Step 5: complete
authorMario <mario@smbclan.net>
Fri, 10 Jun 2016 14:32:38 +0000 (00:32 +1000)
committerMario <mario@smbclan.net>
Fri, 10 Jun 2016 14:32:38 +0000 (00:32 +1000)
120 files changed:
qcsrc/common/effects/qc/casings.qc
qcsrc/common/effects/qc/gibs.qc
qcsrc/common/effects/qc/lightningarc.qc
qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
qcsrc/common/gamemodes/gamemode/onslaught/onslaught.qc
qcsrc/common/gamemodes/gamemode/onslaught/sv_controlpoint.qc
qcsrc/common/minigames/cl_minigames_hud.qc
qcsrc/common/minigames/minigame/pong.qc
qcsrc/common/minigames/sv_minigames.qc
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/monster/shambler.qc
qcsrc/common/monsters/monster/zombie.qc
qcsrc/common/mutators/mutator/buffs/buffs.qc
qcsrc/common/mutators/mutator/nix/nix.qc
qcsrc/common/mutators/mutator/overkill/overkill.qc
qcsrc/common/mutators/mutator/overkill/rpc.qc
qcsrc/common/mutators/mutator/physical_items/physical_items.qc
qcsrc/common/mutators/mutator/sandbox/sandbox.qc
qcsrc/common/mutators/mutator/waypoints/waypointsprites.qc
qcsrc/common/physics/movelib.qh
qcsrc/common/t_items.qc
qcsrc/common/triggers/func/bobbing.qc
qcsrc/common/triggers/func/button.qc
qcsrc/common/triggers/func/conveyor.qc
qcsrc/common/triggers/func/door.qc
qcsrc/common/triggers/func/door_rotating.qc
qcsrc/common/triggers/func/door_secret.qc
qcsrc/common/triggers/func/fourier.qc
qcsrc/common/triggers/func/ladder.qc
qcsrc/common/triggers/func/pendulum.qc
qcsrc/common/triggers/func/plat.qc
qcsrc/common/triggers/func/pointparticles.qc
qcsrc/common/triggers/func/train.qc
qcsrc/common/triggers/func/vectormamamam.qc
qcsrc/common/triggers/misc/laser.qc
qcsrc/common/triggers/platforms.qc
qcsrc/common/triggers/subs.qc
qcsrc/common/triggers/target/music.qc
qcsrc/common/triggers/target/spawn.qc
qcsrc/common/triggers/trigger/gravity.qc
qcsrc/common/triggers/trigger/heal.qc
qcsrc/common/triggers/trigger/hurt.qc
qcsrc/common/triggers/trigger/impulse.qc
qcsrc/common/triggers/trigger/keylock.qc
qcsrc/common/triggers/trigger/multi.qc
qcsrc/common/triggers/trigger/secret.qc
qcsrc/common/triggers/trigger/swamp.qc
qcsrc/common/triggers/trigger/teleport.qc
qcsrc/common/triggers/trigger/viewloc.qc
qcsrc/common/triggers/triggers.qc
qcsrc/common/triggers/triggers.qh
qcsrc/common/turrets/checkpoint.qc
qcsrc/common/turrets/cl_turrets.qc
qcsrc/common/turrets/sv_turrets.qc
qcsrc/common/turrets/turret.qh
qcsrc/common/turrets/turret/ewheel.qc
qcsrc/common/turrets/turret/flac_weapon.qc
qcsrc/common/turrets/turret/fusionreactor.qc
qcsrc/common/turrets/turret/hellion_weapon.qc
qcsrc/common/turrets/turret/hk_weapon.qc
qcsrc/common/turrets/turret/phaser_weapon.qc
qcsrc/common/turrets/util.qc
qcsrc/common/vehicles/sv_vehicles.qc
qcsrc/common/vehicles/sv_vehicles.qh
qcsrc/common/vehicles/vehicle/bumblebee.qc
qcsrc/common/vehicles/vehicle/bumblebee_weapons.qc
qcsrc/common/vehicles/vehicle/racer.qc
qcsrc/common/vehicles/vehicle/racer_weapon.qc
qcsrc/common/vehicles/vehicle/raptor.qc
qcsrc/common/vehicles/vehicle/raptor_weapons.qc
qcsrc/common/vehicles/vehicle/spiderbot.qc
qcsrc/common/vehicles/vehicle/spiderbot_weapons.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/hook.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/tuba.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/lib/defer.qh
qcsrc/lib/self.qh
qcsrc/lib/warpzone/server.qc
qcsrc/server/bot/aim.qc
qcsrc/server/bot/aim.qh
qcsrc/server/cheats.qc
qcsrc/server/cl_player.qc
qcsrc/server/command/common.qc
qcsrc/server/command/radarmap.qc
qcsrc/server/command/sv_cmd.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/g_hook.qc
qcsrc/server/g_lights.qc
qcsrc/server/g_subs.qc
qcsrc/server/g_subs.qh
qcsrc/server/g_world.qc
qcsrc/server/ipban.qc
qcsrc/server/item_key.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/mutators/events.qh
qcsrc/server/mutators/mutator/gamemode_assault.qc
qcsrc/server/mutators/mutator/gamemode_ctf.qc
qcsrc/server/mutators/mutator/gamemode_keepaway.qc
qcsrc/server/mutators/mutator/gamemode_keyhunt.qc
qcsrc/server/pathlib/debug.qc
qcsrc/server/race.qc
qcsrc/server/weapons/weaponsystem.qc

index 8cb4a2a..605d42e 100644 (file)
@@ -87,19 +87,19 @@ void Casing_Touch(entity this)
 {
     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
     {
-        Casing_Delete(self);
+        Casing_Delete(this);
         return;
     }
 
-    if (!self.silent)
+    if (!this.silent)
     if (!trace_ent || trace_ent.solid == SOLID_BSP)
     {
-        if(vdist(self.velocity, >, 50))
+        if(vdist(this.velocity, >, 50))
         {
-            if (time >= self.nextthink)
+            if (time >= this.nextthink)
             {
                 Sound s;
-                switch (self.state)
+                switch (this.state)
                 {
                     case 1:
                         s = SND_CASINGS_RANDOM();
@@ -109,12 +109,12 @@ void Casing_Touch(entity this)
                         break;
                 }
 
-                sound (self, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
+                sound (this, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
             }
         }
     }
 
-    self.nextthink = time + 0.2;
+    this.nextthink = time + 0.2;
 }
 
 void Casing_Damage(entity this, float thisdmg, int hittype, vector org, vector thisforce)
index 20b050c..bc82b50 100644 (file)
@@ -114,7 +114,7 @@ void new_te_bloodshower (int ef, vector org, float explosionspeed, int howmany)
 void SUB_RemoveOnNoImpact(entity this)
 {
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-               Gib_Delete(self);
+               Gib_Delete(this);
 }
 
 void Gib_Touch(entity this)
@@ -123,15 +123,15 @@ void Gib_Touch(entity this)
 
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
        {
-               Gib_Delete(self);
+               Gib_Delete(this);
                return;
        }
 
-       if(!self.silent)
-               sound(self, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
-       __pointparticles(_particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
+       if(!this.silent)
+               sound(this, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
+       __pointparticles(_particleeffectnum(strcat(species_prefix(this.cnt), "blood")), this.origin + '0 0 1', '0 0 30', 10);
 
-       Gib_Delete(self);
+       Gib_Delete(this);
 }
 
 void Gib_Draw(entity this)
index 8a16a1d..e7fea83 100644 (file)
@@ -28,8 +28,8 @@ REGISTER_NET_TEMP(TE_CSQC_ARC)
 
 void b_draw()
 {
-    //Draw_CylindricLine(self.fx_start, self.fx_end, self.fx_with, self.fx_texture, 0, time * 3, '1 1 1', 0.7, DRAWFLAG_ADDITIVE, view_origin);
-    Draw_CylindricLine(self.fx_start, self.fx_end, self.fx_with, self.fx_texture, (self.fx_with/256), 0, '1 1 1', 1, DRAWFLAG_ADDITIVE, view_origin);
+    //Draw_CylindricLine(this.fx_start, this.fx_end, this.fx_with, this.fx_texture, 0, time * 3, '1 1 1', 0.7, DRAWFLAG_ADDITIVE, view_origin);
+    Draw_CylindricLine(this.fx_start, this.fx_end, this.fx_with, this.fx_texture, (this.fx_with/256), 0, '1 1 1', 1, DRAWFLAG_ADDITIVE, view_origin);
 
 }
 void b_make(vector s,vector e, string t,float l,float z)
index d17ff7f..5a4f7e3 100644 (file)
@@ -293,46 +293,46 @@ void football_touch(entity this)
 {
        if(other.solid == SOLID_BSP)
        {
-               if(time > self.lastground + 0.1)
+               if(time > this.lastground + 0.1)
                {
-                       _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
-                       self.lastground = time;
+                       _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+                       this.lastground = time;
                }
-               if(vlen(self.velocity) && !self.cnt)
-                       self.nextthink = time + autocvar_g_nexball_delay_idle;
+               if(this.velocity && !this.cnt)
+                       this.nextthink = time + autocvar_g_nexball_delay_idle;
                return;
        }
        if (!IS_PLAYER(other))
                return;
        if(other.health < 1)
                return;
-       if(!self.cnt)
-               self.nextthink = time + autocvar_g_nexball_delay_idle;
+       if(!this.cnt)
+               this.nextthink = time + autocvar_g_nexball_delay_idle;
 
-       self.pusher = other;
-       self.team = other.team;
+       this.pusher = other;
+       this.team = other.team;
 
        if(autocvar_g_nexball_football_physics == -1)   // MrBougo try 1, before decompiling Rev's original
        {
                if(vlen(other.velocity))
-                       self.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
+                       this.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
        }
        else if(autocvar_g_nexball_football_physics == 1)         // MrBougo's modded Rev style: partially independant of the height of the aiming point
        {
                makevectors(other.v_angle);
-               self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
+               this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
        }
        else if(autocvar_g_nexball_football_physics == 2)         // 2nd mod try: totally independant. Really playable!
        {
                makevectors(other.v_angle.y * '0 1 0');
-               self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+               this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
        }
        else     // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
        {
                makevectors(other.v_angle);
-               self.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+               this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
        }
-       self.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
+       this.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
 }
 
 void basketball_touch(entity this)
@@ -342,18 +342,18 @@ void basketball_touch(entity this)
                football_touch(this);
                return;
        }
-       if(!self.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
+       if(!this.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
        {
                if(other.health <= 0)
                        return;
                LogNB("caught", other);
-               GiveBall(other, self);
+               GiveBall(other, this);
        }
        else if(other.solid == SOLID_BSP)
        {
-               _sound(self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
-               if(vlen(self.velocity) && !self.cnt)
-                       self.nextthink = min(time + autocvar_g_nexball_delay_idle, self.teamtime);
+               _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+               if(vlen(this.velocity) && !this.cnt)
+                       this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
        }
 }
 
@@ -364,14 +364,14 @@ void GoalTouch(entity this)
        string pname;
 
        if(gameover) return;
-       if((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
+       if((this.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
                ball = other.ballcarried;
        else
                ball = other;
        if(ball.classname != "nexball_basketball")
                if(ball.classname != "nexball_football")
                        return;
-       if((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
+       if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
                return;
        EXACTTRIGGER_TOUCH;
 
@@ -386,13 +386,13 @@ void GoalTouch(entity this)
        else
                pname = "Someone (?)";
 
-       if(ball.team == self.team)               //owngoal (regular goals)
+       if(ball.team == this.team)               //owngoal (regular goals)
        {
                LogNB("owngoal", ball.pusher);
                bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
                pscore = -1;
        }
-       else if(self.team == GOAL_FAULT)
+       else if(this.team == GOAL_FAULT)
        {
                LogNB("fault", ball.pusher);
                if(nb_teams == 2)
@@ -401,10 +401,10 @@ void GoalTouch(entity this)
                        bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
                pscore = -1;
        }
-       else if(self.team == GOAL_OUT)
+       else if(this.team == GOAL_OUT)
        {
                LogNB("out", ball.pusher);
-               if((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
+               if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
                        bprint(pname, "^7 went out of bounds.\n");
                else
                        bprint("The ball was returned.\n");
@@ -412,12 +412,12 @@ void GoalTouch(entity this)
        }
        else                                                       //score
        {
-               LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
+               LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
                bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
                pscore = 1;
        }
 
-       _sound(ball, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NONE);
+       _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
 
        if(ball.team && pscore)
        {
@@ -443,7 +443,7 @@ void GoalTouch(entity this)
        setthink(ball, ResetBall);
        if(ball.classname == "nexball_basketball")
                settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
-       ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
+       ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
 }
 
 //=======================//
@@ -613,7 +613,7 @@ float nb_Goal_Customize(entity this)
 {
        entity e, wp_owner;
        e = WaypointSprite_getviewentity(other);
-       wp_owner = self.owner;
+       wp_owner = this.owner;
        if(SAME_TEAM(e, wp_owner)) { return false; }
 
        return true;
@@ -840,26 +840,26 @@ void W_Nexball_Attack2(entity actor)
 
 float ball_customize(entity this)
 {
-       if(!self.owner)
+       if(!this.owner)
        {
-               self.effects &= ~EF_FLAME;
-               self.scale = 1;
-               setcefc(self, func_null);
+               this.effects &= ~EF_FLAME;
+               this.scale = 1;
+               setcefc(this, func_null);
                return true;
        }
 
-       if(other == self.owner)
+       if(other == this.owner)
        {
-               self.scale = autocvar_g_nexball_viewmodel_scale;
-               if(self.enemy)
-                       self.effects |= EF_FLAME;
+               this.scale = autocvar_g_nexball_viewmodel_scale;
+               if(this.enemy)
+                       this.effects |= EF_FLAME;
                else
-                       self.effects &= ~EF_FLAME;
+                       this.effects &= ~EF_FLAME;
        }
        else
        {
-               self.effects &= ~EF_FLAME;
-               self.scale = 1;
+               this.effects &= ~EF_FLAME;
+               this.scale = 1;
        }
 
        return true;
index 005bd09..ce31eec 100644 (file)
@@ -166,28 +166,28 @@ bool ons_CaptureShield_Customize(entity this)
 {
        entity e = WaypointSprite_getviewentity(other);
 
-       if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, e.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return false; }
-       if(SAME_TEAM(self, e)) { return false; }
+       if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
+       if(SAME_TEAM(this, e)) { return false; }
 
        return true;
 }
 
 void ons_CaptureShield_Touch(entity this)
 {
-       if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, other.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return; }
+       if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, other.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
        if(!IS_PLAYER(other)) { return; }
-       if(SAME_TEAM(other, self)) { return; }
+       if(SAME_TEAM(other, this)) { return; }
 
-       vector mymid = (self.absmin + self.absmax) * 0.5;
+       vector mymid = (this.absmin + this.absmax) * 0.5;
        vector othermid = (other.absmin + other.absmax) * 0.5;
 
-       Damage(other, self, self, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
+       Damage(other, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
 
        if(IS_REAL_CLIENT(other))
        {
                play2(other, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
 
-               if(self.enemy.classname == "onslaught_generator")
+               if(this.enemy.classname == "onslaught_generator")
                        Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
                else
                        Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
@@ -378,19 +378,19 @@ bool ons_Link_Send(entity this, entity to, int sendflags)
        WriteByte(MSG_ENTITY, sendflags);
        if(sendflags & 1)
        {
-               WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
-               WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
-               WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
+               WriteCoord(MSG_ENTITY, this.goalentity.origin_x);
+               WriteCoord(MSG_ENTITY, this.goalentity.origin_y);
+               WriteCoord(MSG_ENTITY, this.goalentity.origin_z);
        }
        if(sendflags & 2)
        {
-               WriteCoord(MSG_ENTITY, self.enemy.origin_x);
-               WriteCoord(MSG_ENTITY, self.enemy.origin_y);
-               WriteCoord(MSG_ENTITY, self.enemy.origin_z);
+               WriteCoord(MSG_ENTITY, this.enemy.origin_x);
+               WriteCoord(MSG_ENTITY, this.enemy.origin_y);
+               WriteCoord(MSG_ENTITY, this.enemy.origin_z);
        }
        if(sendflags & 4)
        {
-               WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
+               WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
        }
        return true;
 }
@@ -791,8 +791,8 @@ void ons_ControlPoint_Touch(entity this)
        if(STAT(FROZEN, toucher)) { return; }
        if(IS_DEAD(toucher)) { return; }
 
-       if ( SAME_TEAM(self,toucher) )
-       if ( self.iscaptured )
+       if ( SAME_TEAM(this,toucher) )
+       if ( this.iscaptured )
        {
                if(time <= toucher.teleport_antispam)
                        Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
@@ -800,23 +800,23 @@ void ons_ControlPoint_Touch(entity this)
                        Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
        }
 
-       attackable = ons_ControlPoint_Attackable(self, toucher.team);
+       attackable = ons_ControlPoint_Attackable(this, toucher.team);
        if(attackable != 2 && attackable != 4)
                return;
        // we've verified that this player has a legitimate claim to this point,
        // so start building the captured point icon (which only captures this
        // point if it successfully builds without being destroyed first)
-       ons_ControlPoint_Icon_Spawn(self, toucher);
+       ons_ControlPoint_Icon_Spawn(this, toucher);
 
-       self.ons_toucher = toucher;
+       this.ons_toucher = toucher;
 
        onslaught_updatelinks();
 }
 
 void ons_ControlPoint_Think(entity this)
 {
-       self.nextthink = time + ONS_CP_THINKRATE;
-       CSQCMODEL_AUTOUPDATE(self);
+       this.nextthink = time + ONS_CP_THINKRATE;
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
 void ons_ControlPoint_Reset(entity this)
@@ -1070,24 +1070,24 @@ void ons_GeneratorReset(entity this)
 void ons_DelayedGeneratorSetup(entity this)
 {
        // bot waypoints
-       waypoint_spawnforitem_force(self, self.origin);
-       self.nearestwaypointtimeout = 0; // activate waypointing again
-       self.bot_basewaypoint = self.nearestwaypoint;
+       waypoint_spawnforitem_force(this, this.origin);
+       this.nearestwaypointtimeout = 0; // activate waypointing again
+       this.bot_basewaypoint = this.nearestwaypoint;
 
        // captureshield setup
-       ons_CaptureShield_Spawn(self, true);
+       ons_CaptureShield_Spawn(this, true);
 
        onslaught_updatelinks();
 
-       Net_LinkEntity(self, false, 0, generator_send);
+       Net_LinkEntity(this, false, 0, generator_send);
 }
 
 
 void onslaught_generator_touch(entity this)
 {
        if ( IS_PLAYER(other) )
-       if ( SAME_TEAM(self,other) )
-       if ( self.iscaptured )
+       if ( SAME_TEAM(this,other) )
+       if ( this.iscaptured )
        {
                Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
        }
index aceb3e6..491acdd 100644 (file)
@@ -8,25 +8,25 @@ bool cpicon_send(entity this, entity to, int sf)
        WriteByte(MSG_ENTITY, sf);
        if(sf & CPSF_SETUP)
        {
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
 
-               WriteByte(MSG_ENTITY, self.health);
-               WriteByte(MSG_ENTITY, self.max_health);
-               WriteByte(MSG_ENTITY, self.count);
-               WriteByte(MSG_ENTITY, self.team);
-               WriteByte(MSG_ENTITY, self.owner.iscaptured);
+               WriteByte(MSG_ENTITY, this.health);
+               WriteByte(MSG_ENTITY, this.max_health);
+               WriteByte(MSG_ENTITY, this.count);
+               WriteByte(MSG_ENTITY, this.team);
+               WriteByte(MSG_ENTITY, this.owner.iscaptured);
        }
 
        if(sf & CPSF_STATUS)
        {
-               WriteByte(MSG_ENTITY, self.team);
+               WriteByte(MSG_ENTITY, this.team);
 
-               if(self.health <= 0)
+               if(this.health <= 0)
                        WriteByte(MSG_ENTITY, 0);
                else
-                       WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
+                       WriteByte(MSG_ENTITY, ceil((this.health / this.max_health) * 255));
        }
 
        return true;
index 1c85489..6fc2400 100644 (file)
@@ -265,7 +265,7 @@ void HUD_MinigameMenu_ClickJoin(entity this, entity actor, entity trigger)
 /*// Temporary placeholder for un-implemented Click actions
 void HUD_MinigameMenu_ClickNoop()
 {
-       dprint("Placeholder for ",self.message,"\n");
+       dprint("Placeholder for ",this.message,"\n");
 }*/
 
 // Click action for Quit
@@ -287,7 +287,7 @@ void HUD_MinigameMenu_ClickInvite(entity this, entity actor, entity trigger)
        if ( HUD_MinigameMenu_Click_ExpandCollapse(this) )
        {
                entity e;
-               entity prev = self;
+               entity prev = this;
                for(int i = 0; i < maxclients; ++i)
                {
                        if ( player_localnum != i && playerslots[i] && entcs_GetName(i) != "" &&
@@ -295,7 +295,7 @@ void HUD_MinigameMenu_ClickInvite(entity this, entity actor, entity trigger)
                        {
                                e = HUD_MinigameMenu_SpawnSubEntry(
                                        strzone(entcs_GetName(i)), HUD_MinigameMenu_ClickInvite_Entry,
-                                       self );
+                                       this );
                                e.flags |= 1;
                                e.netname = strzone(ftos(i+1));
                                e.origin_x *= 2;
index 4bcb8c5..ef3c700 100644 (file)
@@ -56,7 +56,7 @@ void pong_ball_throw(entity ball)
 // Think equivalent of pong_ball_throw, used to delay throws
 void pong_ball_throwthink(entity this)
 {
-       pong_ball_throw(self);
+       pong_ball_throw(this);
 }
 
 // Moves ball to the center and stops its motion
index 50dc930..b9a7b78 100644 (file)
@@ -50,10 +50,10 @@ void minigame_rmplayer(entity minigame_session, entity player)
 }
 
 
-#define FIELD(Flags, Type,Name) if ( sf & (Flags) ) Write##Type(MSG_ENTITY, self.Name);
+#define FIELD(Flags, Type,Name) if ( sf & (Flags) ) Write##Type(MSG_ENTITY, this.Name);
 #define MSLE(Name,Fields) \
-       else if ( self.classname == #Name ) { \
-               if ( sf & MINIG_SF_CREATE ) WriteString(MSG_ENTITY,self.owner.netname); \
+       else if ( this.classname == #Name ) { \
+               if ( sf & MINIG_SF_CREATE ) WriteString(MSG_ENTITY,this.owner.netname); \
                Fields }
 
 // Send an entity to a client
@@ -115,7 +115,7 @@ void minigame_resend(entity minigame)
 bool minigame_CheckSend(entity this)
 {
        entity e;
-       for ( e = self.owner.minigame_players; e != world; e = e.list_next )
+       for ( e = this.owner.minigame_players; e != world; e = e.list_next )
                if ( e.minigame_players == other )
                        return true;
        return false;
index 2401c90..247c6b8 100644 (file)
@@ -164,7 +164,7 @@ void M_Mage_Attack_Spike_Touch(entity this)
 {
        PROJECTILE_TOUCH(this);
 
-       M_Mage_Attack_Spike_Explode(self);
+       M_Mage_Attack_Spike_Explode(this);
 }
 
