NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
{
Net_Accept(vortex_beam);
- this.think = SUB_Remove_self;
+ setthink(this, SUB_Remove);
this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
this.draw = VaporizerBeam_Draw;
this.drawmask = MASK_NORMAL;
spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
-void W_RocketMinsta_Explosion(vector loc)
-{SELFPARAM();
+void W_RocketMinsta_Explosion(entity actor, vector loc)
+{entity this = actor;
if(accuracy_canbegooddamage(self))
accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
entity dmgent = spawn();
remove(dmgent);
}
-void W_Vaporizer_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Vaporizer_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
- W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
+ W_SetupShot(self, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+ FireRailgunBullet(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
// do this now, as goodhits is disabled below
SendCSQCVaporizerBeamParticle(self, damage_goodhits);
if(autocvar_g_rm)
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
- W_RocketMinsta_Explosion(trace_endpos);
+ W_RocketMinsta_Explosion(self, trace_endpos);
W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
-void W_RocketMinsta_Laser_Explode ()
-{SELFPARAM();
+void W_RocketMinsta_Laser_Explode (entity this)
+{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
if(DIFF_TEAM(self.realowner, other))
remove(self);
}
-void W_RocketMinsta_Laser_Touch ()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_RocketMinsta_Laser_Explode(this));
+}
+
+void W_RocketMinsta_Laser_Touch (entity this)
+{
+ PROJECTILE_TOUCH(this);
//W_RocketMinsta_Laser_Explode ();
RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
remove(self);
}
-void W_RocketMinsta_Attack2()
-{SELFPARAM();
+void W_RocketMinsta_Attack2(entity actor)
+{entity this = actor;
makevectors(self.v_angle);
entity proj;
Weapon w = PS(self).m_weapon;
PS(self).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
PS(self).m_weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_rm_laser_damage;
- proj.use = W_RocketMinsta_Laser_Explode;
- proj.think = adaptor_think2use_hittype_splash;
+ proj.use = W_RocketMinsta_Laser_Explode_use;
+ setthink(proj, adaptor_think2use_hittype_splash);
proj.nextthink = time + autocvar_g_rm_laser_lifetime;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
proj.angles = vectoangles(proj.velocity);
- proj.touch = W_RocketMinsta_Laser_Touch;
+ settouch(proj, W_RocketMinsta_Laser_Touch);
setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
}
}
-void W_RocketMinsta_Attack3 ()
-{SELFPARAM();
+void W_RocketMinsta_Attack3 (entity actor)
+{entity this = actor;
makevectors(self.v_angle);
entity proj;
Weapon w = PS(self).m_weapon;
PS(self).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
PS(self).m_weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_rm_laser_damage;
- proj.use = W_RocketMinsta_Laser_Explode;
- proj.think = adaptor_think2use_hittype_splash;
+ proj.use = W_RocketMinsta_Laser_Explode_use;
+ setthink(proj, adaptor_think2use_hittype_splash);
proj.nextthink = time + autocvar_g_rm_laser_lifetime;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
proj.angles = vectoangles(proj.velocity);
- proj.touch = W_RocketMinsta_Laser_Touch;
+ settouch(proj, W_RocketMinsta_Laser_Touch);
setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
}
}
-METHOD(Vaporizer, wr_aim, void(entity thiswep))
+METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
{
+ entity this = actor;
if(self.(thiswep.ammo_field) > 0)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 1, false);
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 1, false);
else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
}
METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
{
- W_Vaporizer_Attack(thiswep);
+ W_Vaporizer_Attack(thiswep, actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
actor.jump_interval = time + autocvar_g_rm_laser_refire;
actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
damage_goodhits = 0;
- W_RocketMinsta_Attack2();
+ W_RocketMinsta_Attack2(actor);
}
else if(rapid && actor.jump_interval2 <= time && actor.held_down)
{
actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
damage_goodhits = 0;
- W_RocketMinsta_Attack3();
+ W_RocketMinsta_Attack3(actor);
//weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
}
}
else
actor.held_down = false;
}
-METHOD(Vaporizer, wr_setup, void(entity thiswep))
+METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
{
+ entity this = actor;
self.ammo_field = (thiswep.ammo_field);
self.vaporizer_lasthit = 0;
}
-METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
+METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
{
float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
- float ammo_amount = self.(thiswep.ammo_field) >= vaporizer_ammo;
- ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+ float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
+ ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
return ammo_amount;
}
-METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
+METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
{
if(!WEP_CVAR_SEC(vaporizer, ammo))
return true;
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
- ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
+ ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}
-METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
+METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
{
+ entity this = actor;
self.vaporizer_lasthit = 0;
}
METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
else
used_ammo = vaporizer_ammo;
- W_Reload(self, used_ammo, SND(RELOAD));
+ W_Reload(actor, used_ammo, SND_RELOAD);
}
METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
-METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
+METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
{
+ entity this = actor;
vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{