]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/rotating.qc
Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / rotating.qc
index 93d4a30cedaa14ee2de8078890f9e29a8cc025d3..f34d41e2b02af8737d31d8c7e701de75dbe047e6 100644 (file)
@@ -1,21 +1,20 @@
 #ifdef SVQC
-void func_rotating_setactive(float astate)
+void func_rotating_setactive(entity this, int astate)
 {
-
        if (astate == ACTIVE_TOGGLE)
        {
-               if(self.active == ACTIVE_ACTIVE)
-                       self.active = ACTIVE_NOT;
+               if(this.active == ACTIVE_ACTIVE)
+                       this.active = ACTIVE_NOT;
                else
-                       self.active = ACTIVE_ACTIVE;
+                       this.active = ACTIVE_ACTIVE;
        }
        else
-               self.active = astate;
+               this.active = astate;
 
-       if(self.active  == ACTIVE_NOT)
-               self.avelocity = '0 0 0';
+       if(this.active  == ACTIVE_NOT)
+               this.avelocity = '0 0 0';
        else
-               self.avelocity = self.pos1;
+               this.avelocity = this.pos1;
 }
 
 /*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
@@ -26,51 +25,51 @@ dmg     : Do this mutch dmg every .dmgtime intervall when blocked
 dmgtime : See above.
 */
 
-void spawnfunc_func_rotating()
+spawnfunc(func_rotating)
 {
-       if (self.noise != "")
+       if (this.noise != "")
        {
-               precache_sound(self.noise);
-               ambientsound(self.origin, self.noise, VOL_BASE, ATTEN_IDLE);
+               precache_sound(this.noise);
+               ambientsound(this.origin, this.noise, VOL_BASE, ATTEN_IDLE);
        }
 
-       self.active = ACTIVE_ACTIVE;
-       self.setactive = func_rotating_setactive;
+       this.active = ACTIVE_ACTIVE;
+       this.setactive = func_rotating_setactive;
 
-       if (!self.speed)
-               self.speed = 100;
+       if (!this.speed)
+               this.speed = 100;
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
-       if (self.spawnflags & 4) // X (untested)
-               self.avelocity = '0 0 1' * self.speed;
+       if (this.spawnflags & 4) // X (untested)
+               this.avelocity = '0 0 1' * this.speed;
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
-       else if (self.spawnflags & 8) // Y (untested)
-               self.avelocity = '1 0 0' * self.speed;
+       else if (this.spawnflags & 8) // Y (untested)
+               this.avelocity = '1 0 0' * this.speed;
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
        else // Z
-               self.avelocity = '0 1 0' * self.speed;
+               this.avelocity = '0 1 0' * this.speed;
 
-       self.pos1 = self.avelocity;
+       this.pos1 = this.avelocity;
 
-    if(self.dmg && (self.message == ""))
-        self.message = " was squished";
-    if(self.dmg && (self.message2 == ""))
-               self.message2 = "was squished by";
+    if(this.dmg && (this.message == ""))
+        this.message = " was squished";
+    if(this.dmg && (this.message2 == ""))
+               this.message2 = "was squished by";
 
 
-    if(self.dmg && (!self.dmgtime))
-        self.dmgtime = 0.25;
+    if(this.dmg && (!this.dmgtime))
+        this.dmgtime = 0.25;
 
-    self.dmgtime2 = time;
+    this.dmgtime2 = time;
 
-       if (!InitMovingBrushTrigger())
+       if (!InitMovingBrushTrigger(this))
                return;
        // no EF_LOWPRECISION here, as rounding angles is bad
 
-    self.blocked = generic_plat_blocked;
+    this.blocked = generic_plat_blocked;
 
        // wait for targets to spawn
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 999999999;
-       self.SUB_THINK = SUB_NullThink; // for PushMove
+       this.SUB_NEXTTHINK = this.SUB_LTIME + 999999999;
+       SUB_THINK(this, SUB_NullThink); // for PushMove
 
        // TODO make a reset function for this one
 }