 .float wait;
index e98c372..0d13494 100644 (file)
@@ -128,7 +128,7 @@ void M_Shambler_Attack_Lightning_Touch(entity this)
 {
        PROJECTILE_TOUCH(this);
 
-       self.use(this, NULL, NULL);
+       this.use(this, NULL, NULL);
 }
 
 void M_Shambler_Attack_Lightning_Think(entity this)
index 578cf4c..1eafd4b 100644 (file)
@@ -77,24 +77,24 @@ const float zombie_anim_spawn                               = 30;
 
 void M_Zombie_Attack_Leap_Touch(entity this)
 {
-       if (self.health <= 0)
+       if (this.health <= 0)
                return;
 
        vector angles_face;
 
        if(other.takedamage)
        {
-               angles_face = vectoangles(self.moveto - self.origin);
+               angles_face = vectoangles(this.moveto - this.origin);
                angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
-               Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
-               settouch(self, Monster_Touch); // instantly turn it off to stop damage spam
-               self.state = 0;
+               Damage(other, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
+               settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
+               this.state = 0;
        }
 
        if (trace_dphitcontents)
        {
-               self.state = 0;
-               settouch(self, Monster_Touch);
+               this.state = 0;
+               settouch(this, Monster_Touch);
        }
 }
 
index 87046b9..e2cb8b3 100644 (file)
@@ -98,25 +98,25 @@ bool buffs_BuffModel_Customize(entity this)
        bool same_team;
 
        player = WaypointSprite_getviewentity(other);
-       myowner = self.owner;
+       myowner = this.owner;
        same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
 
        if(myowner.alpha <= 0.5 && !same_team && myowner.alpha != 0)
                return false;
 
-       if(MUTATOR_CALLHOOK(BuffModel_Customize, self, player))
+       if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
                return false;
 
        if(player == myowner || (IS_SPEC(other) && other.enemy == myowner))
        {
                // somewhat hide the model, but keep the glow
-               self.effects = 0;
-               self.alpha = -1;
+               this.effects = 0;
+               this.alpha = -1;
        }
        else
        {
-               self.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
-               self.alpha = 1;
+               this.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
+               this.alpha = 1;
        }
        return true;
 }
@@ -228,21 +228,21 @@ void buff_Touch(entity this)
 
        if(ITEM_TOUCH_NEEDKILL())
        {
-               buff_Respawn(self);
+               buff_Respawn(this);
                return;
        }
 
-       if((self.team && DIFF_TEAM(other, self))
+       if((this.team && DIFF_TEAM(other, this))
        || (STAT(FROZEN, other))
        || (other.vehicle)
-       || (!self.buff_active)
+       || (!this.buff_active)
        )
        {
                // can't touch this
                return;
        }
 
-       if(MUTATOR_CALLHOOK(BuffTouch, self, other))
+       if(MUTATOR_CALLHOOK(BuffTouch, this, other))
                return;
 
        if(!IS_PLAYER(other))
@@ -250,7 +250,7 @@ void buff_Touch(entity this)
 
        if (other.buffs)
        {
-               if (other.cvar_cl_buffs_autoreplace && other.buffs != self.buffs)
+               if (other.cvar_cl_buffs_autoreplace && other.buffs != this.buffs)
                {
                        int buffid = buff_FirstFromFlags(other.buffs).m_id;
                        //Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_DROP, other.buffs);
@@ -262,16 +262,16 @@ void buff_Touch(entity this)
                else { return; } // do nothing
        }
 
-       self.owner = other;
-       self.buff_active = false;
-       self.lifetime = 0;
-       int buffid = buff_FirstFromFlags(self.buffs).m_id;
+       this.owner = other;
+       this.buff_active = false;
+       this.lifetime = 0;
+       int buffid = buff_FirstFromFlags(this.buffs).m_id;
        Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_GOT, buffid);
        Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_INFO, INFO_ITEM_BUFF, other.netname, buffid);
 
-       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
+       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
        sound(other, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
-       other.buffs |= (self.buffs);
+       other.buffs |= (this.buffs);
 }
 
 float buff_Available(entity buff)
@@ -1036,14 +1036,14 @@ MUTATOR_HOOKFUNCTION(buffs, VehicleExit)
 
 MUTATOR_HOOKFUNCTION(buffs, PlayerRegen)
 {SELFPARAM();
-       if(self.buffs & BUFF_MEDIC.m_itemid)
+       if(this.buffs & BUFF_MEDIC.m_itemid)
        {
                regen_mod_rot = autocvar_g_buffs_medic_rot;
                regen_mod_limit = regen_mod_max = autocvar_g_buffs_medic_max;
                regen_mod_regen = autocvar_g_buffs_medic_regen;
        }
 
-       if(self.buffs & BUFF_SPEED.m_itemid)
+       if(this.buffs & BUFF_SPEED.m_itemid)
                regen_mod_regen = autocvar_g_buffs_speed_regen;
 }
 
index cfc89b0..9c1f4bc 100644 (file)
@@ -122,7 +122,7 @@ void NIX_GiveCurrentWeapon(entity this)
        // get weapon info
        entity e = Weapons_from(nix_weapon);
 
-       if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
+       if(nix_nextchange != this.nix_lastchange_id) // this shall only be called once per round!
        {
                this.ammo_shells = this.ammo_nails = this.ammo_rockets = this.ammo_cells = this.ammo_plasma = this.ammo_fuel = 0;
 
index 19e88cd..a25dbe3 100644 (file)
@@ -167,10 +167,10 @@ MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
 MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
 {SELFPARAM();
        // overkill's values are different, so use custom regen
-       if(!STAT(FROZEN, self))
+       if(!STAT(FROZEN, this))
        {
-               self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit);
-               self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit);
+               this.armorvalue = CalcRotRegen(this.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > this.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > this.pauserotarmor_finished), autocvar_g_balance_armor_limit);
+               this.health = CalcRotRegen(this.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > this.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > this.pauserothealth_finished), autocvar_g_balance_health_limit);
 
                float minf, maxf, limitf;
 
@@ -178,7 +178,7 @@ MUTATOR_HOOKFUNCTION(ok, PlayerRegen)
                minf = autocvar_g_balance_fuel_regenstable;
                limitf = autocvar_g_balance_fuel_limit;
 
-               self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
+               this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
        }
        return true; // return true anyway, as frozen uses no regen
 }
index e5831a1..3fc2683 100644 (file)
@@ -52,12 +52,12 @@ spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
 
 void W_RocketPropelledChainsaw_Explode(entity this)
 {
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       RadiusDamage (self, self.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), self.projectiledeathtype, other);
+       RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), this.projectiledeathtype, other);
 
-       remove (self);
+       remove (this);
 }
 
 void W_RocketPropelledChainsaw_Touch (entity this)
@@ -85,29 +85,29 @@ void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity atta
 
 void W_RocketPropelledChainsaw_Think(entity this)
 {
-       if(self.cnt <= time)
+       if(this.cnt <= time)
        {
-               remove(self);
+               remove(this);
                return;
        }
 
-       self.cnt = vlen(self.velocity);
-       self.wait = self.cnt * sys_frametime;
-       self.pos1 = normalize(self.velocity);
+       this.cnt = vlen(this.velocity);
+       this.wait = this.cnt * sys_frametime;
+       this.pos1 = normalize(this.velocity);
 
-       tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
+       tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this);
        if(IS_PLAYER(trace_ent))
-               Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
+               Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR(rpc, force));
 
-       self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+       this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
 
-       UpdateCSQCProjectile(self);
-       self.nextthink = time;
+       UpdateCSQCProjectile(this);
+       this.nextthink = time;
 }
 
 void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor)
 {
-       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
+       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
        entity flash = spawn ();
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo));
@@ -152,8 +152,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor)
 
 METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+    PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
 }
 
 METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
@@ -219,12 +218,11 @@ METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
 
 METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+        sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
 }
 
 #endif
index aad3315..fed70ef 100644 (file)
@@ -33,48 +33,48 @@ REGISTER_MUTATOR(physical_items, cvar("g_physical_items"))
 
 void physical_item_think(entity this)
 {
-       self.nextthink = time;
+       this.nextthink = time;
 
-       self.alpha = self.owner.alpha; // apply fading and ghosting
+       this.alpha = this.owner.alpha; // apply fading and ghosting
 
-       if(!self.cnt) // map item, not dropped
+       if(!this.cnt) // map item, not dropped
        {
                // copy ghost item properties
-               self.colormap = self.owner.colormap;
-               self.colormod = self.owner.colormod;
-               self.glowmod = self.owner.glowmod;
+               this.colormap = this.owner.colormap;
+               this.colormod = this.owner.colormod;
+               this.glowmod = this.owner.glowmod;
 
                // if the item is not spawned, make sure the invisible / ghost item returns to its origin and stays there
                if(autocvar_g_physical_items_reset)
                {
-                       if(self.owner.wait > time) // awaiting respawn
+                       if(this.owner.wait > time) // awaiting respawn
                        {
-                               setorigin(self, self.spawn_origin);
-                               self.angles = self.spawn_angles;
-                               self.solid = SOLID_NOT;
-                               self.alpha = -1;
-                               self.movetype = MOVETYPE_NONE;
+                               setorigin(this, this.spawn_origin);
+                               this.angles = this.spawn_angles;
+                               this.solid = SOLID_NOT;
+                               this.alpha = -1;
+                               this.movetype = MOVETYPE_NONE;
                        }
                        else
                        {
-                               self.alpha = 1;
-                               self.solid = SOLID_CORPSE;
-                               self.movetype = MOVETYPE_PHYSICS;
+                               this.alpha = 1;
+                               this.solid = SOLID_CORPSE;
+                               this.movetype = MOVETYPE_PHYSICS;
                        }
                }
        }
 
-       if(!self.owner.modelindex)
-               remove(self); // the real item is gone, remove this
+       if(!this.owner.modelindex)
+               remove(this); // the real item is gone, remove this
 }
 
 void physical_item_touch(entity this)
 {
-       if(!self.cnt) // not for dropped items
+       if(!this.cnt) // not for dropped items
        if (ITEM_TOUCH_NEEDKILL())
        {
-               setorigin(self, self.spawn_origin);
-               self.angles = self.spawn_angles;
+               setorigin(this, this.spawn_origin);
+               this.angles = this.spawn_angles;
        }
 }
 
index 62b3fb0..56d0fb3 100644 (file)
@@ -48,15 +48,15 @@ void sandbox_ObjectFunction_Touch(entity this)
 {
        // apply material impact effects
 
-       if(!self.material)
+       if(!this.material)
                return;
-       if(self.touch_timer > time)
+       if(this.touch_timer > time)
                return; // don't execute each frame
-       self.touch_timer = time + 0.1;
+       this.touch_timer = time + 0.1;
 
        // make particle count and sound volume depend on impact speed
        float intensity;
-       intensity = vlen(self.velocity) + vlen(other.velocity);
+       intensity = vlen(this.velocity) + vlen(other.velocity);
        if(intensity) // avoid divisions by 0
                intensity /= 2; // average the two velocities
        if (!(intensity >= autocvar_g_sandbox_object_material_velocity_min))
@@ -65,8 +65,8 @@ void sandbox_ObjectFunction_Touch(entity this)
        intensity -= autocvar_g_sandbox_object_material_velocity_min; // start from minimum velocity, not actual velocity
        intensity = bound(0, intensity * autocvar_g_sandbox_object_material_velocity_factor, 1);
 
-       _sound(self, CH_TRIGGER, strcat("object/impact_", self.material, "_", ftos(ceil(random() * 5)) , ".wav"), VOL_BASE * intensity, ATTEN_NORM);
-       Send_Effect_(strcat("impact_", self.material), self.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
+       _sound(this, CH_TRIGGER, strcat("object/impact_", this.material, "_", ftos(ceil(random() * 5)) , ".wav"), VOL_BASE * intensity, ATTEN_NORM);
+       Send_Effect_(strcat("impact_", this.material), this.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
 }
 
 void sandbox_ObjectFunction_Think(entity this)
index 56b549e..d04936a 100644 (file)
@@ -907,18 +907,18 @@ void WaypointSprite_Think(entity this)
 {
     bool doremove = false;
 
-    if (self.fade_time && time >= self.teleport_time)
+    if (this.fade_time && time >= this.teleport_time)
     {
         doremove = true;
     }
 
-    if (self.exteriormodeltoclient)
-        WaypointSprite_UpdateOrigin(self, self.exteriormodeltoclient.origin + self.view_ofs);
+    if (this.exteriormodeltoclient)
+        WaypointSprite_UpdateOrigin(this, this.exteriormodeltoclient.origin + this.view_ofs);
 
     if (doremove)
-        WaypointSprite_Kill(self);
+        WaypointSprite_Kill(this);
     else
-        self.nextthink = time; // WHY?!?
+        this.nextthink = time; // WHY?!?
 }
 
 bool WaypointSprite_visible_for_player(entity this, entity player, entity view)
@@ -970,10 +970,10 @@ float WaypointSprite_Customize(entity this)
     // make spectators see what the player would see
     entity e = WaypointSprite_getviewentity(other);
 
-    if (MUTATOR_CALLHOOK(CustomizeWaypoint, self, other))
+    if (MUTATOR_CALLHOOK(CustomizeWaypoint, this, other))
         return false;
 
-    return self.waypointsprite_visible_for_player(self, other, e);
+    return this.waypointsprite_visible_for_player(this, other, e);
 }
 
 bool WaypointSprite_SendEntity(entity this, entity to, float sendflags);
index a64651b..250c3ba 100644 (file)
@@ -6,20 +6,20 @@
 
 /**
     Simulate drag
-    self.velocity = movelib_dragvec(self.velocity,0.02,0.5);
+    this.velocity = movelib_dragvec(this.velocity,0.02,0.5);
 **/
 vector movelib_dragvec(entity this, float drag, float exp_);
 
 /**
     Simulate drag
-    self.velocity *= movelib_dragflt(somespeed,0.01,0.7);
+    this.velocity *= movelib_dragflt(somespeed,0.01,0.7);
 **/
 float movelib_dragflt(float fspeed,float drag,float exp_);
 
 /**
     Do a inertia simulation based on velocity.
     Basicaly, this allows you to simulate loss of steering with higher speed.
-    self.velocity = movelib_inertmove_byspeed(self.velocity,newvel,1000,0.1,0.9);
+    this.velocity = movelib_inertmove_byspeed(this.velocity,newvel,1000,0.1,0.9);
 **/
 vector movelib_inertmove_byspeed(entity this, vector vel_new, float vel_max, float newmin, float oldmax);
 
@@ -31,7 +31,7 @@ void movelib_move(entity this, vector force, float max_velocity, float drag, flo
 /*
 void movelib_move_simple(vector newdir,float velo,float blendrate)
 {
-    self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
+    this.velocity = this.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
 }
 */
 #define movelib_move_simple(e,newdir,velo,blendrate) \
index 8848aa9..daa0cb2 100644 (file)
@@ -289,7 +289,7 @@ NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
 #ifdef SVQC
 bool ItemSend(entity this, entity to, int sf)
 {
-       if(self.gravity)
+       if(this.gravity)
                sf |= ISF_DROP;
        else
                sf &= ~ISF_DROP;
@@ -297,19 +297,19 @@ bool ItemSend(entity this, entity to, int sf)
        WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
        WriteByte(MSG_ENTITY, sf);
 
-       //WriteByte(MSG_ENTITY, self.cnt);
+       //WriteByte(MSG_ENTITY, this.cnt);
        if(sf & ISF_LOCATION)
        {
-               WriteCoord(MSG_ENTITY, self.origin.x);
-               WriteCoord(MSG_ENTITY, self.origin.y);
-               WriteCoord(MSG_ENTITY, self.origin.z);
+               WriteCoord(MSG_ENTITY, this.origin.x);
+               WriteCoord(MSG_ENTITY, this.origin.y);
+               WriteCoord(MSG_ENTITY, this.origin.z);
        }
 
        if(sf & ISF_ANGLES)
        {
-               WriteAngle(MSG_ENTITY, self.angles_x);
-               WriteAngle(MSG_ENTITY, self.angles_y);
-               WriteAngle(MSG_ENTITY, self.angles_z);
+               WriteAngle(MSG_ENTITY, this.angles_x);
+               WriteAngle(MSG_ENTITY, this.angles_y);
+               WriteAngle(MSG_ENTITY, this.angles_z);
        }
 
        if(sf & ISF_SIZE)
@@ -319,30 +319,30 @@ bool ItemSend(entity this, entity to, int sf)
        }
 
        if(sf & ISF_STATUS)
-               WriteByte(MSG_ENTITY, self.ItemStatus);
+               WriteByte(MSG_ENTITY, this.ItemStatus);
 
        if(sf & ISF_MODEL)
        {
                Pickup p = this.itemdef;
                WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
-               WriteShort(MSG_ENTITY, self.fade_end);
-               WriteShort(MSG_ENTITY, self.fade_start);
+               WriteShort(MSG_ENTITY, this.fade_end);
+               WriteShort(MSG_ENTITY, this.fade_start);
 
-               if(self.mdl == "")
-                       LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
+               if(this.mdl == "")
+                       LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n");
 
-               WriteString(MSG_ENTITY, self.mdl);
+               WriteString(MSG_ENTITY, this.mdl);
        }
 
 
        if(sf & ISF_COLORMAP)
-               WriteShort(MSG_ENTITY, self.colormap);
+               WriteShort(MSG_ENTITY, this.colormap);
 
        if(sf & ISF_DROP)
        {
-               WriteCoord(MSG_ENTITY, self.velocity.x);
-               WriteCoord(MSG_ENTITY, self.velocity.y);
-               WriteCoord(MSG_ENTITY, self.velocity.z);
+               WriteCoord(MSG_ENTITY, this.velocity.x);
+               WriteCoord(MSG_ENTITY, this.velocity.y);
+               WriteCoord(MSG_ENTITY, this.velocity.z);
        }
 
        return true;
@@ -385,22 +385,22 @@ bool have_pickup_item(entity this)
 /*
 float Item_Customize()
 {
-       if(self.spawnshieldtime)
+       if(this.spawnshieldtime)
                return true;
-       if(self.weapons & ~other.weapons)
+       if(this.weapons & ~other.weapons)
        {
-               self.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
+               this.colormod = '0 0 0';
+               this.glowmod = this.colormod;
+               this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
                return true;
        }
        else
        {
                if(g_ghost_items)
                {
-                       self.colormod = stov(autocvar_g_ghost_items_color);
-                       self.glowmod = self.colormod;
-                       self.alpha = g_ghost_items;
+                       this.colormod = stov(autocvar_g_ghost_items_color);
+                       this.glowmod = this.colormod;
+                       this.alpha = g_ghost_items;
                        return true;
                }
                else
@@ -473,9 +473,9 @@ void Item_Show (entity e, float mode)
 
 void Item_Think(entity this)
 {
-       self.nextthink = time;
-       if(self.origin != self.oldorigin)
-               ItemUpdate(self);
+       this.nextthink = time;
+       if(this.origin != this.oldorigin)
+               ItemUpdate(this);
 }
 
 bool Item_ItemsTime_SpectatorOnly(GameItem it);
@@ -486,96 +486,96 @@ void Item_ItemsTime_SetTimesForAllPlayers();
 
 void Item_Respawn (entity this)
 {
-       Item_Show(self, 1);
+       Item_Show(this, 1);
        // this is ugly...
-       if(self.items == ITEM_Strength.m_itemid)
-               sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
-       else if(self.items == ITEM_Shield.m_itemid)
-               sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
+       if(this.items == ITEM_Strength.m_itemid)
+               sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
+       else if(this.items == ITEM_Shield.m_itemid)
+               sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
        else
-               sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
-       setorigin (self, self.origin);
+               sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
+       setorigin (this, this.origin);
 
-    if (Item_ItemsTime_Allow(self.itemdef) || self.weapons & WEPSET_SUPERWEAPONS)
+    if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
        {
-               float t = Item_ItemsTime_UpdateTime(self, 0);
-               Item_ItemsTime_SetTime(self, t);
+               float t = Item_ItemsTime_UpdateTime(this, 0);
+               Item_ItemsTime_SetTime(this, t);
                Item_ItemsTime_SetTimesForAllPlayers();
        }
 
-       setthink(self, Item_Think);
-       self.nextthink = time;
+       setthink(this, Item_Think);
+       this.nextthink = time;
 
-       //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
-       Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
+       //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+       Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
 }
 
 void Item_RespawnCountdown (entity this)
 {
-       if(self.count >= ITEM_RESPAWN_TICKS)
+       if(this.count >= ITEM_RESPAWN_TICKS)
        {
-               if(self.waypointsprite_attached)
-                       WaypointSprite_Kill(self.waypointsprite_attached);
-               Item_Respawn(self);
+               if(this.waypointsprite_attached)
+                       WaypointSprite_Kill(this.waypointsprite_attached);
+               Item_Respawn(this);
        }
        else
        {
-               self.nextthink = time + 1;
-               self.count += 1;
-               if(self.count == 1)
+               this.nextthink = time + 1;
+               this.count += 1;
+               if(this.count == 1)
                {
                        MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
                        do {
                                {
-                                       entity wi = Weapons_from(self.weapon);
+                                       entity wi = Weapons_from(this.weapon);
                                        if (wi != WEP_Null) {
-                                               entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
+                                               entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', world, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
                                                wp.wp_extra = wi.m_id;
                                                break;
                                        }
                                }
                                {
-                                       entity ii = self.itemdef;
+                                       entity ii = this.itemdef;
                                        if (ii != NULL) {
-                                               entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
+                                               entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', world, 0, this, waypointsprite_attached, true, RADARICON_Item);
                                                wp.wp_extra = ii.m_id;
                                                break;
                                        }
                                }
                        } while (0);
-            if(self.waypointsprite_attached)
+            if(this.waypointsprite_attached)
             {
-                GameItem def = self.itemdef;
+                GameItem def = this.itemdef;
                 if (Item_ItemsTime_SpectatorOnly(def))
-                    WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
-                WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+                    WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+                WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
             }
                }
 
-               if(self.waypointsprite_attached)
+               if(this.waypointsprite_attached)
                {
                        FOREACH_CLIENT(IS_REAL_CLIENT(it), {
-                               if(self.waypointsprite_attached.waypointsprite_visible_for_player(self.waypointsprite_attached, it, it))
+                               if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
                                {
                                        msg_entity = it;
                                        soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
                                }
                        });
 
-                       WaypointSprite_Ping(self.waypointsprite_attached);
-                       //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
+                       WaypointSprite_Ping(this.waypointsprite_attached);
+                       //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
                }
        }
 }
 
 void Item_RespawnThink(entity this)
 {
-       self.nextthink = time;
-       if(self.origin != self.oldorigin)
-               ItemUpdate(self);
+       this.nextthink = time;
+       if(this.origin != this.oldorigin)
+               ItemUpdate(this);
 
-       if(time >= self.wait)
-               Item_Respawn(self);
+       if(time >= this.wait)
+               Item_Respawn(this);
 }
 
 void Item_ScheduleRespawnIn(entity e, float t)
@@ -863,12 +863,12 @@ void Item_FindTeam(entity this)
 {
        entity e;
 
