#include "../common/buffs.qh"
#include "../common/constants.qh"
#include "../common/deathtypes.qh"
-#include "../common/effects.qh"
+#include "../common/effects/effects.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/all.qh"
#include "../common/monsters/sv_monsters.qh"
randomseed.think = RandomSeed_Think;
Net_LinkEntity(randomseed, false, 0, RandomSeed_Send);
- entity oldself;
- oldself = self;
- self = randomseed;
- self.think(); // sets random seed and nextthink
- self = oldself;
+ WITH(entity, self, randomseed, randomseed.think()); // sets random seed and nextthink
}
-void spawnfunc___init_dedicated_server(void)
-{SELFPARAM();
+spawnfunc(__init_dedicated_server)
+{
// handler for _init/_init map (only for dedicated server initialization)
world_initialized = -1; // don't complain
// needs to be done so early because of the constants they create
static_init();
- CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
void WeaponStats_Init();
void WeaponStats_Shutdown();
void Physics_AddStats();
-void spawnfunc_worldspawn (void)
-{SELFPARAM();
+spawnfunc(worldspawn)
+{
float fd, l, j, n;
string s;
// needs to be done so early because of the constants they create
static_init();
- CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
- initialize_minigames();
-
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
TemporaryDB = db_create();
PlayerStats_GameReport_Init(); // we need this to be initiated before InitGameplayMode
- precache_model ("null"); // we need this one before InitGameplayMode
InitGameplayMode();
readlevelcvars();
GrappleHookInit();
MUTATOR_CALLHOOK(BuildMutatorsString, s);
s = ret_string;
- // simple, probably not good in the mutator system
- if(autocvar_g_grappling_hook)
- s = strcat(s, ":grappling_hook");
-
// initialiation stuff, not good in the mutator system
if(!autocvar_g_use_ammunition)
s = strcat(s, ":no_use_ammunition");
world_initialized = 1;
}
-void spawnfunc_light (void)
-{SELFPARAM();
+spawnfunc(light)
+{
//makestatic (self); // Who the f___ did that?
remove(self);
}
}
else
{
- entity oldself;
- oldself = self;
- self = ent;
- assault_new_round();
- self = oldself;
+ WITH(entity, self, ent, assault_new_round());
}
}
}
anticheat_endframe();
float altime;
- FOR_EACH_REALCLIENT(self)
+ entity e_;
+ FOR_EACH_REALCLIENT(e_)
{
- entity e = IS_SPEC(self) ? self.enemy : self;
+ entity e = IS_SPEC(e_) ? e_.enemy : e_;
if(e.typehitsound)
- self.typehit_time = time;
+ e_.typehit_time = time;
else if(e.damage_dealt)
{
- self.hit_time = time;
- self.damage_dealt_total += ceil(e.damage_dealt);
+ e_.hit_time = time;
+ e_.damage_dealt_total += ceil(e.damage_dealt);
}
}
altime = time + frametime * (1 + autocvar_g_antilag_nudge);
// add another frametime because client shows everything with
// 1 frame of lag (cl_nolerp 0). The last +1 however should not be
// needed!
- FOR_EACH_CLIENT(self)
+ FOR_EACH_CLIENT(e_)
{
- self.typehitsound = false;
- self.damage_dealt = 0;
- antilag_record(self, altime);
+ e_.typehitsound = false;
+ e_.damage_dealt = 0;
+ setself(e_);
+ antilag_record(e_, altime);
+ }
+ FOR_EACH_MONSTER(e_)
+ {
+ setself(e_);
+ antilag_record(e_, altime);
}
- FOR_EACH_MONSTER(self)
- antilag_record(self, altime);
}
redirection_nextthink = time + 1;
clients_found = 0;
- FOR_EACH_REALCLIENT(self)
+ entity e;
+ FOR_EACH_REALCLIENT(e)
{
+ setself(e);
// TODO add timer
LOG_INFO("Redirecting: sending connect command to ", self.netname, "\n");
if(redirection_target == "self")