, self.projectiledeathtype);
+ if(vdist(it.origin - this.origin, <=, autocvar_g_monster_wyvern_attack_fireball_radius))
+ Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype);
});
- remove(self);
+ remove(this);
}
-void M_Wyvern_Attack_Fireball_Touch()
+void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this, toucher);
- M_Wyvern_Attack_Fireball_Explode();
+ M_Wyvern_Attack_Fireball_Explode(this);
}
bool M_Wyvern_Attack(int attack_type, entity actor, entity targ)
#endif // SVQC
#ifdef SVQC
-METHOD(Wyvern, mr_think, bool(Wyvern thismon, entity actor))
+METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor))
{
+ TC(Wyvern, this);
return true;
}
-METHOD(Wyvern, mr_pain, bool(Wyvern thismon, entity actor))
+METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype))
{
+ TC(Wyvern, this);
actor.pain_finished = time + 0.5;
setanim(actor, actor.anim_pain1, true, true, false);
- return true;
+ return damage_take;
}
-METHOD(Wyvern, mr_death, bool(Wyvern thismon, entity actor))
+METHOD(Wyvern, mr_death, bool(Wyvern this, entity actor))
{
+ TC(Wyvern, this);
setanim(actor, actor.anim_die1, false, true, true);
actor.velocity_x = -200 + 400 * random();
actor.velocity_y = -200 + 400 * random();
}
#endif
#ifndef MENUQC
-METHOD(Wyvern, mr_anim, bool(Wyvern thismon, entity actor))
+METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor))
{
+ TC(Wyvern, this);
vector none = '0 0 0';
actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
actor.anim_walk = animfixfps(actor, '1 1 1', none);
#endif
#ifdef SVQC
spawnfunc(item_cells);
-METHOD(Wyvern, mr_setup, bool(Wyvern thismon, entity actor))
+METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor))
{
+ TC(Wyvern, this);
if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
return true;
}
-METHOD(Wyvern, mr_precache, bool(Wyvern thismon))
+METHOD(Wyvern, mr_precache, bool(Wyvern this))
{
+ TC(Wyvern, this);
return true;
}
#endif