-       if(self.effects & EF_NODRAW)
+       if(this.effects & EF_NODRAW)
        {
                // marker for item team search
-               LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
+               LOG_TRACE("Initializing item team ", ftos(this.team), "\n");
                RandomSelection_Init();
-               FOREACH_ENTITY_FLOAT(team, self.team,
+               FOREACH_ENTITY_FLOAT(team, this.team,
                {
                        if(it.flags & FL_ITEM)
                        if(it.classname != "item_flag_team" && it.classname != "item_key_team")
@@ -879,7 +879,7 @@ void Item_FindTeam(entity this)
                e.state = 0;
                Item_Show(e, 1);
 
-               FOREACH_ENTITY_FLOAT(team, self.team,
+               FOREACH_ENTITY_FLOAT(team, this.team,
                {
                        if(it.flags & FL_ITEM)
                        if(it.classname != "item_flag_team" && it.classname != "item_key_team")
@@ -894,16 +894,16 @@ void Item_FindTeam(entity this)
                        }
                });
 
-               Item_Reset(self);
+               Item_Reset(this);
        }
 }
 
 // Savage: used for item garbage-collection
 void RemoveItem(entity this)
 {
-       if(wasfreed(self) || !self) { return; }
-       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
-       remove(self);
+       if(wasfreed(this) || !this) { return; }
+       Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+       remove(this);
 }
 
 // pickup evaluation functions
@@ -1452,39 +1452,39 @@ spawnfunc(target_items)
        float n, i;
        string s;
 
-       self.use = target_items_use;
-       if(!self.strength_finished)
-               self.strength_finished = autocvar_g_balance_powerup_strength_time;
-       if(!self.invincible_finished)
-               self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
-       if(!self.superweapons_finished)
-               self.superweapons_finished = autocvar_g_balance_superweapons_time;
+       this.use = target_items_use;
+       if(!this.strength_finished)
+               this.strength_finished = autocvar_g_balance_powerup_strength_time;
+       if(!this.invincible_finished)
+               this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+       if(!this.superweapons_finished)
+               this.superweapons_finished = autocvar_g_balance_superweapons_time;
 
-       n = tokenize_console(self.netname);
+       n = tokenize_console(this.netname);
        if(argv(0) == "give")
        {
-               self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+               this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
        }
        else
        {
                for(i = 0; i < n; ++i)
                {
-                       if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
-                       else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
-                       else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
-                       else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
-                       else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
-                       else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
-                       else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
-                       else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
+                       if     (argv(i) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
+                       else if(argv(i) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
+                       else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
+                       else if(argv(i) == "strength")               this.items |= ITEM_Strength.m_itemid;
+                       else if(argv(i) == "invincible")             this.items |= ITEM_Shield.m_itemid;
+                       else if(argv(i) == "superweapons")           this.items |= IT_SUPERWEAPON;
+                       else if(argv(i) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
+                       else if(argv(i) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
                        else
                        {
                                FOREACH(Weapons, it != WEP_Null, {
                                        s = W_UndeprecateName(argv(i));
                                        if(s == it.netname)
                                        {
-                                               self.weapons |= (it.m_wepset);
-                                               if(self.spawnflags == 0 || self.spawnflags == 2)
+                                               this.weapons |= (it.m_wepset);
+                                               if(this.spawnflags == 0 || this.spawnflags == 2)
                                                        it.wr_init(it);
                                                break;
                                        }
@@ -1493,22 +1493,22 @@ spawnfunc(target_items)
                }
 
                string itemprefix, valueprefix;
-               if(self.spawnflags == 0)
+               if(this.spawnflags == 0)
                {
                        itemprefix = "";
                        valueprefix = "";
                }
-               else if(self.spawnflags == 1)
+               else if(this.spawnflags == 1)
                {
                        itemprefix = "max ";
                        valueprefix = "max ";
                }
-               else if(self.spawnflags == 2)
+               else if(this.spawnflags == 2)
                {
                        itemprefix = "min ";
                        valueprefix = "min ";
                }
-               else if(self.spawnflags == 4)
+               else if(this.spawnflags == 4)
                {
                        itemprefix = "minus ";
                        valueprefix = "max ";
@@ -1519,28 +1519,28 @@ spawnfunc(target_items)
                        itemprefix = valueprefix = string_null;
                }
 
-               self.netname = "";
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
-               self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
-               self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
-               if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
-               if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
-               if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
-               if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
-               if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
-               if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
-               if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
-               if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.armorvalue), "armor");
-               FOREACH(Weapons, it != WEP_Null, self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (it.m_wepset)), it.netname));
+               this.netname = "";
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+               this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+               this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+               if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
+               if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
+               if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
+               if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
+               if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
+               if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
+               if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
+               if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
+               FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
        }
-       self.netname = strzone(self.netname);
-       //print(self.netname, "\n");
+       this.netname = strzone(this.netname);
+       //print(this.netname, "\n");
 
-       n = tokenize_console(self.netname);
+       n = tokenize_console(this.netname);
        for(i = 0; i < n; ++i)
        {
                FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, {
index e030632..583efbe 100644 (file)
@@ -3,20 +3,20 @@
 void func_bobbing_controller_think(entity this)
 {
        vector v;
-       self.nextthink = time + 0.1;
+       this.nextthink = time + 0.1;
 
-       if(self.owner.active != ACTIVE_ACTIVE)
+       if(this.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';
+               this.owner.velocity = '0 0 0';
                return;
        }
 
        // calculate sinewave using makevectors
-       makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0');
-       v = self.owner.destvec + self.owner.movedir * v_forward_y;
-       if(self.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed
+       makevectors((this.nextthink * this.owner.cnt + this.owner.phase * 360) * '0 1 0');
+       v = this.owner.destvec + this.owner.movedir * v_forward_y;
+       if(this.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed
                // * 10 so it will arrive in 0.1 sec
-               self.owner.velocity = (v - self.owner.SUB_ORIGIN) * 10;
+               this.owner.velocity = (v - this.owner.SUB_ORIGIN) * 10;
 }
 
 /*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
index ed972cd..8424776 100644 (file)
@@ -6,25 +6,25 @@ void button_return(entity this);
 
 void button_wait(entity this)
 {
-       self.state = STATE_TOP;
-       self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
-       SUB_THINK(self, button_return);
-       SUB_UseTargets(self, self.enemy, NULL);
-       self.frame = 1;                 // use alternate textures
+       this.state = STATE_TOP;
+       this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
+       SUB_THINK(this, button_return);
+       SUB_UseTargets(this, this.enemy, NULL);
+       this.frame = 1;                 // use alternate textures
 }
 
 void button_done(entity this)
 {
-       self.state = STATE_BOTTOM;
+       this.state = STATE_BOTTOM;
 }
 
 void button_return(entity this)
 {
-       self.state = STATE_DOWN;
-       SUB_CalcMove (self, self.pos1, TSPEED_LINEAR, self.speed, button_done);
-       self.frame = 0;                 // use normal textures
-       if (self.health)
-               self.takedamage = DAMAGE_YES;   // can be shot again
+       this.state = STATE_DOWN;
+       SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, button_done);
+       this.frame = 0;                 // use normal textures
+       if (this.health)
+               this.takedamage = DAMAGE_YES;   // can be shot again
 }
 
 
@@ -36,17 +36,17 @@ void button_blocked()
 
 void button_fire(entity this)
 {
-       self.health = self.max_health;
-       self.takedamage = DAMAGE_NO;    // will be reset upon return
+       this.health = this.max_health;
+       this.takedamage = DAMAGE_NO;    // will be reset upon return
 
-       if (self.state == STATE_UP || self.state == STATE_TOP)
+       if (this.state == STATE_UP || this.state == STATE_TOP)
                return;
 
-       if (self.noise != "")
-               _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+       if (this.noise != "")
+               _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
 
-       self.state = STATE_UP;
-       SUB_CalcMove (self, self.pos2, TSPEED_LINEAR, self.speed, button_wait);
+       this.state = STATE_UP;
+       SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, button_wait);
 }
 
 void button_reset(entity this)
@@ -74,12 +74,12 @@ void button_touch(entity this)
                return;
        if (!other.iscreature)
                return;
-       if(other.velocity * self.movedir < 0)
+       if(other.velocity * this.movedir < 0)
                return;
-       self.enemy = other;
+       this.enemy = other;
        if (other.owner)
-               self.enemy = other.owner;
-       button_fire (self);
+               this.enemy = other.owner;
+       button_fire (this);
 }
 
 void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
index a4be9fe..e86eefb 100644 (file)
@@ -4,47 +4,47 @@ void conveyor_think(entity this)
 {
 #ifdef CSQC
        // TODO: check if this is what is causing the glitchiness when switching between them
-       float dt = time - self.move_time;
-       self.move_time = time;
+       float dt = time - this.move_time;
+       this.move_time = time;
        if(dt <= 0) { return; }
 #endif
        entity e;
 
-       // set myself as current conveyor where possible
-       for(e = world; (e = findentity(e, conveyor, self)); )
+       // set mythis as current conveyor where possible
+       for(e = world; (e = findentity(e, conveyor, this)); )
                e.conveyor = world;
 
-       if(self.state)
+       if(this.state)
        {
-               for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain)
+               for(e = findradius((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1); e; e = e.chain)
                        if(!e.conveyor.state)
                                if(isPushable(e))
                                {
                                        vector emin = e.absmin;
                                        vector emax = e.absmax;
-                                       if(self.solid == SOLID_BSP)
+                                       if(this.solid == SOLID_BSP)
                                        {
                                                emin -= '1 1 1';
                                                emax += '1 1 1';
                                        }
-                                       if(boxesoverlap(emin, emax, self.absmin, self.absmax)) // quick
-                                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, self, e)) // accurate
-                                                       e.conveyor = self;
+                                       if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+                                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, e)) // accurate
+                                                       e.conveyor = this;
                                }
 
-               for(e = world; (e = findentity(e, conveyor, self)); )
+               for(e = world; (e = findentity(e, conveyor, this)); )
                {
                        if(IS_CLIENT(e)) // doing it via velocity has quite some advantages
                                continue; // done in SV_PlayerPhysics   continue;
 
-                       setorigin(e, e.origin + self.movedir * PHYS_INPUT_FRAMETIME);
+                       setorigin(e, e.origin + this.movedir * PHYS_INPUT_FRAMETIME);
                        move_out_of_solid(e);
 #ifdef SVQC
                        UpdateCSQCProjectile(e);
 #endif
                        /*
                        // stupid conveyor code
-                       tracebox(e.origin, e.mins, e.maxs, e.origin + self.movedir * sys_frametime, MOVE_NORMAL, e);
+                       tracebox(e.origin, e.mins, e.maxs, e.origin + this.movedir * sys_frametime, MOVE_NORMAL, e);
                        if(trace_fraction > 0)
                                setorigin(e, trace_endpos);
                        */
@@ -52,7 +52,7 @@ void conveyor_think(entity this)
        }
 
 #ifdef SVQC
-       self.nextthink = time;
+       this.nextthink = time;
 #endif
 }
 
@@ -79,31 +79,31 @@ bool conveyor_send(entity this, entity to, int sf)
 
        if(sf & 1)
        {
-               WriteByte(MSG_ENTITY, self.warpzone_isboxy);
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
-
-               WriteCoord(MSG_ENTITY, self.mins_x);
-               WriteCoord(MSG_ENTITY, self.mins_y);
-               WriteCoord(MSG_ENTITY, self.mins_z);
-               WriteCoord(MSG_ENTITY, self.maxs_x);
-               WriteCoord(MSG_ENTITY, self.maxs_y);
-               WriteCoord(MSG_ENTITY, self.maxs_z);
-
-               WriteCoord(MSG_ENTITY, self.movedir_x);
-               WriteCoord(MSG_ENTITY, self.movedir_y);
-               WriteCoord(MSG_ENTITY, self.movedir_z);
-
-               WriteByte(MSG_ENTITY, self.speed);
-               WriteByte(MSG_ENTITY, self.state);
-
-               WriteString(MSG_ENTITY, self.targetname);
-               WriteString(MSG_ENTITY, self.target);
+               WriteByte(MSG_ENTITY, this.warpzone_isboxy);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
+
+               WriteCoord(MSG_ENTITY, this.mins_x);
+               WriteCoord(MSG_ENTITY, this.mins_y);
+               WriteCoord(MSG_ENTITY, this.mins_z);
+               WriteCoord(MSG_ENTITY, this.maxs_x);
+               WriteCoord(MSG_ENTITY, this.maxs_y);
+               WriteCoord(MSG_ENTITY, this.maxs_z);
+
+               WriteCoord(MSG_ENTITY, this.movedir_x);
+               WriteCoord(MSG_ENTITY, this.movedir_y);
+               WriteCoord(MSG_ENTITY, this.movedir_z);
+
+               WriteByte(MSG_ENTITY, this.speed);
+               WriteByte(MSG_ENTITY, this.state);
+
+               WriteString(MSG_ENTITY, this.targetname);
+               WriteString(MSG_ENTITY, this.target);
        }
 
        if(sf & 2)
-               WriteByte(MSG_ENTITY, self.state);
+               WriteByte(MSG_ENTITY, this.state);
 
        return true;
 }
index 580d63a..248896d 100644 (file)
@@ -27,7 +27,7 @@ void door_rotating_go_up(entity this);
 
 void door_blocked()
 {SELFPARAM();
-       if((self.spawnflags & 8)
+       if((this.spawnflags & 8)
 #ifdef SVQC
                && (other.takedamage != DAMAGE_NO)
 #elif defined(CSQC)
@@ -36,14 +36,14 @@ void door_blocked()
        )
        { // KIll Kill Kill!!
 #ifdef SVQC
-               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
        }
        else
        {
 #ifdef SVQC
-               if((self.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
-                       Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               if((this.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
+                       Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
 
                 // don't change direction for dead or dying stuff
@@ -53,23 +53,23 @@ void door_blocked()
 #endif
                )
                {
-                       if (self.wait >= 0)
+                       if (this.wait >= 0)
                        {
-                               if (self.state == STATE_DOWN)
-                       if (self.classname == "door")
+                               if (this.state == STATE_DOWN)
+                       if (this.classname == "door")
                        {
-                               door_go_up (self);
+                               door_go_up (this);
                        } else
                        {
-                               door_rotating_go_up (self);
+                               door_rotating_go_up (this);
                        }
                                else
-                       if (self.classname == "door")
+                       if (this.classname == "door")
                        {
-                               door_go_down (self);
+                               door_go_down (this);
                        } else
                        {
-                               door_rotating_go_down (self);
+                               door_rotating_go_down (this);
                        }
                        }
                }
@@ -77,8 +77,8 @@ void door_blocked()
                else
                {
                        //gib dying stuff just to make sure
-                       if((self.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
-                               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       if((this.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
+                               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
 #endif
        }
@@ -86,63 +86,63 @@ void door_blocked()
 
 void door_hit_top(entity this)
 {
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_TOP;
-       if (self.spawnflags & DOOR_TOGGLE)
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_TOP;
+       if (this.spawnflags & DOOR_TOGGLE)
                return;         // don't come down automatically
-       if (self.classname == "door")
+       if (this.classname == "door")
        {
-               SUB_THINK(self, door_go_down);
+               SUB_THINK(this, door_go_down);
        } else
        {
-               SUB_THINK(self, door_rotating_go_down);
+               SUB_THINK(this, door_rotating_go_down);
        }
-       self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+       this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
 }
 
 void door_hit_bottom(entity this)
 {
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_BOTTOM;
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_BOTTOM;
 }
 
 void door_go_down(entity this)
 {
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       if (self.max_health)
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       if (this.max_health)
        {
-               self.takedamage = DAMAGE_YES;
-               self.health = self.max_health;
+               this.takedamage = DAMAGE_YES;
+               this.health = this.max_health;
        }
 
-       self.state = STATE_DOWN;
-       SUB_CalcMove (self, self.pos1, TSPEED_LINEAR, self.speed, door_hit_bottom);
+       this.state = STATE_DOWN;
+       SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_hit_bottom);
 }
 
 void door_go_up(entity this)
 {
-       if (self.state == STATE_UP)
+       if (this.state == STATE_UP)
                return;         // already going up
 
-       if (self.state == STATE_TOP)
+       if (this.state == STATE_TOP)
        {       // reset top wait time
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+               this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
                return;
        }
 
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_UP;
-       SUB_CalcMove (self, self.pos2, TSPEED_LINEAR, self.speed, door_hit_top);
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_UP;
+       SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_hit_top);
 
        string oldmessage;
-       oldmessage = self.message;
-       self.message = "";
-       SUB_UseTargets(self, NULL, NULL);
-       self.message = oldmessage;
+       oldmessage = this.message;
+       this.message = "";
+       SUB_UseTargets(this, NULL, NULL);
+       this.message = oldmessage;
 }
 
 
@@ -252,7 +252,7 @@ void door_fire(entity this, entity actor, entity trigger)
 
 void door_use(entity this, entity actor, entity trigger)
 {
-       //dprint("door_use (model: ");dprint(self.model);dprint(")\n");
+       //dprint("door_use (model: ");dprint(this.model);dprint(")\n");
 
        if (this.owner)
                WITHSELF(this.owner, door_fire(this.owner, actor, trigger));
@@ -293,17 +293,17 @@ void door_touch(entity this)
 {
        if (!IS_PLAYER(other))
                return;
-       if (self.owner.door_finished > time)
+       if (this.owner.door_finished > time)
                return;
 
-       self.owner.door_finished = time + 2;
+       this.owner.door_finished = time + 2;
 
 #ifdef SVQC
-       if (!(self.owner.dmg) && (self.owner.message != ""))
+       if (!(this.owner.dmg) && (this.owner.message != ""))
        {
                if (IS_CLIENT(other))
-                       centerprint(other, self.owner.message);
-               play2(other, self.owner.noise);
+                       centerprint(other, this.owner.message);
+               play2(other, this.owner.noise);
        }
 #endif
 }
@@ -311,36 +311,36 @@ void door_touch(entity this)
 void door_generic_plat_blocked(entity this)
 {
 
-       if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
+       if((this.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
 #ifdef SVQC
-               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
        }
        else
        {
 
 #ifdef SVQC
-               if((self.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
-                       Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               if((this.dmg) && (other.takedamage == DAMAGE_YES))    // Shall we bite?
+                       Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
 
                 //Dont chamge direction for dead or dying stuff
                if(IS_DEAD(other) && (other.takedamage == DAMAGE_NO))
                {
-                       if (self.wait >= 0)
+                       if (this.wait >= 0)
                        {
-                               if (self.state == STATE_DOWN)
-                                       door_rotating_go_up (self);
+                               if (this.state == STATE_DOWN)
+                                       door_rotating_go_up (this);
                                else
-                                       door_rotating_go_down (self);
+                                       door_rotating_go_down (this);
                        }
                }
 #ifdef SVQC
                else
                {
                        //gib dying stuff just to make sure
-                       if((self.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
-                               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       if((this.dmg) && (other.takedamage != DAMAGE_NO))    // Shall we bite?
+                               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
 #endif
        }
@@ -348,61 +348,61 @@ void door_generic_plat_blocked(entity this)
 
 void door_rotating_hit_top(entity this)
 {
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_TOP;
-       if (self.spawnflags & DOOR_TOGGLE)
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_TOP;
+       if (this.spawnflags & DOOR_TOGGLE)
                return;         // don't come down automatically
-       SUB_THINK(self, door_rotating_go_down);
-       self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+       SUB_THINK(this, door_rotating_go_down);
+       this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
 }
 
 void door_rotating_hit_bottom(entity this)
 {
-       if (self.noise1 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       if (self.lip==666) // self.lip is used to remember reverse opening direction for door_rotating
+       if (this.noise1 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       if (this.lip==666) // this.lip is used to remember reverse opening direction for door_rotating
        {
-               self.pos2 = '0 0 0' - self.pos2;
-               self.lip = 0;
+               this.pos2 = '0 0 0' - this.pos2;
+               this.lip = 0;
        }
-       self.state = STATE_BOTTOM;
+       this.state = STATE_BOTTOM;
 }
 
 void door_rotating_go_down(entity this)
 {
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       if (self.max_health)
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       if (this.max_health)
        {
-               self.takedamage = DAMAGE_YES;
-               self.health = self.max_health;
+               this.takedamage = DAMAGE_YES;
+               this.health = this.max_health;
        }
 
-       self.state = STATE_DOWN;
-       SUB_CalcAngleMove (self, self.pos1, TSPEED_LINEAR, self.speed, door_rotating_hit_bottom);
+       this.state = STATE_DOWN;
+       SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
 }
 
 void door_rotating_go_up(entity this)
 {
-       if (self.state == STATE_UP)
+       if (this.state == STATE_UP)
                return;         // already going up
 
-       if (self.state == STATE_TOP)
+       if (this.state == STATE_TOP)
        {       // reset top wait time
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+               this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
                return;
        }
-       if (self.noise2 != "")
-               _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       self.state = STATE_UP;
-       SUB_CalcAngleMove (self, self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top);
+       if (this.noise2 != "")
+               _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       this.state = STATE_UP;
+       SUB_CalcAngleMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_rotating_hit_top);
 
        string oldmessage;
-       oldmessage = self.message;
-       self.message = "";
-       SUB_UseTargets(self, NULL, other); // TODO: is other needed here?
-       self.message = oldmessage;
+       oldmessage = this.message;
+       this.message = "";
+       SUB_UseTargets(this, NULL, other); // TODO: is other needed here?
+       this.message = oldmessage;
 }
 
 
@@ -424,14 +424,14 @@ void door_trigger_touch(entity this)
 #endif
                        return;
 
-       if (time < self.door_finished)
+       if (time < this.door_finished)
                return;
 
        // check if door is locked
-       if (!door_check_keys(self, other))
+       if (!door_check_keys(this, other))
                return;
 
-       self.door_finished = time + 1;
+       this.door_finished = time + 1;
 
        door_use(this.owner, other, NULL);
 }
@@ -444,7 +444,7 @@ void door_spawnfield(entity this, vector fmins, vector fmaxs)
        trigger = new(doortriggerfield);
        trigger.movetype = MOVETYPE_NONE;
        trigger.solid = SOLID_TRIGGER;
-       trigger.owner = self;
+       trigger.owner = this;
 #ifdef SVQC
        settouch(trigger, door_trigger_touch);
 #endif
@@ -494,51 +494,51 @@ void LinkDoors(entity this)
        door_link();
 #endif
 
-       if (self.enemy)
+       if (this.enemy)
                return;         // already linked by another door
-       if (self.spawnflags & 4)
+       if (this.spawnflags & 4)
        {
-               self.owner = self.enemy = self;
+               this.owner = this.enemy = this;
 
-               if (self.health)
+               if (this.health)
                        return;
                IFTARGETED
                        return;
-               if (self.items)
+               if (this.items)
                        return;
 
-               door_spawnfield(self, self.absmin, self.absmax);
+               door_spawnfield(this, this.absmin, this.absmax);
 
                return;         // don't want to link this door
        }
 
-       FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, self);
+       FindConnectedComponent(this, enemy, LinkDoors_nextent, LinkDoors_isconnected, this);
 
        // set owner, and make a loop of the chain
        LOG_TRACE("LinkDoors: linking doors:");
-       for(t = self; ; t = t.enemy)
+       for(t = this; ; t = t.enemy)
        {
                LOG_TRACE(" ", etos(t));
-               t.owner = self;
+               t.owner = this;
                if(t.enemy == world)
                {
-                       t.enemy = self;
+                       t.enemy = this;
                        break;
                }
        }
        LOG_TRACE("\n");
 
