]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/unit/raptor.qc
Replace all direct assignments to self with setself(e)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / raptor.qc
index 8eaa0c93c0849acca091209c5f4507f4d08347fe..263da161f0d197ce6d1bfaf8c9481d220613336c 100644 (file)
@@ -1,9 +1,11 @@
 #ifndef VEHICLE_RAPTOR
 #define VEHICLE_RAPTOR
 #include "raptor.qh"
+#ifndef MENUQC
+int v_raptor(int);
+#endif
 REGISTER_VEHICLE_SIMPLE(
 /* VEH_##id   */ RAPTOR,
-/* function   */ v_raptor,
 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
 /* mins,maxs  */ '-80 -80 0', '80 80 70',
 /* model         */ "models/vehicles/raptor.dpm",
@@ -12,7 +14,12 @@ REGISTER_VEHICLE_SIMPLE(
 /* tags                  */ "", "tag_hud", "tag_camera",
 /* netname       */ "raptor",
 /* fullname   */ _("Raptor")
-);
+) {
+    this.m_icon = "vehicle_raptor";
+#ifndef MENUQC
+    this.vehicle_func = v_raptor;
+#endif
+}
 #endif
 
 #ifdef IMPLEMENTATION
@@ -89,13 +96,13 @@ vector autocvar_g_vehicle_raptor_bouncepain;
 .entity bomb2;
 
 float raptor_altitude(float amax)
-{
+{SELFPARAM();
        tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
        return vlen(self.origin - trace_endpos);
 }
 
 void raptor_bomblet_boom()
-{
+{SELFPARAM();
        RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
                                                                        autocvar_g_vehicle_raptor_bomblet_edgedamage,
                                                                        autocvar_g_vehicle_raptor_bomblet_radius, world, world,
@@ -104,7 +111,7 @@ void raptor_bomblet_boom()
 }
 
 void raptor_bomblet_touch()
-{
+{SELFPARAM();
        if(other == self.owner)
                return;
 
@@ -114,7 +121,7 @@ void raptor_bomblet_touch()
 }
 
 void raptor_bomb_burst()
-{
+{SELFPARAM();
        if(self.cnt > time)
        if(autocvar_g_vehicle_raptor_bomblet_alt)
        {
@@ -153,7 +160,7 @@ void raptor_bomb_burst()
 }
 
 void raptor_bombdrop()
-{
+{SELFPARAM();
        entity bomb_1, bomb_2;
 
        bomb_1 = spawn();
@@ -187,15 +194,15 @@ void raptor_bombdrop()
 
 
 void raptor_fire_cannon(entity gun, string tagname)
-{
-       vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
+{SELFPARAM();
+       vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, W_Sound("lasergun_fire"),
                                                   gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
                                                   autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
                                                   DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
 }
 
 void raptor_land()
-{
+{SELFPARAM();
        float hgt;
 
        hgt = raptor_altitude(512);
@@ -218,12 +225,12 @@ void raptor_land()
        }
 
        self.nextthink  = time;
-       
-       CSQCMODEL_AUTOUPDATE();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void raptor_exit(float eject)
-{
+{SELFPARAM();
        vector spot;
        self.tur_head.exteriormodeltoclient = world;
 
@@ -270,19 +277,19 @@ void raptor_exit(float eject)
 }
 
 void raptor_flare_touch()
-{
+{SELFPARAM();
        remove(self);
 }
 
 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        self.health -= damage;
        if(self.health <= 0)
                remove(self);
 }
 
 void raptor_flare_think()
-{
+{SELFPARAM();
        self.nextthink = time + 0.1;
        entity _missile = findchainentity(enemy, self.owner);
        while(_missile)
@@ -299,7 +306,7 @@ void raptor_flare_think()
 }
 
 float raptor_frame()
-{
+{SELFPARAM();
        entity player, raptor;
        float ftmp = 0;
        vector df;
@@ -313,8 +320,8 @@ float raptor_frame()
 
        player = self;
        raptor = self.vehicle;
-       self   = raptor;
-       
+       setself(raptor);
+
        vehicles_painframe();
        /*
        ftmp = vlen(self.velocity);
@@ -342,7 +349,7 @@ float raptor_frame()
 
        if(raptor.deadflag != DEAD_NO)
        {
-               self = player;
+               setself(player);
                player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
                return 1;
        }
@@ -635,22 +642,22 @@ float raptor_frame()
 
        player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
 
-       self = player;
+       setself(player);
        return 1;
 }
 
 float raptor_takeoff()
-{
+{SELFPARAM();
        entity player, raptor;
 