        // collect health, targetname, message, size
-       cmins = self.absmin;
-       cmaxs = self.absmax;
-       for(t = self; ; t = t.enemy)
+       cmins = this.absmin;
+       cmaxs = this.absmax;
+       for(t = this; ; t = t.enemy)
        {
-               if(t.health && !self.health)
-                       self.health = t.health;
-               if((t.targetname != "") && (self.targetname == ""))
-                       self.targetname = t.targetname;
-               if((t.message != "") && (self.message == ""))
-                       self.message = t.message;
+               if(t.health && !this.health)
+                       this.health = t.health;
+               if((t.targetname != "") && (this.targetname == ""))
+                       this.targetname = t.targetname;
+               if((t.message != "") && (this.message == ""))
+                       this.message = t.message;
                if (t.absmin_x < cmins_x)
                        cmins_x = t.absmin_x;
                if (t.absmin_y < cmins_y)
@@ -551,31 +551,31 @@ void LinkDoors(entity this)
                        cmaxs_y = t.absmax_y;
                if (t.absmax_z > cmaxs_z)
                        cmaxs_z = t.absmax_z;
-               if(t.enemy == self)
+               if(t.enemy == this)
                        break;
        }
 
        // distribute health, targetname, message
-       for(t = self; t; t = t.enemy)
+       for(t = this; t; t = t.enemy)
        {
-               t.health = self.health;
-               t.targetname = self.targetname;
-               t.message = self.message;
-               if(t.enemy == self)
+               t.health = this.health;
+               t.targetname = this.targetname;
+               t.message = this.message;
+               if(t.enemy == this)
                        break;
        }
 
        // shootable, or triggered doors just needed the owner/enemy links,
        // they don't spawn a field
 
-       if (self.health)
+       if (this.health)
                return;
        IFTARGETED
                return;
-       if (self.items)
+       if (this.items)
                return;
 
-       door_spawnfield(self, cmins, cmaxs);
+       door_spawnfield(this, cmins, cmaxs);
 }
 
 REGISTER_NET_LINKED(ENT_CLIENT_DOOR)
@@ -617,29 +617,29 @@ float door_send(entity this, entity to, float sf)
 
        if(sf & SF_TRIGGER_INIT)
        {
-               WriteString(MSG_ENTITY, self.classname);
-               WriteByte(MSG_ENTITY, self.spawnflags);
+               WriteString(MSG_ENTITY, this.classname);
+               WriteByte(MSG_ENTITY, this.spawnflags);
 
-               WriteString(MSG_ENTITY, self.model);
+               WriteString(MSG_ENTITY, this.model);
 
-               trigger_common_write(self, true);
+               trigger_common_write(this, true);
 
-               WriteCoord(MSG_ENTITY, self.pos1_x);
-               WriteCoord(MSG_ENTITY, self.pos1_y);
-               WriteCoord(MSG_ENTITY, self.pos1_z);
-               WriteCoord(MSG_ENTITY, self.pos2_x);
-               WriteCoord(MSG_ENTITY, self.pos2_y);
-               WriteCoord(MSG_ENTITY, self.pos2_z);
+               WriteCoord(MSG_ENTITY, this.pos1_x);
+               WriteCoord(MSG_ENTITY, this.pos1_y);
+               WriteCoord(MSG_ENTITY, this.pos1_z);
+               WriteCoord(MSG_ENTITY, this.pos2_x);
+               WriteCoord(MSG_ENTITY, this.pos2_y);
+               WriteCoord(MSG_ENTITY, this.pos2_z);
 
-               WriteCoord(MSG_ENTITY, self.size_x);
-               WriteCoord(MSG_ENTITY, self.size_y);
-               WriteCoord(MSG_ENTITY, self.size_z);
+               WriteCoord(MSG_ENTITY, this.size_x);
+               WriteCoord(MSG_ENTITY, this.size_y);
+               WriteCoord(MSG_ENTITY, this.size_z);
 
-               WriteShort(MSG_ENTITY, self.wait);
-               WriteShort(MSG_ENTITY, self.speed);
-               WriteByte(MSG_ENTITY, self.lip);
-               WriteByte(MSG_ENTITY, self.state);
-               WriteCoord(MSG_ENTITY, self.SUB_LTIME);
+               WriteShort(MSG_ENTITY, this.wait);
+               WriteShort(MSG_ENTITY, this.speed);
+               WriteByte(MSG_ENTITY, this.lip);
+               WriteByte(MSG_ENTITY, this.state);
+               WriteCoord(MSG_ENTITY, this.SUB_LTIME);
        }
 
        if(sf & SF_TRIGGER_RESET)
@@ -649,16 +649,16 @@ float door_send(entity this, entity to, float sf)
 
        if(sf & SF_TRIGGER_UPDATE)
        {
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
-
-               WriteCoord(MSG_ENTITY, self.pos1_x);
-               WriteCoord(MSG_ENTITY, self.pos1_y);
-               WriteCoord(MSG_ENTITY, self.pos1_z);
-               WriteCoord(MSG_ENTITY, self.pos2_x);
-               WriteCoord(MSG_ENTITY, self.pos2_y);
-               WriteCoord(MSG_ENTITY, self.pos2_z);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
+
+               WriteCoord(MSG_ENTITY, this.pos1_x);
+               WriteCoord(MSG_ENTITY, this.pos1_y);
+               WriteCoord(MSG_ENTITY, this.pos1_z);
+               WriteCoord(MSG_ENTITY, this.pos2_x);
+               WriteCoord(MSG_ENTITY, this.pos2_y);
+               WriteCoord(MSG_ENTITY, this.pos2_z);
        }
 
        return true;
@@ -667,19 +667,19 @@ float door_send(entity this, entity to, float sf)
 void door_link()
 {
        // set size now, as everything is loaded
-       //FixSize(self);
-       //Net_LinkEntity(self, false, 0, door_send);
+       //FixSize(this);
+       //Net_LinkEntity(this, false, 0, door_send);
 }
 #endif
 
 void door_init_startopen(entity this)
 {
-       SUB_SETORIGIN(self, self.pos2);
-       self.pos2 = self.pos1;
-       self.pos1 = self.origin;
+       SUB_SETORIGIN(this, this.pos2);
+       this.pos2 = this.pos1;
+       this.pos1 = this.origin;
 
 #ifdef SVQC
-       self.SendFlags |= SF_TRIGGER_UPDATE;
+       this.SendFlags |= SF_TRIGGER_UPDATE;
 #endif
 }
 
index 504005e..093382a 100644 (file)
@@ -38,9 +38,9 @@ void door_rotating_reset(entity this)
 
 void door_rotating_init_startopen(entity this)
 {
-       self.angles = self.movedir;
-       self.pos2 = '0 0 0';
-       self.pos1 = self.movedir;
+       this.angles = this.movedir;
+       this.pos2 = '0 0 0';
+       this.pos1 = this.movedir;
 }
 
 
index 2156d5f..f0472fa 100644 (file)
@@ -71,76 +71,76 @@ void fd_secret_damage(entity this, entity inflictor, entity attacker, float dama
 // Wait after first movement...
 void fd_secret_move1(entity this)
 {
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
-       setthink(self, fd_secret_move2);
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+       this.SUB_NEXTTHINK = this.SUB_LTIME + 1.0;
+       setthink(this, fd_secret_move2);
+       if (this.noise3 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 // Start moving sideways w/sound...
 void fd_secret_move2(entity this)
 {
-       if (self.noise2 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       SUB_CalcMove(self, self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
+       if (this.noise2 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       SUB_CalcMove(this, this.dest2, TSPEED_LINEAR, this.speed, fd_secret_move3);
 }
 
 // Wait here until time to go back...
 void fd_secret_move3(entity this)
 {
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
-       if (!(self.spawnflags & SECRET_OPEN_ONCE))
+       if (this.noise3 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
+       if (!(this.spawnflags & SECRET_OPEN_ONCE))
        {
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
-               setthink(self, fd_secret_move4);
+               this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
+               setthink(this, fd_secret_move4);
        }
 }
 
 // Move backward...
 void fd_secret_move4(entity this)
 {
-       if (self.noise2 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       SUB_CalcMove(self, self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
+       if (this.noise2 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       SUB_CalcMove(this, this.dest1, TSPEED_LINEAR, this.speed, fd_secret_move5);
 }
 
 // Wait 1 second...
 void fd_secret_move5(entity this)
 {
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 1.0;
-       setthink(self, fd_secret_move6);
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+       this.SUB_NEXTTHINK = this.SUB_LTIME + 1.0;
+       setthink(this, fd_secret_move6);
+       if (this.noise3 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 void fd_secret_move6(entity this)
 {
-       if (self.noise2 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
-       SUB_CalcMove(self, self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
+       if (this.noise2 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
+       SUB_CalcMove(this, this.oldorigin, TSPEED_LINEAR, this.speed, fd_secret_done);
 }
 
 void fd_secret_done(entity this)
 {
-       if (self.spawnflags&SECRET_YES_SHOOT)
+       if (this.spawnflags&SECRET_YES_SHOOT)
        {
-               self.health = 10000;
-               self.takedamage = DAMAGE_YES;
-               //self.th_pain = fd_secret_use;
+               this.health = 10000;
+               this.takedamage = DAMAGE_YES;
+               //this.th_pain = fd_secret_use;
        }
-       if (self.noise3 != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise3, VOL_BASE, ATTEN_NORM);
+       if (this.noise3 != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise3, VOL_BASE, ATTEN_NORM);
 }
 
 .float door_finished;
 
 void secret_blocked()
 {SELFPARAM();
-       if (time < self.door_finished)
+       if (time < this.door_finished)
                return;
-       self.door_finished = time + 0.5;
-       //T_Damage (other, self, self, self.dmg, self.dmg, self.deathtype, DT_IMPACT, (self.absmin + self.absmax) * 0.5, '0 0 0', Obituary_Generic);
+       this.door_finished = time + 0.5;
+       //T_Damage (other, this, this, this.dmg, this.dmg, this.deathtype, DT_IMPACT, (this.absmin + this.absmax) * 0.5, '0 0 0', Obituary_Generic);
 }
 
 /*
@@ -154,16 +154,16 @@ void secret_touch(entity this)
 {
        if (!other.iscreature)
                return;
-       if (self.door_finished > time)
+       if (this.door_finished > time)
                return;
 
-       self.door_finished = time + 2;
+       this.door_finished = time + 2;
 
-       if (self.message)
+       if (this.message)
        {
                if (IS_CLIENT(other))
-                       centerprint(other, self.message);
-               play2(other, self.noise);
+                       centerprint(other, this.message);
+               play2(other, this.noise);
        }
 }
 
index 53366aa..cde3c5d 100644 (file)
@@ -15,28 +15,28 @@ void func_fourier_controller_think(entity this)
        vector v;
        float n, i, t;
 
-       self.nextthink = time + 0.1;
-       if(self.owner.active != ACTIVE_ACTIVE)
+       this.nextthink = time + 0.1;
+       if(this.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';
+               this.owner.velocity = '0 0 0';
                return;
        }
 
 
-       n = floor((tokenize_console(self.owner.netname)) / 5);
-       t = self.nextthink * self.owner.cnt + self.owner.phase * 360;
+       n = floor((tokenize_console(this.owner.netname)) / 5);
+       t = this.nextthink * this.owner.cnt + this.owner.phase * 360;
 
-       v = self.owner.destvec;
+       v = this.owner.destvec;
 
        for(i = 0; i < n; ++i)
        {
                makevectors((t * stof(argv(i*5)) + stof(argv(i*5+1)) * 360) * '0 1 0');
-               v = v + ('1 0 0' * stof(argv(i*5+2)) + '0 1 0' * stof(argv(i*5+3)) + '0 0 1' * stof(argv(i*5+4))) * self.owner.height * v_forward_y;
+               v = v + ('1 0 0' * stof(argv(i*5+2)) + '0 1 0' * stof(argv(i*5+3)) + '0 0 1' * stof(argv(i*5+4))) * this.owner.height * v_forward_y;
        }
 
-       if(self.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed
+       if(this.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed
                // * 10 so it will arrive in 0.1 sec
-               self.owner.velocity = (v - self.owner.origin) * 10;
+               this.owner.velocity = (v - this.owner.origin) * 10;
 }
 
 spawnfunc(func_fourier)
index c446c3f..af50656 100644 (file)
@@ -15,7 +15,7 @@ void func_ladder_touch(entity this)
        EXACTTRIGGER_TOUCH;
 
        other.ladder_time = time + 0.1;
-       other.ladder_entity = self;
+       other.ladder_entity = this;
 }
 
 #ifdef SVQC
@@ -23,11 +23,11 @@ bool func_ladder_send(entity this, entity to, int sf)
 {
        WriteHeader(MSG_ENTITY, ENT_CLIENT_LADDER);
 
-       WriteString(MSG_ENTITY, self.classname);
-       WriteByte(MSG_ENTITY, self.skin);
-       WriteCoord(MSG_ENTITY, self.speed);
+       WriteString(MSG_ENTITY, this.classname);
+       WriteByte(MSG_ENTITY, this.skin);
+       WriteCoord(MSG_ENTITY, this.speed);
 
-       trigger_common_write(self, false);
+       trigger_common_write(this, false);
 
        return true;
 }
index e05b2a6..f1fffd7 100644 (file)
@@ -3,21 +3,21 @@
 void func_pendulum_controller_think(entity this)
 {
        float v;
-       self.nextthink = time + 0.1;
+       this.nextthink = time + 0.1;
 
-       if (!(self.owner.active == ACTIVE_ACTIVE))
+       if (!(this.owner.active == ACTIVE_ACTIVE))
        {
-               self.owner.avelocity_x = 0;
+               this.owner.avelocity_x = 0;
                return;
        }
 
        // calculate sinewave using makevectors
-       makevectors((self.nextthink * self.owner.freq + self.owner.phase) * '0 360 0');
-       v = self.owner.speed * v_forward_y + self.cnt;
-       if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
+       makevectors((this.nextthink * this.owner.freq + this.owner.phase) * '0 360 0');
+       v = this.owner.speed * v_forward_y + this.cnt;
+       if(this.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
        {
                // * 10 so it will arrive in 0.1 sec
-               self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10;
+               this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
        }
 }
 
index ee942f4..dea0077 100644 (file)
@@ -1,11 +1,11 @@
 REGISTER_NET_LINKED(ENT_CLIENT_PLAT)
 
 #ifdef SVQC
-void plat_link();
+void plat_link(entity this);
 
 void plat_delayedinit(entity this)
 {
-       plat_link();
+       plat_link(this);
        plat_spawn_inside_trigger(this); // the "start moving" trigger
 }
 
@@ -16,36 +16,36 @@ float plat_send(entity this, entity to, float sf)
 
        if(sf & SF_TRIGGER_INIT)
        {
-               WriteByte(MSG_ENTITY, self.platmovetype_start);
-               WriteByte(MSG_ENTITY, self.platmovetype_turn);
-               WriteByte(MSG_ENTITY, self.platmovetype_end);
-               WriteByte(MSG_ENTITY, self.spawnflags);
+               WriteByte(MSG_ENTITY, this.platmovetype_start);
+               WriteByte(MSG_ENTITY, this.platmovetype_turn);
+               WriteByte(MSG_ENTITY, this.platmovetype_end);
+               WriteByte(MSG_ENTITY, this.spawnflags);
 
-               WriteString(MSG_ENTITY, self.model);
+               WriteString(MSG_ENTITY, this.model);
 
-               trigger_common_write(self, true);
+               trigger_common_write(this, true);
 
-               WriteCoord(MSG_ENTITY, self.pos1_x);
-               WriteCoord(MSG_ENTITY, self.pos1_y);
-               WriteCoord(MSG_ENTITY, self.pos1_z);
-               WriteCoord(MSG_ENTITY, self.pos2_x);
-               WriteCoord(MSG_ENTITY, self.pos2_y);
-               WriteCoord(MSG_ENTITY, self.pos2_z);
+               WriteCoord(MSG_ENTITY, this.pos1_x);
+               WriteCoord(MSG_ENTITY, this.pos1_y);
+               WriteCoord(MSG_ENTITY, this.pos1_z);
+               WriteCoord(MSG_ENTITY, this.pos2_x);
+               WriteCoord(MSG_ENTITY, this.pos2_y);
+               WriteCoord(MSG_ENTITY, this.pos2_z);
 
-               WriteCoord(MSG_ENTITY, self.size_x);
-               WriteCoord(MSG_ENTITY, self.size_y);
-               WriteCoord(MSG_ENTITY, self.size_z);
+               WriteCoord(MSG_ENTITY, this.size_x);
+               WriteCoord(MSG_ENTITY, this.size_y);
+               WriteCoord(MSG_ENTITY, this.size_z);
 
-               WriteAngle(MSG_ENTITY, self.mangle_x);
-               WriteAngle(MSG_ENTITY, self.mangle_y);
-               WriteAngle(MSG_ENTITY, self.mangle_z);
+               WriteAngle(MSG_ENTITY, this.mangle_x);
+               WriteAngle(MSG_ENTITY, this.mangle_y);
+               WriteAngle(MSG_ENTITY, this.mangle_z);
 
-               WriteShort(MSG_ENTITY, self.speed);
-               WriteShort(MSG_ENTITY, self.height);
-               WriteByte(MSG_ENTITY, self.lip);
-               WriteByte(MSG_ENTITY, self.state);
+               WriteShort(MSG_ENTITY, this.speed);
+               WriteShort(MSG_ENTITY, this.height);
+               WriteByte(MSG_ENTITY, this.lip);
+               WriteByte(MSG_ENTITY, this.state);
 
-               WriteShort(MSG_ENTITY, self.dmg);
+               WriteShort(MSG_ENTITY, this.dmg);
        }
 
        if(sf & SF_TRIGGER_RESET)
@@ -56,9 +56,9 @@ float plat_send(entity this, entity to, float sf)
        return true;
 }
 
-void plat_link()
+void plat_link(entity this)
 {
-       //Net_LinkEntity(self, 0, false, plat_send);
+       //Net_LinkEntity(this, 0, false, plat_send);
 }
 
 spawnfunc(func_plat)
index 9cfc01a..ece31ac 100644 (file)
@@ -9,42 +9,42 @@ bool pointparticles_SendEntity(entity this, entity to, float fl)
 
        // optional features to save space
        fl = fl & 0x0F;
-       if(self.spawnflags & 2)
+       if(this.spawnflags & 2)
                fl |= 0x10; // absolute count on toggle-on
-       if(self.movedir != '0 0 0' || self.velocity != '0 0 0')
+       if(this.movedir != '0 0 0' || this.velocity != '0 0 0')
                fl |= 0x20; // 4 bytes - saves CPU
-       if(self.waterlevel || self.count != 1)
+       if(this.waterlevel || this.count != 1)
                fl |= 0x40; // 4 bytes - obscure features almost never used
-       if(self.mins != '0 0 0' || self.maxs != '0 0 0')
+       if(this.mins != '0 0 0' || this.maxs != '0 0 0')
                fl |= 0x80; // 14 bytes - saves lots of space
 
        WriteByte(MSG_ENTITY, fl);
        if(fl & 2)
        {
-               if(self.state)
-                       WriteCoord(MSG_ENTITY, self.impulse);
+               if(this.state)
+                       WriteCoord(MSG_ENTITY, this.impulse);
                else
                        WriteCoord(MSG_ENTITY, 0); // off
        }
        if(fl & 4)
        {
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
        }
        if(fl & 1)
        {
-               if(self.model != "null")
+               if(this.model != "null")
                {
-                       WriteShort(MSG_ENTITY, self.modelindex);
+                       WriteShort(MSG_ENTITY, this.modelindex);
                        if(fl & 0x80)
                        {
-                               WriteCoord(MSG_ENTITY, self.mins_x);
-                               WriteCoord(MSG_ENTITY, self.mins_y);
-                               WriteCoord(MSG_ENTITY, self.mins_z);
-                               WriteCoord(MSG_ENTITY, self.maxs_x);
-                               WriteCoord(MSG_ENTITY, self.maxs_y);
-                               WriteCoord(MSG_ENTITY, self.maxs_z);
+                               WriteCoord(MSG_ENTITY, this.mins_x);
+                               WriteCoord(MSG_ENTITY, this.mins_y);
+                               WriteCoord(MSG_ENTITY, this.mins_z);
+                               WriteCoord(MSG_ENTITY, this.maxs_x);
+                               WriteCoord(MSG_ENTITY, this.maxs_y);
+                               WriteCoord(MSG_ENTITY, this.maxs_z);
                        }
                }
                else
@@ -52,36 +52,36 @@ bool pointparticles_SendEntity(entity this, entity to, float fl)
                        WriteShort(MSG_ENTITY, 0);
                        if(fl & 0x80)
                        {
-                               WriteCoord(MSG_ENTITY, self.maxs_x);
-                               WriteCoord(MSG_ENTITY, self.maxs_y);
-                               WriteCoord(MSG_ENTITY, self.maxs_z);
+                               WriteCoord(MSG_ENTITY, this.maxs_x);
+                               WriteCoord(MSG_ENTITY, this.maxs_y);
+                               WriteCoord(MSG_ENTITY, this.maxs_z);
                        }
                }
-               WriteShort(MSG_ENTITY, self.cnt);
-               WriteString(MSG_ENTITY, self.mdl);
+               WriteShort(MSG_ENTITY, this.cnt);
+               WriteString(MSG_ENTITY, this.mdl);
                if(fl & 0x20)
                {
-                       WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
-                       WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
+                       WriteShort(MSG_ENTITY, compressShortVector(this.velocity));
+                       WriteShort(MSG_ENTITY, compressShortVector(this.movedir));
                }
                if(fl & 0x40)
                {
-                       WriteShort(MSG_ENTITY, self.waterlevel * 16.0);
-                       WriteByte(MSG_ENTITY, self.count * 16.0);
+                       WriteShort(MSG_ENTITY, this.waterlevel * 16.0);
+                       WriteByte(MSG_ENTITY, this.count * 16.0);
                }
-               WriteString(MSG_ENTITY, self.noise);
-               if(self.noise != "")
+               WriteString(MSG_ENTITY, this.noise);
+               if(this.noise != "")
                {
-                       WriteByte(MSG_ENTITY, floor(self.atten * 64));
-                       WriteByte(MSG_ENTITY, floor(self.volume * 255));
+                       WriteByte(MSG_ENTITY, floor(this.atten * 64));
+                       WriteByte(MSG_ENTITY, floor(this.volume * 255));
                }
-               WriteString(MSG_ENTITY, self.bgmscript);
-               if(self.bgmscript != "")
+               WriteString(MSG_ENTITY, this.bgmscript);
+               if(this.bgmscript != "")
                {
-                       WriteByte(MSG_ENTITY, floor(self.bgmscriptattack * 64));
-                       WriteByte(MSG_ENTITY, floor(self.bgmscriptdecay * 64));
-                       WriteByte(MSG_ENTITY, floor(self.bgmscriptsustain * 255));
-                       WriteByte(MSG_ENTITY, floor(self.bgmscriptrelease * 64));
+                       WriteByte(MSG_ENTITY, floor(this.bgmscriptattack * 64));
+                       WriteByte(MSG_ENTITY, floor(this.bgmscriptdecay * 64));
+                       WriteByte(MSG_ENTITY, floor(this.bgmscriptsustain * 255));
+                       WriteByte(MSG_ENTITY, floor(this.bgmscriptrelease * 64));
                }
        }
        return 1;
@@ -95,12 +95,12 @@ void pointparticles_use(entity this, entity actor, entity trigger)
 
 void pointparticles_think(entity this)
 {
-       if(self.origin != self.oldorigin)
+       if(this.origin != this.oldorigin)
        {
-               self.SendFlags |= 4;
-               self.oldorigin = self.origin;
+               this.SendFlags |= 4;
+               this.oldorigin = this.origin;
        }
-       self.nextthink = time;
+       this.nextthink = time;
 }
 
 void pointparticles_reset(entity this)
@@ -149,25 +149,25 @@ spawnfunc(func_pointparticles)
 
 spawnfunc(func_sparks)
 {
-       // self.cnt is the amount of sparks that one burst will spawn
-       if(self.cnt < 1) {
-               self.cnt = 25.0; // nice default value
+       // this.cnt is the amount of sparks that one burst will spawn
+       if(this.cnt < 1) {
+               this.cnt = 25.0; // nice default value
        }
 
-       // self.wait is the probability that a sparkthink will spawn a spark shower
+       // this.wait is the probability that a sparkthink will spawn a spark shower
        // range: 0 - 1, but 0 makes little sense, so...
-       if(self.wait < 0.05) {
-               self.wait = 0.25; // nice default value
+       if(this.wait < 0.05) {
+               this.wait = 0.25; // nice default value
        }
 
-       self.count = self.cnt;
-       self.mins = '0 0 0';
-       self.maxs = '0 0 0';
-       self.velocity = '0 0 -1';
-       self.mdl = "TE_SPARK";
-       self.impulse = 10 * self.wait; // by default 2.5/sec
-       self.wait = 0;
-       self.cnt = 0; // use mdl
+       this.count = this.cnt;
+       this.mins = '0 0 0';
+       this.maxs = '0 0 0';
+       this.velocity = '0 0 -1';
+       this.mdl = "TE_SPARK";
+       this.impulse = 10 * this.wait; // by default 2.5/sec
+       this.wait = 0;
+       this.cnt = 0; // use mdl
 
        spawnfunc_func_pointparticles(this);
 }
index 18b8d08..425a6fe 100644 (file)
@@ -6,58 +6,58 @@ void train_use(entity this, entity actor, entity trigger);
 void train_wait(entity this)
 {
        SUB_UseTargets(this.enemy, NULL, NULL);
-       self.enemy = world;
+       this.enemy = world;
 
        // if turning is enabled, the train will turn toward the next point while waiting
-       if(self.platmovetype_turn && !self.train_wait_turning)
+       if(this.platmovetype_turn && !this.train_wait_turning)
        {
                entity targ, cp;
                vector ang;
-               targ = find(world, targetname, self.target);
-               if((self.spawnflags & 1) && targ.curvetarget)
+               targ = find(world, targetname, this.target);
+               if((this.spawnflags & 1) && targ.curvetarget)
                        cp = find(world, targetname, targ.curvetarget);
                else
                        cp = world;
 
                if(cp) // bezier curves movement
-                       ang = cp.origin - (self.origin - self.view_ofs); // use the origin of the control point of the next path_corner
+                       ang = cp.origin - (this.origin - this.view_ofs); // use the origin of the control point of the next path_corner
                else // linear movement
-                       ang = targ.origin - (self.origin - self.view_ofs); // use the origin of the next path_corner
+                       ang = targ.origin - (this.origin - this.view_ofs); // use the origin of the next path_corner
                ang = vectoangles(ang);
                ang_x = -ang_x; // flip up / down orientation
 
-               if(self.wait > 0) // slow turning
-                       SUB_CalcAngleMove(self, ang, TSPEED_TIME, self.SUB_LTIME - time + self.wait, train_wait);
+               if(this.wait > 0) // slow turning
+                       SUB_CalcAngleMove(this, ang, TSPEED_TIME, this.SUB_LTIME - time + this.wait, train_wait);
                else // instant turning
-                       SUB_CalcAngleMove(self, ang, TSPEED_TIME, 0.0000001, train_wait);
-               self.train_wait_turning = true;
+                       SUB_CalcAngleMove(this, ang, TSPEED_TIME, 0.0000001, train_wait);
+               this.train_wait_turning = true;
                return;
        }
 
 #ifdef SVQC
-       if(self.noise != "")
-               stopsoundto(MSG_BROADCAST, self, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway
+       if(this.noise != "")
+               stopsoundto(MSG_BROADCAST, this, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway
 #endif
 
 #ifdef SVQC
-       entity tg = find(world, targetname, self.target);
+       entity tg = find(world, targetname, this.target);
        if(tg.spawnflags & 4)
        {
-               self.use = train_use;
-               SUB_THINK(self, func_null);
-               self.SUB_NEXTTHINK = 0;
+               this.use = train_use;
+               SUB_THINK(this, func_null);
+               this.SUB_NEXTTHINK = 0;
        }
        else
 #endif
-            if(self.wait < 0 || self.train_wait_turning) // no waiting or we already waited while turning
+            if(this.wait < 0 || this.train_wait_turning) // no waiting or we already waited while turning
        {
-               self.train_wait_turning = false;
-               train_next(self);
+               this.train_wait_turning = false;
+               train_next(this);
        }
        else
        {
-               SUB_THINK(self, train_next);
-               self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
+               SUB_THINK(this, train_next);
+               this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
        }
 }
 
@@ -66,52 +66,52 @@ void train_next(entity this)
        entity targ, cp = world;
        vector cp_org = '0 0 0';
 
-       targ = find(world, targetname, self.target);
-       self.target = targ.target;
-       if (self.spawnflags & 1)
+       targ = find(world, targetname, this.target);
+       this.target = targ.target;
+       if (this.spawnflags & 1)
        {
                if(targ.curvetarget)
                {
                        cp = find(world, targetname, targ.curvetarget); // get its second target (the control point)
-                       cp_org = cp.origin - self.view_ofs; // no control point found, assume a straight line to the destination
+                       cp_org = cp.origin - this.view_ofs; // no control point found, assume a straight line to the destination
                }
        }
-       if (self.target == "")
+       if (this.target == "")
                objerror("train_next: no next target");
-       self.wait = targ.wait;
-       if (!self.wait)
-               self.wait = 0.1;
+       this.wait = targ.wait;
+       if (!this.wait)
+               this.wait = 0.1;
 
        if(targ.platmovetype)
        {
                // this path_corner contains a movetype overrider, apply it
-               self.platmovetype_start = targ.platmovetype_start;
-               self.platmovetype_end = targ.platmovetype_end;
+               this.platmovetype_start = targ.platmovetype_start;
+               this.platmovetype_end = targ.platmovetype_end;
        }
        else
        {
                // this path_corner doesn't contain a movetype overrider, use the train's defaults
-               self.platmovetype_start = self.platmovetype_start_default;
-               self.platmovetype_end = self.platmovetype_end_default;
+               this.platmovetype_start = this.platmovetype_start_default;
+               this.platmovetype_end = this.platmovetype_end_default;
        }
 
        if (targ.speed)
        {
                if (cp)
-                       SUB_CalcMove_Bezier(self, cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
+                       SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
                else
-                       SUB_CalcMove(self, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
+                       SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
        }
        else
        {
                if (cp)
-                       SUB_CalcMove_Bezier(self, cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
+                       SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait);
                else
-                       SUB_CalcMove(self, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
+                       SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait);
        }
 
-       if(self.noise != "")
-               _sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
+       if(this.noise != "")
+               _sound(this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
 }
 
 REGISTER_NET_LINKED(ENT_CLIENT_TRAIN)
@@ -124,43 +124,43 @@ float train_send(entity this, entity to, float sf)
 
        if(sf & SF_TRIGGER_INIT)
        {
-               WriteString(MSG_ENTITY, self.platmovetype);
-               WriteByte(MSG_ENTITY, self.platmovetype_turn);
-               WriteByte(MSG_ENTITY, self.spawnflags);
+               WriteString(MSG_ENTITY, this.platmovetype);
+               WriteByte(MSG_ENTITY, this.platmovetype_turn);
+               WriteByte(MSG_ENTITY, this.spawnflags);
 
-               WriteString(MSG_ENTITY, self.model);
+               WriteString(MSG_ENTITY, this.model);
 
-               trigger_common_write(self, true);
+               trigger_common_write(this, true);
 
-               WriteString(MSG_ENTITY, self.curvetarget);
+               WriteString(MSG_ENTITY, this.curvetarget);
 
-               WriteCoord(MSG_ENTITY, self.pos1_x);
-               WriteCoord(MSG_ENTITY, self.pos1_y);
-               WriteCoord(MSG_ENTITY, self.pos1_z);
-               WriteCoord(MSG_ENTITY, self.pos2_x);
-               WriteCoord(MSG_ENTITY, self.pos2_y);
-               WriteCoord(MSG_ENTITY, self.pos2_z);
+               WriteCoord(MSG_ENTITY, this.pos1_x);
+               WriteCoord(MSG_ENTITY, this.pos1_y);
+               WriteCoord(MSG_ENTITY, this.pos1_z);
+               WriteCoord(MSG_ENTITY, this.pos2_x);
+               WriteCoord(MSG_ENTITY, this.pos2_y);
+               WriteCoord(MSG_ENTITY, this.pos2_z);
 
-               WriteCoord(MSG_ENTITY, self.size_x);
-               WriteCoord(MSG_ENTITY, self.size_y);
-               WriteCoord(MSG_ENTITY, self.size_z);
+               WriteCoord(MSG_ENTITY, this.size_x);
+               WriteCoord(MSG_ENTITY, this.size_y);
+               WriteCoord(MSG_ENTITY, this.size_z);
 
-               WriteCoord(MSG_ENTITY, self.view_ofs_x);
-               WriteCoord(MSG_ENTITY, self.view_ofs_y);
-               WriteCoord(MSG_ENTITY, self.view_ofs_z);
+               WriteCoord(MSG_ENTITY, this.view_ofs_x);
+               WriteCoord(MSG_ENTITY, this.view_ofs_y);
+               WriteCoord(MSG_ENTITY, this.view_ofs_z);
 
-               WriteAngle(MSG_ENTITY, self.mangle_x);
-               WriteAngle(MSG_ENTITY, self.mangle_y);
-               WriteAngle(MSG_ENTITY, self.mangle_z);
+               WriteAngle(MSG_ENTITY, this.mangle_x);
+               WriteAngle(MSG_ENTITY, this.mangle_y);
+               WriteAngle(MSG_ENTITY, this.mangle_z);
 
-               WriteShort(MSG_ENTITY, self.speed);
-               WriteShort(MSG_ENTITY, self.height);
-               WriteByte(MSG_ENTITY, self.lip);
-               WriteByte(MSG_ENTITY, self.state);
-               WriteByte(MSG_ENTITY, self.wait);
+               WriteShort(MSG_ENTITY, this.speed);
+               WriteShort(MSG_ENTITY, this.height);
+               WriteByte(MSG_ENTITY, this.lip);
+               WriteByte(MSG_ENTITY, this.state);
+               WriteByte(MSG_ENTITY, this.wait);
 
-               WriteShort(MSG_ENTITY, self.dmg);
-               WriteByte(MSG_ENTITY, self.dmgtime);
+               WriteShort(MSG_ENTITY, this.dmg);
+               WriteByte(MSG_ENTITY, this.dmgtime);
        }
 
        if(sf & SF_TRIGGER_RESET)
@@ -171,9 +171,9 @@ float train_send(entity this, entity to, float sf)
        return true;
 }
 
-void train_link()
+void train_link(entity this)
 {
-       //Net_LinkEntity(self, 0, false, train_send);
+       //Net_LinkEntity(this, 0, false, train_send);
 }
 
 void train_use(entity this, entity actor, entity trigger)
@@ -186,19 +186,19 @@ void train_use(entity this, entity actor, entity trigger)
 void func_train_find(entity this)
 {
        entity targ;
-       targ = find(world, targetname, self.target);
-       self.target = targ.target;
-       if (self.target == "")
+       targ = find(world, targetname, this.target);
+       this.target = targ.target;
+       if (this.target == "")
                objerror("func_train_find: no next target");
-       SUB_SETORIGIN(self, targ.origin - self.view_ofs);
+       SUB_SETORIGIN(this, targ.origin - this.view_ofs);
 
-       if(!(self.spawnflags & 4))
+       if(!(this.spawnflags & 4))
        {
-               self.SUB_NEXTTHINK = self.SUB_LTIME + 1;
-               SUB_THINK(self, train_next);
+               this.SUB_NEXTTHINK = this.SUB_LTIME + 1;
+               SUB_THINK(this, train_next);
        }
 
-       train_link();
+       train_link(this);
 }
 
 #endif
index b3e931b..dd88041 100644 (file)
@@ -59,16 +59,16 @@ vector func_vectormamamam_origin(entity o, float t)
 
 void func_vectormamamam_controller_think(entity this)
 {
-       self.nextthink = time + 0.1;
+       this.nextthink = time + 0.1;
 
-       if(self.owner.active != ACTIVE_ACTIVE)
+       if(this.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';
+               this.owner.velocity = '0 0 0';
                return;
        }
 
-       if(self.owner.classname == "func_vectormamamam") // don't brake stuff if the func_vectormamamam was killtarget'ed
-               self.owner.velocity = (self.owner.destvec + func_vectormamamam_origin(self.owner, 0.1) - self.owner.origin) * 10;
+       if(this.owner.classname == "func_vectormamamam") // don't brake stuff if the func_vectormamamam was killtarget'ed
+               this.owner.velocity = (this.owner.destvec + func_vectormamamam_origin(this.owner, 0.1) - this.owner.origin) * 10;
 }
 
 void func_vectormamamam_findtarget(entity this)
index f0aafc7..15c7e26 100644 (file)
@@ -51,8 +51,8 @@ void misc_laser_aim(entity this)
 
 void misc_laser_init(entity this)
 {
-       if(self.target != "")
-               self.enemy = find(world, targetname, self.target);
+       if(this.target != "")
+               this.enemy = find(world, targetname, this.target);
 }
 
 .entity pusher;
@@ -62,62 +62,62 @@ void misc_laser_think(entity this)
        entity hitent;
        vector hitloc;
 
-       self.nextthink = time;
+       this.nextthink = time;
 
-       if(!self.state)
+       if(!this.state)
                return;
 
        misc_laser_aim(this);
 
-       if(self.enemy)
+       if(this.enemy)
        {
-               o = self.enemy.origin;
-               if (!(self.spawnflags & 2))
-                       o = self.origin + normalize(o - self.origin) * 32768;
+               o = this.enemy.origin;
+               if (!(this.spawnflags & 2))
+                       o = this.origin + normalize(o - this.origin) * 32768;
        }
        else
        {
-               makevectors(self.mangle);
-               o = self.origin + v_forward * 32768;
+               makevectors(this.mangle);
+               o = this.origin + v_forward * 32768;
        }
 
-       if(self.dmg || self.enemy.target != "")
+       if(this.dmg || this.enemy.target != "")
        {
-               traceline(self.origin, o, MOVE_NORMAL, self);
+               traceline(this.origin, o, MOVE_NORMAL, this);
        }
        hitent = trace_ent;
        hitloc = trace_endpos;
 
-       if(self.enemy.target != "") // DETECTOR laser
+       if(this.enemy.target != "") // DETECTOR laser
        {
                if(trace_ent.iscreature)
                {
-                       self.pusher = hitent;
-                       if(!self.count)
+                       this.pusher = hitent;
+                       if(!this.count)
                        {
-                               self.count = 1;
+                               this.count = 1;
 
-                               SUB_UseTargets(self.enemy, self.enemy.pusher, NULL);
+                               SUB_UseTargets(this.enemy, this.enemy.pusher, NULL);
                        }
                }
                else
                {
-                       if(self.count)
+                       if(this.count)
                        {
-                               self.count = 0;
+                               this.count = 0;
 
-                               SUB_UseTargets(self.enemy, self.enemy.pusher, NULL);
+                               SUB_UseTargets(this.enemy, this.enemy.pusher, NULL);
                        }
                }
        }
 
-       if(self.dmg)
+       if(this.dmg)
        {
-               if(self.team)
-                       if(((self.spawnflags & 8) == 0) == (self.team != hitent.team))
+               if(this.team)
+                       if(((this.spawnflags & 8) == 0) == (this.team != hitent.team))
                                return;
                if(hitent.takedamage)
-                       Damage(hitent, self, self, ((self.dmg < 0) ? 100000 : (self.dmg * frametime)), DEATH_HURTTRIGGER.m_id, hitloc, '0 0 0');
+                       Damage(hitent, this, this, ((this.dmg < 0) ? 100000 : (this.dmg * frametime)), DEATH_HURTTRIGGER.m_id, hitloc, '0 0 0');
        }
 }
 
@@ -125,52 +125,52 @@ bool laser_SendEntity(entity this, entity to, float fl)
 {
        WriteHeader(MSG_ENTITY, ENT_CLIENT_LASER);
        fl = fl - (fl & 0xF0); // use that bit to indicate finite length laser
-       if(self.spawnflags & 2)
+       if(this.spawnflags & 2)
                fl |= 0x80;
-       if(self.alpha)
+       if(this.alpha)
                fl |= 0x40;
-       if(self.scale != 1 || self.modelscale != 1)
+       if(this.scale != 1 || this.modelscale != 1)
                fl |= 0x20;
-       if(self.spawnflags & 4)
+       if(this.spawnflags & 4)
                fl |= 0x10;
        WriteByte(MSG_ENTITY, fl);
        if(fl & 1)
        {
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
        }
        if(fl & 8)
        {
-               WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
-               WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
-               WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
+               WriteByte(MSG_ENTITY, this.colormod_x * 255.0);
+               WriteByte(MSG_ENTITY, this.colormod_y * 255.0);
+               WriteByte(MSG_ENTITY, this.colormod_z * 255.0);
                if(fl & 0x40)
-                       WriteByte(MSG_ENTITY, self.alpha * 255.0);
+                       WriteByte(MSG_ENTITY, this.alpha * 255.0);
                if(fl & 0x20)
                {
-                       WriteByte(MSG_ENTITY, bound(0, self.scale * 16.0, 255));
-                       WriteByte(MSG_ENTITY, bound(0, self.modelscale * 16.0, 255));
+                       WriteByte(MSG_ENTITY, bound(0, this.scale * 16.0, 255));
+                       WriteByte(MSG_ENTITY, bound(0, this.modelscale * 16.0, 255));
                }
                if((fl & 0x80) || !(fl & 0x10)) // effect doesn't need sending if the laser is infinite and has collision testing turned off
-                       WriteShort(MSG_ENTITY, self.cnt + 1);
+                       WriteShort(MSG_ENTITY, this.cnt + 1);
        }
        if(fl & 2)
        {
                if(fl & 0x80)
                {
-                       WriteCoord(MSG_ENTITY, self.enemy.origin_x);
-                       WriteCoord(MSG_ENTITY, self.enemy.origin_y);
-                       WriteCoord(MSG_ENTITY, self.enemy.origin_z);
+                       WriteCoord(MSG_ENTITY, this.enemy.origin_x);
+                       WriteCoord(MSG_ENTITY, this.enemy.origin_y);
+                       WriteCoord(MSG_ENTITY, this.enemy.origin_z);
                }
                else
                {
-                       WriteAngle(MSG_ENTITY, self.mangle_x);
-                       WriteAngle(MSG_ENTITY, self.mangle_y);
+                       WriteAngle(MSG_ENTITY, this.mangle_x);
+                       WriteAngle(MSG_ENTITY, this.mangle_y);
                }
        }
        if(fl & 4)
-               WriteByte(MSG_ENTITY, self.state);
+               WriteByte(MSG_ENTITY, this.state);
        return 1;
 }
 
index 3819e9c..b298946 100644 (file)
@@ -2,17 +2,17 @@ void generic_plat_blocked()
 {
 #ifdef SVQC
     SELFPARAM();
-       if(self.dmg && other.takedamage != DAMAGE_NO)
+       if(this.dmg && other.takedamage != DAMAGE_NO)
        {
-               if(self.dmgtime2 < time)
+               if(this.dmgtime2 < time)
                {
-                       Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
-                       self.dmgtime2 = time + self.dmgtime;
+                       Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       this.dmgtime2 = time + this.dmgtime;
                }
 
                // Gib dead/dying stuff
                if(IS_DEAD(other))
-                       Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
        }
 #endif
 }
@@ -26,22 +26,22 @@ void plat_spawn_inside_trigger(entity this)
        settouch(trigger, plat_center_touch);
        trigger.movetype = MOVETYPE_NONE;
        trigger.solid = SOLID_TRIGGER;
-       trigger.enemy = self;
+       trigger.enemy = this;
 
-       tmin = self.absmin + '25 25 0';
-       tmax = self.absmax - '25 25 -8';
-       tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
-       if (self.spawnflags & PLAT_LOW_TRIGGER)
+       tmin = this.absmin + '25 25 0';
+       tmax = this.absmax - '25 25 -8';
+       tmin_z = tmax_z - (this.pos1_z - this.pos2_z + 8);
+       if (this.spawnflags & PLAT_LOW_TRIGGER)
                tmax_z = tmin_z + 8;
 
-       if (self.size_x <= 50)
+       if (this.size_x <= 50)
        {
-               tmin_x = (self.mins_x + self.maxs_x) / 2;
+               tmin_x = (this.mins_x + this.maxs_x) / 2;
                tmax_x = tmin_x + 1;
        }
-       if (self.size_y <= 50)
+       if (this.size_y <= 50)
        {
-               tmin_y = (self.mins_y + self.maxs_y) / 2;
+               tmin_y = (this.mins_y + this.maxs_y) / 2;
                tmax_y = tmin_y + 1;
        }
 
@@ -60,31 +60,31 @@ void plat_spawn_inside_trigger(entity this)
 
 void plat_hit_top(entity this)
 {
-       _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = 1;
+       _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = 1;
 
-       SUB_THINK(self, plat_go_down);
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 3;
+       SUB_THINK(this, plat_go_down);
+       this.SUB_NEXTTHINK = this.SUB_LTIME + 3;
 }
 
 void plat_hit_bottom(entity this)
 {
-       _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
-       self.state = 2;
+       _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = 2;
 }
 
 void plat_go_down(entity this)
 {
-       _sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
-       self.state = 3;
-       SUB_CalcMove (self, self.pos2, TSPEED_LINEAR, self.speed, plat_hit_bottom);
+       _sound (this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_NORM);
+       this.state = 3;
+       SUB_CalcMove (this, this.pos2, TSPEED_LINEAR, this.speed, plat_hit_bottom);
 }
 
 void plat_go_up(entity this)
 {
-       _sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
-       self.state = 4;
-       SUB_CalcMove (self, self.pos1, TSPEED_LINEAR, self.speed, plat_hit_top);
+       _sound (this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_NORM);
+       this.state = 4;
+       SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, plat_hit_top);
 }
 
 void plat_center_touch(entity this)
@@ -102,11 +102,11 @@ void plat_center_touch(entity this)
                return;
 #endif
 
-       if (self.enemy.state == 2) {
-               entity e = self.enemy;
+       if (this.enemy.state == 2) {
+               entity e = this.enemy;
                WITHSELF(e, plat_go_up(e));
-       } else if (self.enemy.state == 1)
-               self.enemy.SUB_NEXTTHINK = self.enemy.SUB_LTIME + 1;
+       } else if (this.enemy.state == 1)
+               this.enemy.SUB_NEXTTHINK = this.enemy.SUB_LTIME + 1;
 }
 
 void plat_outside_touch(entity this)
@@ -122,8 +122,8 @@ void plat_outside_touch(entity this)
                return;
 #endif
 