        player = self;
        raptor = self.vehicle;
-       self   = raptor;
-       
+       setself(raptor);
+
        self.nextthink = time;
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
        self.nextthink = 0; // will this work?
-       
+
        if(self.sound_nexttime < time)
        {
                self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
@@ -691,12 +698,12 @@ float raptor_takeoff()
                VEHICLE_UPDATE_PLAYER(player, shield, raptor);
 
        player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
-       self = player;
+       setself(player);
        return 1;
 }
 
 void raptor_blowup()
-{
+{SELFPARAM();
        self.deadflag   = DEAD_DEAD;
        self.vehicle_exit(VHEF_NORMAL);
        RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
@@ -714,31 +721,31 @@ void raptor_blowup()
 }
 
 void raptor_diethink()
-{
+{SELFPARAM();
        if(time >= self.wait)
                self.think = raptor_blowup;
 
        if(random() < 0.05)
        {
-               sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-               Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+               sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+               Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
        }
        self.nextthink = time;
-       
-       CSQCMODEL_AUTOUPDATE();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 // If we dont do this ever now and then, the raptors rotors
 // stop working, presumably due to angle overflow. cute.
 void raptor_rotor_anglefix()
-{
+{SELFPARAM();
        self.gun1.angles_y = anglemods(self.gun1.angles_y);
        self.gun2.angles_y = anglemods(self.gun2.angles_y);
        self.nextthink = time + 15;
 }
 
 float raptor_impulse(float _imp)
-{
+{SELFPARAM();
        switch(_imp)
        {
                case 1:
@@ -783,20 +790,20 @@ float raptor_impulse(float _imp)
 }
 
 void spawnfunc_vehicle_raptor()
-{
+{SELFPARAM();
        if(!autocvar_g_vehicle_raptor) { remove(self); return; }
        if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
 }
 
 float v_raptor(float req)
-{
+{SELFPARAM();
        switch(req)
        {
                case VR_IMPACT:
                {
                        if(autocvar_g_vehicle_raptor_bouncepain)
                                vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
-                               
+
                        return true;
                }
                case VR_ENTER:
@@ -835,7 +842,7 @@ float v_raptor(float req)
                        self.nextthink                  = time;
                        self.wait                               = time + 5 + (random() * 5);
 
-                       Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
+                       Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
 
                        self.velocity_z += 600;
 
@@ -923,12 +930,12 @@ float v_raptor(float req)
                        self.movetype      = MOVETYPE_TOSS;
                        self.solid                = SOLID_SLIDEBOX;
                        self.vehicle_energy = 1;
-                       
+
                        self.PlayerPhysplug = raptor_frame;
 
                        self.bomb1.gun1.avelocity_y = 90;
                        self.bomb1.gun2.avelocity_y = -90;
-                       
+
                        self.delay = time;
 
                        self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
@@ -951,13 +958,13 @@ float v_raptor(float req)
 
                        if(autocvar_g_vehicle_raptor_energy_regen)
                                self.vehicle_flags |= VHF_ENERGYREGEN;
-                               
+
                        self.vehicle_exit = raptor_exit;
                        self.respawntime = autocvar_g_vehicle_raptor_respawntime;
                        self.vehicle_health = autocvar_g_vehicle_raptor_health;
                        self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
                        self.max_health = self.vehicle_health;
-                               
+
                        return true;
                }
                case VR_PRECACHE:
@@ -972,7 +979,7 @@ float v_raptor(float req)
                        precache_sound ("vehicles/raptor_fly.wav");
                        precache_sound ("vehicles/raptor_speed.wav");
                        precache_sound ("vehicles/missile_alarm.wav");
-               
+
                        return true;
                }
        }
@@ -984,7 +991,7 @@ float v_raptor(float req)
 #ifdef CSQC
 
 void RaptorCBShellfragDraw()
-{
+{SELFPARAM();
        if(wasfreed(self))
                return;
 
@@ -1000,7 +1007,7 @@ void RaptorCBShellfragDraw()
 }
 
 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
-{
+{SELFPARAM();
        entity sfrag;
 
        sfrag = spawn();
@@ -1041,8 +1048,8 @@ float v_raptor(float req)
                                case RSM_BOMB:  crosshair = vCROSS_BURST; break;
                                default:        crosshair = vCROSS_BURST;
                        }
-                       
-                       Vehicles_drawHUD("vehicle_raptor", "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
+
+                       Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
                                                         "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
                                                         "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
                                                         crosshair);