-       if (self.enemy.state == 1) {
-           entity e = self.enemy;
+       if (this.enemy.state == 1) {
+           entity e = this.enemy;
                WITHSELF(e, plat_go_down(e));
     }
 }
@@ -143,28 +143,28 @@ void plat_trigger_use(entity this, entity actor, entity trigger)
 
 void plat_crush()
 {SELFPARAM();
-       if((self.spawnflags & 4) && (other.takedamage != DAMAGE_NO))
+       if((this.spawnflags & 4) && (other.takedamage != DAMAGE_NO))
        { // KIll Kill Kill!!
 #ifdef SVQC
-               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
 #endif
        }
        else
        {
 #ifdef SVQC
-               if((self.dmg) && (other.takedamage != DAMAGE_NO))
+               if((this.dmg) && (other.takedamage != DAMAGE_NO))
                {   // Shall we bite?
-                       Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                        // Gib dead/dying stuff
                        if(IS_DEAD(other))
-                               Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                               Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
 #endif
 
-               if (self.state == 4)
-                       plat_go_down (self);
-               else if (self.state == 3)
-                       plat_go_up (self);
+               if (this.state == 4)
+                       plat_go_down (this);
+               else if (this.state == 3)
+                       plat_go_up (this);
        // when in other states, then the plat_crush event came delayed after
        // plat state already had changed
        // this isn't a bug per se!
index bb92dcc..6389a03 100644 (file)
@@ -7,15 +7,15 @@ void SUB_CalcAngleMoveDone(entity this);
 ==================
 SUB_Friction
 
-Applies some friction to self
+Applies some friction to this
 ==================
 */
 .float friction;
 void SUB_Friction (entity this)
 {
-       self.SUB_NEXTTHINK = time;
-       if(self.SUB_FLAGS & FL_ONGROUND)
-               self.SUB_VELOCITY = self.SUB_VELOCITY * (1 - frametime * self.friction);
+       this.SUB_NEXTTHINK = time;
+       if(this.SUB_FLAGS & FL_ONGROUND)
+               this.SUB_VELOCITY = this.SUB_VELOCITY * (1 - frametime * this.friction);
 }
 
 /*
@@ -75,19 +75,19 @@ void SUB_SetFade (entity ent, float when, float fading_time)
 =============
 SUB_CalcMove
 
-calculate self.SUB_VELOCITY and self.SUB_NEXTTHINK to reach dest from
-self.SUB_ORIGIN traveling at speed
+calculate this.SUB_VELOCITY and this.SUB_NEXTTHINK to reach dest from
+this.SUB_ORIGIN traveling at speed
 ===============
 */
 void SUB_CalcMoveDone(entity this)
 {
        // After moving, set origin to exact final destination
 
-       SUB_SETORIGIN (self, self.finaldest);
-       self.SUB_VELOCITY = '0 0 0';
-       self.SUB_NEXTTHINK = -1;
-       if (self.think1)
-               self.think1 (self);
+       SUB_SETORIGIN (this, this.finaldest);
+       this.SUB_VELOCITY = '0 0 0';
+       this.SUB_NEXTTHINK = -1;
+       if (this.think1)
+               this.think1 (this);
 }
 
 .float platmovetype_turn;
@@ -101,19 +101,19 @@ void SUB_CalcMove_controller_think (entity this)
        vector veloc;
        vector angloc;
        vector nextpos;
-       delta = self.destvec;
-       delta2 = self.destvec2;
-       if(time < self.animstate_endtime)
+       delta = this.destvec;
+       delta2 = this.destvec2;
+       if(time < this.animstate_endtime)
        {
                nexttick = time + PHYS_INPUT_FRAMETIME;
 
-               traveltime = self.animstate_endtime - self.animstate_starttime;
-               phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
-               phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
-               nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
+               traveltime = this.animstate_endtime - this.animstate_starttime;
+               phasepos = (nexttick - this.animstate_starttime) / traveltime; // range: [0, 1]
+               phasepos = cubic_speedfunc(this.platmovetype_start, this.platmovetype_end, phasepos);
+               nextpos = this.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
                // derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
 
-               if(self.owner.platmovetype_turn)
+               if(this.owner.platmovetype_turn)
                {
                        vector destangle;
                        destangle = delta + 2 * delta2 * phasepos;
@@ -121,30 +121,30 @@ void SUB_CalcMove_controller_think (entity this)
                        destangle_x = -destangle_x; // flip up / down orientation
 
                        // take the shortest distance for the angles
-                       vector v = SUB_ANGLES(self.owner);
+                       vector v = SUB_ANGLES(this.owner);
                        v.x -= 360 * floor((v.x - destangle_x) / 360 + 0.5);
                        v.y -= 360 * floor((v.y - destangle_y) / 360 + 0.5);
                        v.z -= 360 * floor((v.z - destangle_z) / 360 + 0.5);
-                       SUB_ANGLES(self.owner) = v;
-                       angloc = destangle - SUB_ANGLES(self.owner);
+                       SUB_ANGLES(this.owner) = v;
+                       angloc = destangle - SUB_ANGLES(this.owner);
                        angloc = angloc * (1 / PHYS_INPUT_FRAMETIME); // so it arrives for the next frame
-                       self.owner.SUB_AVELOCITY = angloc;
+                       this.owner.SUB_AVELOCITY = angloc;
                }
-               if(nexttick < self.animstate_endtime)
-                       veloc = nextpos - self.owner.SUB_ORIGIN;
+               if(nexttick < this.animstate_endtime)
+                       veloc = nextpos - this.owner.SUB_ORIGIN;
                else
-                       veloc = self.finaldest - self.owner.SUB_ORIGIN;
+                       veloc = this.finaldest - this.owner.SUB_ORIGIN;
                veloc = veloc * (1 / PHYS_INPUT_FRAMETIME); // so it arrives for the next frame
 
-               self.owner.SUB_VELOCITY = veloc;
-               self.nextthink = nexttick;
+               this.owner.SUB_VELOCITY = veloc;
+               this.nextthink = nexttick;
        }
        else
        {
                // derivative: delta + 2 * delta2 (e.g. for angle positioning)
-               entity own = self.owner;
-               SUB_THINK(own, self.think1);
-               remove(self);
+               entity own = this.owner;
+               SUB_THINK(own, this.think1);
+               remove(this);
                WITHSELF(own, SUB_THUNK(own)(own));
        }
 }
@@ -191,21 +191,21 @@ void SUB_CalcMove_Bezier (entity this, vector tcontrol, vector tdest, float tspe
        if (!tspeed)
                objerror ("No speed is defined!");
 
-       self.think1 = func;
-       self.finaldest = tdest;
-       SUB_THINK(self, SUB_CalcMoveDone);
+       this.think1 = func;
+       this.finaldest = tdest;
+       SUB_THINK(this, SUB_CalcMoveDone);
 
        switch(tspeedtype)
        {
                default:
                case TSPEED_START:
-                       traveltime = 2 * vlen(tcontrol - self.SUB_ORIGIN) / tspeed;
+                       traveltime = 2 * vlen(tcontrol - this.SUB_ORIGIN) / tspeed;
                        break;
                case TSPEED_END:
                        traveltime = 2 * vlen(tcontrol - tdest)       / tspeed;
                        break;
                case TSPEED_LINEAR:
-                       traveltime = vlen(tdest - self.SUB_ORIGIN)        / tspeed;
+                       traveltime = vlen(tdest - this.SUB_ORIGIN)        / tspeed;
                        break;
                case TSPEED_TIME:
                        traveltime = tspeed;
@@ -214,26 +214,26 @@ void SUB_CalcMove_Bezier (entity this, vector tcontrol, vector tdest, float tspe
 
        if (traveltime < 0.1) // useless anim
        {
-               self.SUB_VELOCITY = '0 0 0';
-               self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
+               this.SUB_VELOCITY = '0 0 0';
+               this.SUB_NEXTTHINK = this.SUB_LTIME + 0.1;
                return;
        }
 
        controller = new(SUB_CalcMove_controller);
-       controller.owner = self;
-       controller.platmovetype = self.platmovetype;
-       controller.platmovetype_start = self.platmovetype_start;
-       controller.platmovetype_end = self.platmovetype_end;
-       SUB_CalcMove_controller_setbezier(controller, self.SUB_ORIGIN, tcontrol, tdest);
+       controller.owner = this;
+       controller.platmovetype = this.platmovetype;
+       controller.platmovetype_start = this.platmovetype_start;
+       controller.platmovetype_end = this.platmovetype_end;
+       SUB_CalcMove_controller_setbezier(controller, this.SUB_ORIGIN, tcontrol, tdest);
        controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
        controller.animstate_starttime = time;
        controller.animstate_endtime = time + traveltime;
        setthink(controller, SUB_CalcMove_controller_think);
-       controller.think1 = SUB_THUNK(self);
+       controller.think1 = SUB_THUNK(this);
 
        // the thinking is now done by the controller
-       SUB_THINK(self, SUB_NullThink); // for PushMove
-       self.SUB_NEXTTHINK = self.SUB_LTIME + traveltime;
+       SUB_THINK(this, SUB_NullThink); // for PushMove
+       this.SUB_NEXTTHINK = this.SUB_LTIME + traveltime;
 
        // invoke controller
        WITHSELF(controller, getthink(controller)(controller));
@@ -247,18 +247,18 @@ void SUB_CalcMove (entity this, vector tdest, float tspeedtype, float tspeed, vo
        if (!tspeed)
                objerror ("No speed is defined!");
 
-       self.think1 = func;
-       self.finaldest = tdest;
-       SUB_THINK(self, SUB_CalcMoveDone);
+       this.think1 = func;
+       this.finaldest = tdest;
+       SUB_THINK(this, SUB_CalcMoveDone);
 
-       if (tdest == self.SUB_ORIGIN)
+       if (tdest == this.SUB_ORIGIN)
        {
-               self.SUB_VELOCITY = '0 0 0';
-               self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
+               this.SUB_VELOCITY = '0 0 0';
+               this.SUB_NEXTTHINK = this.SUB_LTIME + 0.1;
                return;
        }
 
-       delta = tdest - self.SUB_ORIGIN;
+       delta = tdest - this.SUB_ORIGIN;
 
        switch(tspeedtype)
        {
@@ -277,15 +277,15 @@ void SUB_CalcMove (entity this, vector tdest, float tspeedtype, float tspeed, vo
        // of controlled animation, so let's just use linear movement.
        // Alternatively entities can choose to specify non-controlled movement.
         // The only currently implemented alternative movement is linear (value 1)
-       if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
+       if (traveltime < 0.15 || (this.platmovetype_start == 1 && this.platmovetype_end == 1)) // is this correct?
        {
-               self.SUB_VELOCITY = delta * (1/traveltime);     // QuakeC doesn't allow vector/float division
-               self.SUB_NEXTTHINK = self.SUB_LTIME + traveltime;
+               this.SUB_VELOCITY = delta * (1/traveltime);     // QuakeC doesn't allow vector/float division
+               this.SUB_NEXTTHINK = this.SUB_LTIME + traveltime;
                return;
        }
 
        // now just run like a bezier curve...
-       SUB_CalcMove_Bezier(self, (self.SUB_ORIGIN + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
+       SUB_CalcMove_Bezier(this, (this.SUB_ORIGIN + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
 }
 
 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
@@ -297,20 +297,20 @@ void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed,
 =============
 SUB_CalcAngleMove
 
-calculate self.SUB_AVELOCITY and self.SUB_NEXTTHINK to reach destangle from
-self.angles rotating
+calculate this.SUB_AVELOCITY and this.SUB_NEXTTHINK to reach destangle from
+this.angles rotating
 
-The calling function should make sure self.SUB_THINK is valid
+The calling function should make sure this.SUB_THINK is valid
 ===============
 */
 void SUB_CalcAngleMoveDone(entity this)
 {
        // After rotating, set angle to exact final angle
-       self.angles = self.finalangle;
-       self.SUB_AVELOCITY = '0 0 0';
-       self.SUB_NEXTTHINK = -1;
-       if (self.think1)
-               self.think1 (self);
+       this.angles = this.finalangle;
+       this.SUB_AVELOCITY = '0 0 0';
+       this.SUB_NEXTTHINK = -1;
+       if (this.think1)
+               this.think1 (this);
 }
 
 // FIXME: I fixed this function only for rotation around the main axes
@@ -323,10 +323,10 @@ void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float t
                objerror ("No speed is defined!");
 
        // take the shortest distance for the angles
-       self.angles_x -= 360 * floor((self.angles_x - destangle_x) / 360 + 0.5);
-       self.angles_y -= 360 * floor((self.angles_y - destangle_y) / 360 + 0.5);
-       self.angles_z -= 360 * floor((self.angles_z - destangle_z) / 360 + 0.5);
-       delta = destangle - self.angles;
+       this.angles_x -= 360 * floor((this.angles_x - destangle_x) / 360 + 0.5);
+       this.angles_y -= 360 * floor((this.angles_y - destangle_y) / 360 + 0.5);
+       this.angles_z -= 360 * floor((this.angles_z - destangle_z) / 360 + 0.5);
+       delta = destangle - this.angles;
 
        switch(tspeedtype)
        {
@@ -341,19 +341,19 @@ void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float t
                        break;
        }
 
-       self.think1 = func;
-       self.finalangle = destangle;
-       SUB_THINK(self, SUB_CalcAngleMoveDone);
+       this.think1 = func;
+       this.finalangle = destangle;
+       SUB_THINK(this, SUB_CalcAngleMoveDone);
 
        if (traveltime < 0.1)
        {
-               self.SUB_AVELOCITY = '0 0 0';
-               self.SUB_NEXTTHINK = self.SUB_LTIME + 0.1;
+               this.SUB_AVELOCITY = '0 0 0';
+               this.SUB_NEXTTHINK = this.SUB_LTIME + 0.1;
                return;
        }
 
-       self.SUB_AVELOCITY = delta * (1 / traveltime);
-       self.SUB_NEXTTHINK = self.SUB_LTIME + traveltime;
+       this.SUB_AVELOCITY = delta * (1 / traveltime);
+       this.SUB_NEXTTHINK = this.SUB_LTIME + traveltime;
 }
 
 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func)
index 94c15c1..48330d4 100644 (file)
@@ -254,18 +254,18 @@ void Net_TargetMusic()
 
 void Ent_TriggerMusic_Think(entity this)
 {
-       if(WarpZoneLib_BoxTouchesBrush(view_origin, view_origin, self, world))
+       if(WarpZoneLib_BoxTouchesBrush(view_origin, view_origin, this, world))
        {
-               music_trigger = self;
+               music_trigger = this;
        }
-       self.nextthink = time;
+       this.nextthink = time;
 }
 
 void Ent_TriggerMusic_Remove(entity this)
 {
-       if(self.noise)
-               strunzone(self.noise);
-       self.noise = string_null;
+       if(this.noise)
+               strunzone(this.noise);
+       this.noise = string_null;
 }
 
 NET_HANDLE(ENT_CLIENT_TRIGGER_MUSIC, bool isnew)
index a7c0c93..a570c2a 100644 (file)
@@ -23,12 +23,12 @@ float target_spawn_count;
 
 void target_spawn_helper_setmodel(entity this)
 {
-       _setmodel(self, self.model);
+       _setmodel(this, this.model);
 }
 
 void target_spawn_helper_setsize(entity this)
 {
-       setsize(self, self.mins, self.maxs);
+       setsize(this, this.mins, this.maxs);
 }
 
 void target_spawn_edit_entity(entity this, entity e, string msg, entity kt, entity t2, entity t3, entity t4, entity act, entity trigger)
index 197ea92..4472b57 100644 (file)
@@ -15,20 +15,20 @@ void trigger_gravity_remove(entity own)
 void trigger_gravity_check_think(entity this)
 {
        // This spawns when a player enters the gravity zone and checks if he left.
-       // Each frame, self.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
+       // Each frame, this.count is set to 2 by trigger_gravity_touch() and decreased by 1 here.
        // It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that.
-       if(self.count <= 0)
+       if(this.count <= 0)
        {
-               if(self.owner.trigger_gravity_check == self)
-                       trigger_gravity_remove(self.owner);
+               if(this.owner.trigger_gravity_check == this)
+                       trigger_gravity_remove(this.owner);
                else
-                       remove(self);
+                       remove(this);
                return;
        }
        else
        {
-               self.count -= 1;
-               self.nextthink = time;
+               this.count -= 1;
+               this.nextthink = time;
        }
 }
 
@@ -41,18 +41,18 @@ void trigger_gravity_touch(entity this)
 {
        float g;
 
-       if(self.state != true)
+       if(this.state != true)
                return;
 
        EXACTTRIGGER_TOUCH;
 
-       g = self.gravity;
+       g = this.gravity;
 
-       if (!(self.spawnflags & 1))
+       if (!(this.spawnflags & 1))
        {
                if(other.trigger_gravity_check)
                {
-                       if(self == other.trigger_gravity_check.enemy)
+                       if(this == other.trigger_gravity_check.enemy)
                        {
                                // same?
                                other.trigger_gravity_check.count = 2; // gravity one more frame...
@@ -60,13 +60,13 @@ void trigger_gravity_touch(entity this)
                        }
 
                        // compare prio
-                       if(self.cnt > other.trigger_gravity_check.enemy.cnt)
+                       if(this.cnt > other.trigger_gravity_check.enemy.cnt)
                                trigger_gravity_remove(other);
                        else
                                return;
                }
                other.trigger_gravity_check = spawn();
-               other.trigger_gravity_check.enemy = self;
+               other.trigger_gravity_check.enemy = this;
                other.trigger_gravity_check.owner = other;
                other.trigger_gravity_check.gravity = other.gravity;
                setthink(other.trigger_gravity_check, trigger_gravity_check_think);
@@ -79,9 +79,9 @@ void trigger_gravity_touch(entity this)
        if (other.gravity != g)
        {
                other.gravity = g;
-               if(self.noise != "")
-                       _sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
-               UpdateCSQCProjectile(self.owner);
+               if(this.noise != "")
+                       _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+               UpdateCSQCProjectile(this.owner);
        }
 }
 
index 25d824d..41519e2 100644 (file)
@@ -2,7 +2,7 @@
 .float triggerhealtime;
 void trigger_heal_touch(entity this)
 {
-       if (self.active != ACTIVE_ACTIVE)
+       if (this.active != ACTIVE_ACTIVE)
                return;
 
        // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
@@ -15,11 +15,11 @@ void trigger_heal_touch(entity this)
                        EXACTTRIGGER_TOUCH;
                        other.triggerhealtime = time + 1;
 
-                       if (other.health < self.max_health)
+                       if (other.health < this.max_health)
                        {
-                               other.health = min(other.health + self.health, self.max_health);
+                               other.health = min(other.health + this.health, this.max_health);
                                other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
-                               _sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+                               _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
                        }
                }
        }
index 82199a3..69653ad 100644 (file)
@@ -10,11 +10,11 @@ void trigger_hurt_use(entity this, entity actor, entity trigger)
 .float triggerhurttime;
 void trigger_hurt_touch(entity this)
 {
-       if (self.active != ACTIVE_ACTIVE)
+       if (this.active != ACTIVE_ACTIVE)
                return;
 
-       if(self.team)
-               if(((self.spawnflags & 4) == 0) == (self.team != other.team))
+       if(this.team)
+               if(((this.spawnflags & 4) == 0) == (this.team != other.team))
                        return;
 
        // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
@@ -27,14 +27,14 @@ void trigger_hurt_touch(entity this)
                        other.triggerhurttime = time + 1;
 
                        entity own;
-                       own = self.enemy;
+                       own = this.enemy;
                        if (!IS_PLAYER(own))
                        {
-                               own = self;
-                               self.enemy = world; // I still hate you all
+                               own = this;
+                               this.enemy = world; // I still hate you all
                        }
 
-                       Damage (other, self, own, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       Damage (other, this, own, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
        }
        else if(other.damagedbytriggers)
@@ -42,7 +42,7 @@ void trigger_hurt_touch(entity this)
                if(other.takedamage)
                {
                        EXACTTRIGGER_TOUCH;
-                       Damage(other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+                       Damage(other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
                }
        }
 
index d45a82b..c174aa5 100644 (file)
@@ -5,7 +5,7 @@ void trigger_impulse_touch1(entity this)
        float pushdeltatime;
        float str;
 
-       if (self.active != ACTIVE_ACTIVE)
+       if (this.active != ACTIVE_ACTIVE)
                return;
 
        if (!isPushable(other))
@@ -13,55 +13,55 @@ void trigger_impulse_touch1(entity this)
 
        EXACTTRIGGER_TOUCH;
 
-       targ = find(world, targetname, self.target);
+       targ = find(world, targetname, this.target);
        if(!targ)
        {
                objerror("trigger_force without a (valid) .target!\n");
-               remove(self);
+               remove(this);
                return;
        }
 
 #ifdef SVQC
-       str = min(self.radius, vlen(self.origin - other.origin));
+       str = min(this.radius, vlen(this.origin - other.origin));
 #elif defined(CSQC)
-       str = min(self.radius, vlen(self.origin - other.move_origin));
+       str = min(this.radius, vlen(this.origin - other.move_origin));
 #endif
 
-       if(self.falloff == 1)
-               str = (str / self.radius) * self.strength;
-       else if(self.falloff == 2)
-               str = (1 - (str / self.radius)) * self.strength;
+       if(this.falloff == 1)
+               str = (str / this.radius) * this.strength;
+       else if(this.falloff == 2)
+               str = (1 - (str / this.radius)) * this.strength;
        else
-               str = self.strength;
+               str = this.strength;
 
        pushdeltatime = time - other.lastpushtime;
        if (pushdeltatime > 0.15) pushdeltatime = 0;
        other.lastpushtime = time;
        if(!pushdeltatime) return;
 
-       if(self.spawnflags & 64)
+       if(this.spawnflags & 64)
        {
 #ifdef SVQC
-               float addspeed = str - other.velocity * normalize(targ.origin - self.origin);
+               float addspeed = str - other.velocity * normalize(targ.origin - this.origin);
                if (addspeed > 0)
                {
                        float accelspeed = min(8 * pushdeltatime * str, addspeed);
-                       other.velocity += accelspeed * normalize(targ.origin - self.origin);
+                       other.velocity += accelspeed * normalize(targ.origin - this.origin);
                }
 #elif defined(CSQC)
-               float addspeed = str - other.move_velocity * normalize(targ.origin - self.origin);
+               float addspeed = str - other.move_velocity * normalize(targ.origin - this.origin);
                if (addspeed > 0)
                {
                        float accelspeed = min(8 * pushdeltatime * str, addspeed);
-                       other.move_velocity += accelspeed * normalize(targ.origin - self.origin);
+                       other.move_velocity += accelspeed * normalize(targ.origin - this.origin);
                }
 #endif
        }
        else
 #ifdef SVQC
-               other.velocity = other.velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
+               other.velocity = other.velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
 #elif defined(CSQC)
-               other.move_velocity = other.move_velocity + normalize(targ.origin - self.origin) * str * pushdeltatime;
+               other.move_velocity = other.move_velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
 #endif
 
 #ifdef SVQC
@@ -78,7 +78,7 @@ void trigger_impulse_touch2(entity this)
 {
        float pushdeltatime;
 
-       if (self.active != ACTIVE_ACTIVE)
+       if (this.active != ACTIVE_ACTIVE)
                return;
 
        if (!isPushable(other))
@@ -93,11 +93,11 @@ void trigger_impulse_touch2(entity this)
 
        // div0: ticrate independent, 1 = identity (not 20)
 #ifdef SVQC
-       other.velocity = other.velocity * pow(self.strength, pushdeltatime);
+       other.velocity = other.velocity * pow(this.strength, pushdeltatime);
 
        UpdateCSQCProjectile(other);
 #elif defined(CSQC)
-       other.move_velocity = other.move_velocity * pow(self.strength, pushdeltatime);
+       other.move_velocity = other.move_velocity * pow(this.strength, pushdeltatime);
 #endif
 }
 
@@ -107,7 +107,7 @@ void trigger_impulse_touch3(entity this)
        float pushdeltatime;
        float str;
 
-       if (self.active != ACTIVE_ACTIVE)
+       if (this.active != ACTIVE_ACTIVE)
                return;
 
        if (!isPushable(other))
@@ -120,27 +120,27 @@ void trigger_impulse_touch3(entity this)
        other.lastpushtime = time;
        if(!pushdeltatime) return;
 
-       setsize(self, '-1 -1 -1' * self.radius,'1 1 1' * self.radius);
+       setsize(this, '-1 -1 -1' * this.radius,'1 1 1' * this.radius);
 
 #ifdef SVQC
-       str = min(self.radius, vlen(self.origin - other.origin));
+       str = min(this.radius, vlen(this.origin - other.origin));
 #elif defined(CSQC)
-       str = min(self.radius, vlen(self.origin - other.move_origin));
+       str = min(this.radius, vlen(this.origin - other.move_origin));
 #endif
 
-       if(self.falloff == 1)
-               str = (1 - str / self.radius) * self.strength; // 1 in the inside
-       else if(self.falloff == 2)
-               str = (str / self.radius) * self.strength; // 0 in the inside
+       if(this.falloff == 1)
+               str = (1 - str / this.radius) * this.strength; // 1 in the inside
+       else if(this.falloff == 2)
+               str = (str / this.radius) * this.strength; // 0 in the inside
        else
-               str = self.strength;
+               str = this.strength;
 
 #ifdef SVQC
-       other.velocity = other.velocity + normalize(other.origin - self.origin) * str * pushdeltatime;
+       other.velocity = other.velocity + normalize(other.origin - this.origin) * str * pushdeltatime;
 
        UpdateCSQCProjectile(other);
 #elif defined(CSQC)
-       other.move_velocity = other.move_velocity + normalize(other.move_origin - self.origin) * str * pushdeltatime;
+       other.move_velocity = other.move_velocity + normalize(other.move_origin - this.origin) * str * pushdeltatime;
 #endif
 }
 
index e90eb18..c8ff29c 100644 (file)
@@ -28,53 +28,53 @@ void trigger_keylock_touch(entity this)
                return;
 
        // check silver key
-       if(self.itemkeys)
-               key_used = item_keys_usekey(self, other);
+       if(this.itemkeys)
+               key_used = item_keys_usekey(this, other);
 
-       if(self.itemkeys)
+       if(this.itemkeys)
        {
 #ifdef SVQC
                // at least one of the keys is missing
                if(key_used)
                {
                        // one or more keys were given, but others are still missing!
-                       play2(other, self.noise1);
-                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(self.itemkeys));
+                       play2(other, this.noise1);
+                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(this.itemkeys));
                        other.key_door_messagetime = time + 2;
                }
                else if(other.key_door_messagetime <= time)
                {
                        // no keys were given
-                       play2(other, self.noise2);
-                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(self.itemkeys));
+                       play2(other, this.noise2);
+                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(this.itemkeys));
                        other.key_door_messagetime = time + 2;
                }
 #endif
 
                // trigger target2
-               if(self.delay <= time || started_delay == true)
-               if(self.target2)
+               if(this.delay <= time || started_delay == true)
+               if(this.target2)
                {
-                       trigger_keylock_trigger(this, other, self.target2);
+                       trigger_keylock_trigger(this, other, this.target2);
                        started_delay = true;
-                       self.delay = time + self.wait;
+                       this.delay = time + this.wait;
                }
        }
        else
        {
 #ifdef SVQC
                // all keys were given!
-               play2(other, self.noise);
-               centerprint(other, self.message);
+               play2(other, this.noise);
+               centerprint(other, this.message);
 #endif
 
-               if(self.target)
-                       trigger_keylock_trigger(this, other, self.target);
+               if(this.target)
+                       trigger_keylock_trigger(this, other, this.target);
 
-               if(self.killtarget)
-                       trigger_keylock_kill(self.killtarget);
+               if(this.killtarget)
+                       trigger_keylock_kill(this.killtarget);
 
-               remove(self);
+               remove(this);
        }
 
 }
index 4352557..539c3f0 100644 (file)
@@ -68,33 +68,33 @@ void multi_use(entity this, entity actor, entity trigger)
 
 void multi_touch(entity this)
 {
-       if(!(self.spawnflags & 2))
+       if(!(this.spawnflags & 2))
        if(!other.iscreature)
                        return;
 
-       if(self.team)
-               if(((self.spawnflags & 4) == 0) == (self.team != other.team))
+       if(this.team)
+               if(((this.spawnflags & 4) == 0) == (this.team != other.team))
                        return;
 
 // if the trigger has an angles field, check player's facing direction
-       if (self.movedir != '0 0 0')
+       if (this.movedir != '0 0 0')
        {
                makevectors (other.angles);
-               if (v_forward * self.movedir < 0)
+               if (v_forward * this.movedir < 0)
                        return;         // not facing the right way
        }
 
        // if the trigger has pressed keys, check that the player is pressing those keys
-       if(self.pressedkeys)
+       if(this.pressedkeys)
        if(IS_PLAYER(other)) // only for players
-       if(!(other.pressedkeys & self.pressedkeys))
+       if(!(other.pressedkeys & this.pressedkeys))
                return;
 
        EXACTTRIGGER_TOUCH;
 
-       self.enemy = other;
-       self.goalentity = other;
-       multi_trigger(self);
+       this.enemy = other;
+       this.goalentity = other;
+       multi_trigger(this);
 }
 
 void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
index 5707a0a..bf4178b 100644 (file)
@@ -29,12 +29,12 @@ void trigger_secret_touch(entity this)
        //print(ftos(secret_counter.count), "\n");
 
        // centerprint message (multi_touch() doesn't always call centerprint())
-       centerprint(other, self.message);
-       self.message = "";
+       centerprint(other, this.message);
+       this.message = "";
 
        // handle normal trigger features
-       multi_touch(self);
-       remove(self);
+       multi_touch(this);
+       remove(this);
 }
 
 /*QUAKED trigger_secret (.5 .5 .5) ?
index 3a1cf95..fb792b9 100644 (file)
@@ -39,14 +39,14 @@ void swampslug_think(entity this);
 void swampslug_think(entity this)
 {
        //Slowly kill the slug
-       self.health = self.health - 1;
+       this.health = this.health - 1;
 
        //Slug dead? then remove curses.
-       if(self.health <= 0)
+       if(this.health <= 0)
        {
-               self.owner.in_swamp = 0;
-               remove(self);
-               //centerprint(self.owner,"Killing slug...\n");
+               this.owner.in_swamp = 0;
+               remove(this);
+               //centerprint(this.owner,"Killing slug...\n");
                return;
        }
 
@@ -54,10 +54,10 @@ void swampslug_think(entity this)
        // Or we have exited it very recently.
        // Do the damage and renew the timer.
 #ifdef SVQC
-       Damage (self.owner, self, self, self.dmg, DEATH_SWAMP.m_id, other.origin, '0 0 0');
+       Damage (this.owner, this, this, this.dmg, DEATH_SWAMP.m_id, other.origin, '0 0 0');
 #endif
 
-       self.nextthink = time + self.swamp_interval;
+       this.nextthink = time + this.swamp_interval;
 }
 
 void swamp_touch(entity this)
@@ -79,9 +79,9 @@ void swamp_touch(entity this)
                setthink(other.swampslug, swampslug_think);
                other.swampslug.nextthink = time;
                other.swampslug.owner = other;
-               other.swampslug.dmg = self.dmg;
-               other.swampslug.swamp_interval = self.swamp_interval;
-               other.swamp_slowdown = self.swamp_slowdown;
+               other.swampslug.dmg = this.dmg;
+               other.swampslug.swamp_interval = this.swamp_interval;
+               other.swamp_slowdown = this.swamp_slowdown;
                other.in_swamp = 1;
                return;
        }
index 54777b7..8caa2d5 100644 (file)
@@ -13,7 +13,7 @@ void trigger_teleport_use(entity this, entity actor, entity trigger)
 
 void Teleport_Touch (entity this)
 {
-       if (self.active != ACTIVE_ACTIVE)
+       if (this.active != ACTIVE_ACTIVE)
                return;
 
 #ifdef SVQC
@@ -34,8 +34,8 @@ void Teleport_Touch (entity this)
        if(IS_DEAD(other))
                return;
 
-       if(self.team)
-               if(((self.spawnflags & 4) == 0) == (DIFF_TEAM(this, other)))
+       if(this.team)
+               if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, other)))
                        return;
 
        EXACTTRIGGER_TOUCH;
@@ -46,12 +46,12 @@ void Teleport_Touch (entity this)
 #endif
 
        entity e;
-       e = Simple_TeleportPlayer(self, other);
+       e = Simple_TeleportPlayer(this, other);
 
 #ifdef SVQC
-       string s = self.target; self.target = string_null;
-       SUB_UseTargets(self, other, other); // TODO: should we be using other for trigger too?
-       if (!self.target) self.target = s;
+       string s = this.target; this.target = string_null;
+       SUB_UseTargets(this, other, other); // TODO: should we be using other for trigger too?
+       if (!this.target) this.target = s;
 
        SUB_UseTargets(e, other, other);
 #endif
index d65fe95..9e4ab50 100644 (file)
@@ -17,27 +17,27 @@ void viewloc_think(entity this)
        // we abuse this method, rather than using normal .touch, because touch isn't reliable with multiple clients inside the same trigger, and can't "untouch" entities
 
        // set myself as current viewloc where possible
-       for(e = world; (e = findentity(e, viewloc, self)); )
+       for(e = world; (e = findentity(e, viewloc, this)); )
                e.viewloc = world;
 
-               for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain)
+               for(e = findradius((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1); e; e = e.chain)
                        if(!e.viewloc)
                                if(IS_PLAYER(e)) // should we support non-player entities with this?
                                //if(!IS_DEAD(e)) // death view is handled separately, we can't override this just yet
                                {
                                        vector emin = e.absmin;
                                        vector emax = e.absmax;
-                                       if(self.solid == SOLID_BSP)
+                                       if(this.solid == SOLID_BSP)
                                        {
                                                emin -= '1 1 1';
                                                emax += '1 1 1';
                                        }
-                                       if(boxesoverlap(emin, emax, self.absmin, self.absmax)) // quick
-                                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, self, e)) // accurate
-                                                       e.viewloc = self;
+                                       if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+                                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, e)) // accurate
+                                                       e.viewloc = this;
                                }
 
-       self.nextthink = time;
+       this.nextthink = time;
 }
 
 bool trigger_viewloc_send(entity this, entity to, int sf)
@@ -136,8 +136,8 @@ spawnfunc(target_viewlocation) { spawnfunc_target_viewlocation_start(this); }
 
 void trigger_viewloc_updatelink(entity this)
 {
-       self.enemy = findfloat(world, entnum, self.cnt);
-       self.goalentity = findfloat(world, entnum, self.count);
+       this.enemy = findfloat(world, entnum, this.cnt);
+       this.goalentity = findfloat(world, entnum, this.count);
 }
 
 NET_HANDLE(ENT_CLIENT_VIEWLOC_TRIGGER, bool isnew)
index d9c6a08..d7d988f 100644 (file)
@@ -170,16 +170,16 @@ SUB_UseTargets
 
 the global "activator" should be set to the entity that initiated the firing.
 
-If self.delay is set, a DelayedUse entity will be created that will actually
+If this.delay is set, a DelayedUse entity will be created that will actually
 do the SUB_UseTargets after that many seconds have passed.
 
-Centerprints any self.message to the activator.
+Centerprints any this.message to the activator.
 
-Removes all entities with a targetname that match self.killtarget,
+Removes all entities with a targetname that match this.killtarget,
 and removes them, so some events can remove other triggers.
 
 Search for (string)targetname in all entities that
-match (string)self.target and call their .use function
+match (string)this.target and call their .use function
 
 ==============================
 */
index 5e24781..82c0916 100644 (file)
@@ -16,7 +16,7 @@ const float   SPAWNFLAG_NOTOUCH = 1;
 .float height;
 
 .float nottargeted;
-#define IFTARGETED if(!self.nottargeted && self.targetname != "")
+#define IFTARGETED if(!this.nottargeted && this.targetname != "")
 
 .float lip;
 
index a5e758e..46526df 100644 (file)
 /*
 entity path_makeorcache(entity forwho,entity start, entity end)
 {
-    entity oldself;
     entity pth;
-    oldself = self;
-    self = forwho;
 
-    //pth = pathlib_makepath(start.origin,end.origin,PFL_GROUNDSNAP,500,1.5,PT_QUICKSTAR);
+    //pth = pathlib_makepath(forwho, start.origin,end.origin,PFL_GROUNDSNAP,500,1.5,PT_QUICKSTAR);
 
-    self = oldself;
     return pth;
 }
 */
index 63b30bc..347a5ff 100644 (file)
@@ -316,41 +316,41 @@ entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, flo
 
 void turret_die(entity this)
 {
-       sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-       pointparticles(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
+       sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+       pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
        if (!autocvar_cl_nogibs)
        {
                // Base
-               if(self.m_id == TUR_EWHEEL.m_id)
-                       turret_gibtoss((get_turretinfo(self.m_id)).model, self.origin + '0 0 18', self.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', true);
-               else if (self.m_id == TUR_WALKER.m_id)
-                       turret_gibtoss((get_turretinfo(self.m_id)).model, self.origin + '0 0 18', self.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', true);
-               else if (self.m_id == TUR_TESLA.m_id)
-                       turret_gibtoss((get_turretinfo(self.m_id)).model, self.origin + '0 0 18', '0 0 200', '-1 -1 -1', false);
+               if(this.m_id == TUR_EWHEEL.m_id)
+                       turret_gibtoss((get_turretinfo(this.m_id)).model, this.origin + '0 0 18', this.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', true);
+               else if (this.m_id == TUR_WALKER.m_id)
+                       turret_gibtoss((get_turretinfo(this.m_id)).model, this.origin + '0 0 18', this.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', true);
+               else if (this.m_id == TUR_TESLA.m_id)
+                       turret_gibtoss((get_turretinfo(this.m_id)).model, this.origin + '0 0 18', '0 0 200', '-1 -1 -1', false);
                else
                {
                        if (random() > 0.5)
                        {
-                               turret_gibtoss("models/turrets/base-gib2.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
-                               turret_gibtoss("models/turrets/base-gib3.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
-                               turret_gibtoss("models/turrets/base-gib4.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
+                               turret_gibtoss("models/turrets/base-gib2.md3", this.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
+                               turret_gibtoss("models/turrets/base-gib3.md3", this.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
+                               turret_gibtoss("models/turrets/base-gib4.md3", this.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
                        }
                        else
-                               turret_gibtoss("models/turrets/base-gib1.md3", self.origin + '0 0 8', '0 0 0', '0 0 0', true);
+                               turret_gibtoss("models/turrets/base-gib1.md3", this.origin + '0 0 8', '0 0 0', '0 0 0', true);
 
-                       entity headgib = turret_gibtoss((get_turretinfo(self.m_id)).head_model, self.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', true);
+                       entity headgib = turret_gibtoss((get_turretinfo(this.m_id)).head_model, this.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', true);
                        if(headgib)
                        {
-                               headgib.angles = headgib.move_angles = self.tur_head.angles;
-                               headgib.avelocity = headgib.move_avelocity = self.tur_head.move_avelocity + randomvec() * 45;
+                               headgib.angles = headgib.move_angles = this.tur_head.angles;
+                               headgib.avelocity = headgib.move_avelocity = this.tur_head.move_avelocity + randomvec() * 45;
                                headgib.avelocity_y = headgib.move_avelocity_y = headgib.move_avelocity_y * 5;
                                headgib.gravity = 0.5;
                        }
                }
        }
 
-       setmodel(self, MDL_Null);
-       setmodel(self.tur_head, MDL_Null);
+       setmodel(this, MDL_Null);
+       setmodel(this.tur_head, MDL_Null);
 }
 
 NET_HANDLE(ENT_CLIENT_TURRET, bool isnew)
index de6ff76..1c87cbb 100644 (file)
@@ -166,44 +166,44 @@ float turret_targetscore_generic(entity _turret, entity _target)
 // Generic damage handling
 void turret_hide(entity this)
 {
-       self.effects   |= EF_NODRAW;
-       self.nextthink = time + self.respawntime - 0.2;
-       setthink(self, turret_respawn);
+       this.effects   |= EF_NODRAW;
+       this.nextthink = time + this.respawntime - 0.2;
+       setthink(this, turret_respawn);
 }
 
 void turret_die(entity this)
 {
-       self.deadflag             = DEAD_DEAD;
-       self.tur_head.deadflag = self.deadflag;
+       this.deadflag             = DEAD_DEAD;
+       this.tur_head.deadflag = this.deadflag;
 
 // Unsolidify and hide real parts
-       self.solid                       = SOLID_NOT;
-       self.tur_head.solid      = self.solid;
+       this.solid                       = SOLID_NOT;
+       this.tur_head.solid      = this.solid;
 
-       self.event_damage                 = func_null;
-       self.takedamage                  = DAMAGE_NO;
+       this.event_damage                 = func_null;
+       this.takedamage                  = DAMAGE_NO;
 
-       self.health                      = 0;
+       this.health                      = 0;
 
 // Go boom
-       //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
+       //RadiusDamage (this,this, min(this.ammo,50),min(this.ammo,50) * 0.25,250,world,min(this.ammo,50)*5,DEATH_TURRET,world);
 
-       Turret tur = get_turretinfo(self.m_id);
-       if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
+       Turret tur = get_turretinfo(this.m_id);
+       if(this.damage_flags & TFL_DMG_DEATH_NORESPAWN)
        {
-               tur.tr_death(tur, self);
+               tur.tr_death(tur, this);
 
-               remove(self.tur_head);
-               remove(self);
+               remove(this.tur_head);
+               remove(this);
        }
        else
        {
                // Setup respawn
-               self.SendFlags    |= TNSF_STATUS;
-               self.nextthink   = time + 0.2;
-               setthink(self, turret_hide);
+               this.SendFlags    |= TNSF_STATUS;
+               this.nextthink   = time + 0.2;
+               setthink(this, turret_hide);
 
-               tur.tr_death(tur, self);
+               tur.tr_death(tur, this);
        }
 }
 
@@ -256,28 +256,28 @@ void turret_respawn(entity this)
 {
        // Make sure all parts belong to the same team since
        // this function doubles as "teamchange" function.
-       self.tur_head.team      = self.team;
-       self.effects                       &= ~EF_NODRAW;
-       self.deadflag                           = DEAD_NO;
-       self.effects                            = EF_LOWPRECISION;
-       self.solid                                      = SOLID_BBOX;
-       self.takedamage                         = DAMAGE_AIM;
-       self.event_damage                       = turret_damage;
-       self.avelocity                          = '0 0 0';
-       self.tur_head.avelocity         = self.avelocity;
-       self.tur_head.angles            = self.idle_aim;
-       self.health                                     = self.max_health;
-       self.enemy                                      = world;
-       self.volly_counter                      = self.shot_volly;
-       self.ammo                                       = self.ammo_max;
-
-       self.nextthink = time + self.ticrate;
-       setthink(self, turret_think);
-
-       self.SendFlags = TNSF_FULL_UPDATE;
-
-       Turret tur = get_turretinfo(self.m_id);
-       tur.tr_setup(tur, self);
+       this.tur_head.team      = this.team;
+       this.effects                       &= ~EF_NODRAW;
+       this.deadflag                           = DEAD_NO;
+       this.effects                            = EF_LOWPRECISION;
+       this.solid                                      = SOLID_BBOX;
+       this.takedamage                         = DAMAGE_AIM;
+       this.event_damage                       = turret_damage;
+       this.avelocity                          = '0 0 0';
+       this.tur_head.avelocity         = this.avelocity;
+       this.tur_head.angles            = this.idle_aim;
+       this.health                                     = this.max_health;
+       this.enemy                                      = world;
+       this.volly_counter                      = this.shot_volly;
+       this.ammo                                       = this.ammo_max;
+
+       this.nextthink = time + this.ticrate;
+       setthink(this, turret_think);
+
+       this.SendFlags = TNSF_FULL_UPDATE;
+
+       Turret tur = get_turretinfo(this.m_id);
+       tur.tr_setup(tur, this);
 }
 
 
@@ -306,55 +306,55 @@ bool turret_send(entity this, entity to, float sf)
        WriteByte(MSG_ENTITY, sf);
        if(sf & TNSF_SETUP)
        {
-               WriteByte(MSG_ENTITY, self.m_id);
+               WriteByte(MSG_ENTITY, this.m_id);
 
-               WriteCoord(MSG_ENTITY, self.origin_x);
-               WriteCoord(MSG_ENTITY, self.origin_y);
-               WriteCoord(MSG_ENTITY, self.origin_z);
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
 
-               WriteAngle(MSG_ENTITY, self.angles_x);
-               WriteAngle(MSG_ENTITY, self.angles_y);
+               WriteAngle(MSG_ENTITY, this.angles_x);
+               WriteAngle(MSG_ENTITY, this.angles_y);
        }
 
        if(sf & TNSF_ANG)
        {
-               WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
-               WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
+               WriteShort(MSG_ENTITY, rint(this.tur_head.angles_x));
+               WriteShort(MSG_ENTITY, rint(this.tur_head.angles_y));
        }
 
        if(sf & TNSF_AVEL)
        {
-               WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
-               WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
+               WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_x));
+               WriteShort(MSG_ENTITY, rint(this.tur_head.avelocity_y));
        }
 
        if(sf & TNSF_MOVE)
        {
-               WriteShort(MSG_ENTITY, rint(self.origin_x));
-               WriteShort(MSG_ENTITY, rint(self.origin_y));
-               WriteShort(MSG_ENTITY, rint(self.origin_z));
+               WriteShort(MSG_ENTITY, rint(this.origin_x));
+               WriteShort(MSG_ENTITY, rint(this.origin_y));
+               WriteShort(MSG_ENTITY, rint(this.origin_z));
 
-               WriteShort(MSG_ENTITY, rint(self.velocity_x));
-               WriteShort(MSG_ENTITY, rint(self.velocity_y));
-               WriteShort(MSG_ENTITY, rint(self.velocity_z));
+               WriteShort(MSG_ENTITY, rint(this.velocity_x));
+               WriteShort(MSG_ENTITY, rint(this.velocity_y));
+               WriteShort(MSG_ENTITY, rint(this.velocity_z));
 
-               WriteShort(MSG_ENTITY, rint(self.angles_y));
+               WriteShort(MSG_ENTITY, rint(this.angles_y));
        }
 
        if(sf & TNSF_ANIM)
        {
-               WriteCoord(MSG_ENTITY, self.anim_start_time);
-               WriteByte(MSG_ENTITY, self.frame);
+               WriteCoord(MSG_ENTITY, this.anim_start_time);
+               WriteByte(MSG_ENTITY, this.frame);
        }
 
        if(sf & TNSF_STATUS)
        {
-               WriteByte(MSG_ENTITY, self.team);
+               WriteByte(MSG_ENTITY, this.team);
 
-               if(self.health <= 0)
+               if(this.health <= 0)
                        WriteByte(MSG_ENTITY, 0);
                else
-                       WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
+                       WriteByte(MSG_ENTITY, ceil((this.health / this.max_health) * 255));
        }
 
        return true;
@@ -430,17 +430,17 @@ void load_unit_settings(entity ent, bool is_reload)
 void turret_projectile_explode(entity this)
 {
 
-       self.takedamage = DAMAGE_NO;
-       self.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
 #ifdef TURRET_DEBUG
        float d;
-       d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
-       self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
-       self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
+       d = RadiusDamage (this, this.owner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, world, this.owner.shot_force, this.totalfrags, world);
+       this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
+       this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
 #else
-       RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
+       RadiusDamage (this, this.realowner, this.owner.shot_dmg, 0, this.owner.shot_radius, this, world, this.owner.shot_force, this.totalfrags, world);
 #endif
-       remove(self);
+       remove(this);
 }
 
 void turret_projectile_touch(entity this)
index 5ac3c2e..151797b 100644 (file)
@@ -48,7 +48,7 @@ CLASS(Turret, Object)
     METHOD(Turret, tr_attack, void(Turret this, entity it)) {
         Weapon w = this.m_weapon;
         .entity weaponentity = weaponentities[0];
-        w.wr_think(w, self, weaponentity, 1);
+        w.wr_think(w, this, weaponentity, 1);
     }
 #endif
     /** (ALL) */
index 9debc63..2d01c36 100644 (file)
@@ -174,7 +174,7 @@ METHOD(EWheel, tr_death, void(EWheel this, entity it))
     it.velocity = '0 0 0';
 
 #ifdef EWHEEL_FANCYPATH
-    if (self.pathcurrent)
+    if (it.pathcurrent)
         pathlib_deletepath(it.pathcurrent.owner);
 #endif
     it.pathcurrent = NULL;
index 6adacff..ada1bf0 100644 (file)
@@ -38,18 +38,18 @@ METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponen
 
 void turret_flac_projectile_think_explode(entity this)
 {
-    if(self.enemy != world)
-    if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 3))
-        setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
+    if(this.enemy != world)
+    if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
+        setorigin(this,this.enemy.origin + randomvec() * this.owner.shot_radius);
 
 #ifdef TURRET_DEBUG
-    float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
-    self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
-    self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
+    float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, world, this.owner.shot_force, this.totalfrags, world);
+    this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
+    this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
 #else
-    RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
+    RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, world, this.owner.shot_force, this.totalfrags, world);
 #endif
-    remove(self);
+    remove(this);
 }
 
 #endif
index 013c089..bdac1f0 100644 (file)
@@ -50,8 +50,8 @@ spawnfunc(turret_fusionreactor) { if (!turret_initialize(this, TUR_FUSIONREACTOR
 
 METHOD(FusionReactor, tr_attack, void(FusionReactor this, entity it))
 {
-    self.enemy.ammo = min(self.enemy.ammo + self.shot_dmg,self.enemy.ammo_max);
-    vector fl_org = 0.5 * (self.enemy.absmin + self.enemy.absmax);
+    it.enemy.ammo = min(it.enemy.ammo + it.shot_dmg,it.enemy.ammo_max);
+    vector fl_org = 0.5 * (it.enemy.absmin + it.enemy.absmax);
     te_smallflash(fl_org);
 }
 METHOD(FusionReactor, tr_think, void(FusionReactor thistur, entity it))
index f053d78..0b112f2 100644 (file)
@@ -47,60 +47,60 @@ void turret_hellion_missile_think(entity this)
     vector pre_pos;
     float itime;
 
-    self.nextthink = time + 0.05;
+    this.nextthink = time + 0.05;
 
-    olddir = normalize(self.velocity);
+    olddir = normalize(this.velocity);
 
-    if(self.max_health < time)
-        turret_projectile_explode(self);
+    if(this.max_health < time)
+        turret_projectile_explode(this);
 
     // Enemy dead? just keep on the current heading then.
-    if ((self.enemy == world) || (IS_DEAD(self.enemy)))
+    if ((this.enemy == world) || (IS_DEAD(this.enemy)))
     {
 
         // Make sure we dont return to tracking a respawned player
-        self.enemy = world;
+        this.enemy = world;
 
         // Turn model
-        self.angles = vectoangles(self.velocity);
+        this.angles = vectoangles(this.velocity);
 
-        if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5)))
-            turret_projectile_explode(self);
+        if(vdist(this.origin - this.owner.origin, >, (this.owner.shot_radius * 5)))
+            turret_projectile_explode(this);
 
         // Accelerate
-        self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+        this.velocity = olddir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
 
-        UpdateCSQCProjectile(self);
+        UpdateCSQCProjectile(this);
 
         return;
     }
 
     // Enemy in range?
-    if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2))
-        turret_projectile_explode(self);
+    if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 0.2))
+        turret_projectile_explode(this);
 
     // Predict enemy position
-    itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
-    pre_pos = self.enemy.origin + self.enemy.velocity * itime;
+    itime = vlen(this.enemy.origin - this.origin) / vlen(this.velocity);
+    pre_pos = this.enemy.origin + this.enemy.velocity * itime;
 
-    pre_pos = (pre_pos + self.enemy.origin) * 0.5;
+    pre_pos = (pre_pos + this.enemy.origin) * 0.5;
 
     // Find out the direction to that place
-    newdir = normalize(pre_pos - self.origin);
+    newdir = normalize(pre_pos - this.origin);
 
     // Turn
     newdir = normalize(olddir + newdir * 0.35);
 
     // Turn model
-    self.angles = vectoangles(self.velocity);
+    this.angles = vectoangles(this.velocity);
 
     // Accelerate
-    self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+    this.velocity = newdir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
 
     if (itime < 0.05)
-        setthink(self, turret_projectile_explode);
+        setthink(this, turret_projectile_explode);
 
-    UpdateCSQCProjectile(self);
+    UpdateCSQCProjectile(this);
 }
 
 #endif
index b165892..5a4677d 100644 (file)
@@ -58,54 +58,54 @@ void turret_hk_missile_think(entity this)
     entity e;
     float ad,edist;
 
-    self.nextthink = time + self.ticrate;
+    this.nextthink = time + this.ticrate;
 
-    //if (self.cnt < time)
+    //if (this.cnt < time)
     // turret_hk_missile_explode();
 
-    if (IS_DEAD(self.enemy))
-        self.enemy = world;
+    if (IS_DEAD(this.enemy))
+        this.enemy = world;
 
     // Pick the closest valid target.
-    if (!self.enemy)
+    if (!this.enemy)
     {
-        e = findradius(self.origin, 5000);
+        e = findradius(this.origin, 5000);
         while (e)
         {
             if (hk_is_valid_target(this, e))
             {
-                if (!self.enemy)
-                    self.enemy = e;
+                if (!this.enemy)
+                    this.enemy = e;
                 else
-                    if (vlen2(self.origin - e.origin) < vlen2(self.origin - self.enemy.origin))
-                        self.enemy = e;
+                    if (vlen2(this.origin - e.origin) < vlen2(this.origin - this.enemy.origin))
+                        this.enemy = e;
             }
             e = e.chain;
         }
     }
 
-    self.angles = vectoangles(self.velocity);
-    self.angles_x = self.angles_x * -1;
-    makevectors(self.angles);
-    self.angles_x = self.angles_x * -1;
+    this.angles = vectoangles(this.velocity);
+    this.angles_x = this.angles_x * -1;
+    makevectors(this.angles);
+    this.angles_x = this.angles_x * -1;
 
-    if (self.enemy)
+    if (this.enemy)
     {
-        edist = vlen(self.origin - self.enemy.origin);
+        edist = vlen(this.origin - this.enemy.origin);
         // Close enougth to do decent damage?
-        if ( edist <= (self.owner.shot_radius * 0.25) )
+        if ( edist <= (this.owner.shot_radius * 0.25) )
         {
-            turret_projectile_explode(self);
+            turret_projectile_explode(this);
             return;
         }
 
         // Get data on enemy position
-        pre_pos = self.enemy.origin +
-                  self.enemy.velocity *
-                  min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
+        pre_pos = this.enemy.origin +
+                  this.enemy.velocity *
+                  min((vlen(this.enemy.origin - this.origin) / vlen(this.velocity)),0.5);
 
-        traceline(self.origin, pre_pos,true,self.enemy);
-        ve = normalize(pre_pos - self.origin);
+        traceline(this.origin, pre_pos,true,this.enemy);
+        ve = normalize(pre_pos - this.origin);
         fe = trace_fraction;
 
     }
@@ -116,20 +116,20 @@ void turret_hk_missile_think(entity this)
         fe = 0;
     }
 
-    if ((fe != 1) || (self.enemy == world) || (edist > 1000))
+    if ((fe != 1) || (this.enemy == world) || (edist > 1000))
     {
-        myspeed = vlen(self.velocity);
+        myspeed = vlen(this.velocity);
 
         lt_for  = myspeed * 3;
         lt_seek = myspeed * 2.95;
 
         // Trace forward
-        traceline(self.origin, self.origin + v_forward * lt_for,false,self);
+        traceline(this.origin, this.origin + v_forward * lt_for,false,this);
         vf = trace_endpos;
         ff = trace_fraction;
 
         // Find angular offset
-        ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
+        ad = vlen(vectoangles(normalize(this.enemy.origin - this.origin)) - this.angles);
 
         // To close to something, Slow down!
         if ( ((ff < 0.7) || (ad > 4)) && (myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) )
@@ -145,29 +145,29 @@ void turret_hk_missile_think(entity this)
         if (ff < 0.5) pt_seek = 1;
 
         // Trace left
-        traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,false,self);
+        traceline(this.origin, this.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,false,this);
         vl = trace_endpos;
         fl = trace_fraction;
 
         // Trace right
-        traceline(self.origin,  self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
+        traceline(this.origin,  this.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,false,this);
         vr = trace_endpos;
         fr = trace_fraction;
 
         // Trace up
-        traceline(self.origin,  self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
+        traceline(this.origin,  this.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,this);
         vu = trace_endpos;
         fu = trace_fraction;
 
         // Trace down
-        traceline(self.origin,  self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
+        traceline(this.origin,  this.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,this);
         vd = trace_endpos;
         fd = trace_fraction;
 
-        vl = normalize(vl - self.origin);
-        vr = normalize(vr - self.origin);
-        vu = normalize(vu - self.origin);
-        vd = normalize(vd - self.origin);
+        vl = normalize(vl - this.origin);
+        vr = normalize(vr - this.origin);
+        vu = normalize(vu - this.origin);
+        vd = normalize(vd - this.origin);
 
         // Panic tresh passed, find a single direction and turn as hard as we can
         if (pt_seek == 1)
@@ -183,7 +183,7 @@ void turret_hk_missile_think(entity this)
             wishdir = normalize( (vl * fl) + (vr * fr) +  (vu * fu) +  (vd * fd) );
         }
 
-        if (self.enemy)
+        if (this.enemy)
         {
             if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
             wishdir = (wishdir * (1 - fe)) + (ve * fe);
@@ -192,58 +192,58 @@ void turret_hk_missile_think(entity this)
     else
     {
         // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
-        myspeed = vlen(self.velocity);
+        myspeed = vlen(this.velocity);
         if (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max))
             myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
 
         wishdir = ve;
     }
 
-    if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
+    if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (this.cnt > time))
         myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
 
     // Ranoutagazfish?
-    if (self.cnt < time)
+    if (this.cnt < time)
     {
-        self.cnt = time + 0.25;
-        self.nextthink = 0;
-        self.movetype           = MOVETYPE_BOUNCE;
+        this.cnt = time + 0.25;
+        this.nextthink = 0;
+        this.movetype           = MOVETYPE_BOUNCE;
         return;
     }
 
     // Calculate new heading
-    olddir = normalize(self.velocity);
+    olddir = normalize(this.velocity);
     newdir = normalize(olddir + wishdir * (autocvar_g_turrets_unit_hk_shot_speed_turnrate));
 
     // Set heading & speed
-    self.velocity = newdir * myspeed;
+    this.velocity = newdir * myspeed;
 
     // Align model with new heading
-    self.angles = vectoangles(self.velocity);
+    this.angles = vectoangles(this.velocity);
 
 
 #ifdef TURRET_DEBUG_HK
-    //if(self.atime < time) {
+    //if(this.atime < time) {
     if ((fe <= 0.99)||(edist > 1000))
     {
-        te_lightning2(world,self.origin, self.origin + vr * lt_seek);
-        te_lightning2(world,self.origin, self.origin + vl * lt_seek);
-        te_lightning2(world,self.origin, self.origin + vu * lt_seek);
-        te_lightning2(world,self.origin, self.origin + vd * lt_seek);
-        te_lightning2(world,self.origin, vf);
+        te_lightning2(world,this.origin, this.origin + vr * lt_seek);
+        te_lightning2(world,this.origin, this.origin + vl * lt_seek);
+        te_lightning2(world,this.origin, this.origin + vu * lt_seek);
+        te_lightning2(world,this.origin, this.origin + vd * lt_seek);
+        te_lightning2(world,this.origin, vf);
     }
     else
     {
-        te_lightning2(world,self.origin, self.enemy.origin);
+        te_lightning2(world,this.origin, this.enemy.origin);
     }
     bprint("Speed: ", ftos(rint(myspeed)), "\n");
     bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
     bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
-    self.atime = time + 0.2;
+    this.atime = time + 0.2;
     //}
 #endif
 
-    UpdateCSQCProjectile(self);
+    UpdateCSQCProjectile(this);
 }
 
 bool hk_is_valid_target(entity this, entity e_target)
index 1f6d62c..ea48a64 100644 (file)
@@ -54,37 +54,37 @@ METHOD(PhaserTurretAttack, wr_think, void(entity thiswep, entity actor, .entity
 
 void beam_think(entity this)
 {
-    if ((time > self.cnt) || (IS_DEAD(self.owner)))
+    if ((time > this.cnt) || (IS_DEAD(this.owner)))
     {
-        self.owner.attack_finished_single[0] = time + self.owner.shot_refire;
-        self.owner.fireflag = 2;
-        self.owner.tur_head.frame = 10;
-        sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
-        remove(self);
+        this.owner.attack_finished_single[0] = time + this.owner.shot_refire;
+        this.owner.fireflag = 2;
+        this.owner.tur_head.frame = 10;
+        sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+        remove(this);
         return;
     }
 
-    turret_do_updates(self.owner);
+    turret_do_updates(this.owner);
 
-    if (time - self.shot_spread > 0)
+    if (time - this.shot_spread > 0)
     {
-        self.shot_spread = time + 2;
-        sound (self, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
+        this.shot_spread = time + 2;
+        sound (this, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
     }
 
 
-    self.nextthink = time + self.ticrate;
+    this.nextthink = time + this.ticrate;
 
-    self.owner.attack_finished_single[0] = time + frametime;
-    FireImoBeam (   self.owner, self.tur_shotorg,
-                    self.tur_shotorg + self.tur_shotdir_updated * self.target_range,
-                    '-1 -1 -1' * self.shot_radius,
-                    '1 1 1' * self.shot_radius,
-                    self.shot_force,
+    this.owner.attack_finished_single[0] = time + frametime;
+    FireImoBeam (   this.owner, this.tur_shotorg,
+                    this.tur_shotorg + this.tur_shotdir_updated * this.target_range,
+                    '-1 -1 -1' * this.shot_radius,
+                    '1 1 1' * this.shot_radius,
+                    this.shot_force,
                     this.shot_dmg,
                     0.75,
                     DEATH_TURRET_PHASER.m_id);
-    self.scale = vlen(self.owner.tur_shotorg - trace_endpos) / 256;
+    this.scale = vlen(this.owner.tur_shotorg - trace_endpos) / 256;
 
 }
 
index 805e130..41e7cd4 100644 (file)
@@ -1,5 +1,5 @@
 /*
-* Update self.tur_shotorg by getting up2date bone info
+* Update this.tur_shotorg by getting up2date bone info
 * NOTICE this func overwrites the global v_forward, v_right and v_up vectors.
 */
 float turret_tag_fire_update(entity this)
index 3d94aa5..ec437b9 100644 (file)
@@ -8,7 +8,7 @@ bool vehicle_send(entity to, int sf)
 
        if(sf & VSF_SPAWN)
        {
-               WriteByte(MSG_ENTITY, self.vehicleid);
+               WriteByte(MSG_ENTITY, this.vehicleid);
        }
 
        if(sf & VSF_SETUP)
@@ -215,21 +215,21 @@ void vehicles_projectile_damage(entity this, entity inflictor, entity attacker,
 
 void vehicles_projectile_explode(entity this)
 {
-       if(self.owner && other != world)
+       if(this.owner && other != world)
        {
-               if(other == self.owner.vehicle)
+               if(other == this.owner.vehicle)
                        return;
 
-               if(other == self.owner.vehicle.tur_head)
+               if(other == this.owner.vehicle.tur_head)
                        return;
        }
 
        PROJECTILE_TOUCH(this);
 
-       self.event_damage = func_null;
-       RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
+       this.event_damage = func_null;
+       RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, world, this.shot_force, this.totalfrags, other);
 
-       remove (self);
+       remove (this);
 }
 
 void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
@@ -292,19 +292,19 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
 
 void vehicles_gib_explode(entity this)
 {
-       sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-       Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
-       Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
-       remove(self);
+       sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+       Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
+       Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
+       remove(this);
 }
 
 void vehicles_gib_think(entity this)
 {
-       self.alpha -= 0.1;
-       if(self.cnt >= time)
-               remove(self);
+       this.alpha -= 0.1;
+       if(this.cnt >= time)
+               remove(this);
        else
-               self.nextthink = time + 0.1;
+               this.nextthink = time + 0.1;
 }
 
 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
@@ -456,23 +456,23 @@ void vehicles_clearreturn(entity veh)
 void vehicles_spawn(entity this);
 void vehicles_return(entity this)
 {
-       Send_Effect(EFFECT_TELEPORT, self.wp00.origin + '0 0 64', '0 0 0', 1);
+       Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
 
-       setthink(self.wp00, vehicles_spawn);
-       self.wp00.nextthink = time;
+       setthink(this.wp00, vehicles_spawn);
+       this.wp00.nextthink = time;
 
-       if(self.waypointsprite_attached)
-               WaypointSprite_Kill(self.waypointsprite_attached);
+       if(this.waypointsprite_attached)
+               WaypointSprite_Kill(this.waypointsprite_attached);
 
-       remove(self);
+       remove(this);
 }
 
 void vehicles_showwp_goaway(entity this)
 {
-       if(self.waypointsprite_attached)
-               WaypointSprite_Kill(self.waypointsprite_attached);
+       if(this.waypointsprite_attached)
+               WaypointSprite_Kill(this.waypointsprite_attached);
 
-       remove(self);
+       remove(this);
 
 }
 
@@ -587,16 +587,16 @@ void vehicles_regen(entity this, float timer, .float regen_field, float field_ma
 
 void shieldhit_think(entity this)
 {
-       self.alpha -= 0.1;
-       if (self.alpha <= 0)
+       this.alpha -= 0.1;
+       if (this.alpha <= 0)
        {
-               // setmodel(self, MDL_Null);
-               self.alpha = -1;
-               self.effects |= EF_NODRAW;
+               // setmodel(this, MDL_Null);
+               this.alpha = -1;
+               this.effects |= EF_NODRAW;
        }
        else
        {
-               self.nextthink = time + 0.1;
+               this.nextthink = time + 0.1;
        }
 }
 
@@ -893,26 +893,26 @@ void vehicles_exit(entity vehic, bool eject)
 
 void vehicles_touch(entity this)
 {
-       if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
+       if(MUTATOR_CALLHOOK(VehicleTouch, this, other))
                return;
 
        // Vehicle currently in use
-       if(self.owner)
+       if(this.owner)
        {
-               if(!forbidWeaponUse(self.owner))
+               if(!forbidWeaponUse(this.owner))
                if(other != world)
-               if((self.origin_z + self.maxs_z) > (other.origin_z))
+               if((this.origin_z + this.maxs_z) > (other.origin_z))
                if(vehicles_crushable(other))
                {
-                       if(vdist(self.velocity, >=, 30))
-                               Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+                       if(vdist(this.velocity, >=, 30))
+                               Damage(other, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - this.origin) * autocvar_g_vehicles_crush_force);
 
                        return; // Dont do selfdamage when hitting "soft targets".
                }
 
-               if(self.play_time < time) {
-                       Vehicle info = Vehicles_from(self.vehicleid);
-                       info.vr_impact(info, self);
+               if(this.play_time < time) {
+                       Vehicle info = Vehicles_from(this.vehicleid);
+                       info.vr_impact(info, this);
                }
 
                return;
@@ -921,7 +921,7 @@ void vehicles_touch(entity this)
        if(autocvar_g_vehicles_enter)
                return;
 
-       vehicles_enter(other, self);
+       vehicles_enter(other, this);
 }
 
 bool vehicle_impulse(entity this, int imp)
@@ -935,7 +935,7 @@ bool vehicle_impulse(entity this, int imp)
        {
                case IMP_weapon_drop.impulse:
                {
-                       stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
+                       stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
                        return true;
                }
        }
@@ -1081,66 +1081,66 @@ void vehicles_enter(entity pl, entity veh)
 
 void vehicles_think(entity this)
 {
-       self.nextthink = time;
+       this.nextthink = time;
 
-       if(self.owner)
-               self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
+       if(this.owner)
+               this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
 
-       Vehicle info = Vehicles_from(self.vehicleid);
-       info.vr_think(info, self);
+       Vehicle info = Vehicles_from(this.vehicleid);
+       info.vr_think(info, this);
 
-       vehicles_painframe(self);
+       vehicles_painframe(this);
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
 // initialization
 void vehicles_spawn(entity this)
 {
-       LOG_TRACE("Spawning vehicle: ", self.classname, "\n");
+       LOG_TRACE("Spawning vehicle: ", this.classname, "\n");
 
        // disown & reset
-       self.vehicle_hudmodel.viewmodelforclient = self;
-
-       self.owner                              = world;
-       settouch(self, vehicles_touch);
-       self.event_damage               = vehicles_damage;
-       self.iscreature                 = true;
-       self.teleportable               = false; // no teleporting for vehicles, too buggy
-       self.damagedbycontents  = true;
-       self.movetype                   = MOVETYPE_WALK;
-       self.solid                              = SOLID_SLIDEBOX;
-       self.takedamage                 = DAMAGE_AIM;
-       self.deadflag                   = DEAD_NO;
-       self.bot_attack                 = true;
-       self.flags                              = FL_NOTARGET;
-       self.avelocity                  = '0 0 0';
-       self.velocity                   = '0 0 0';
-       setthink(self, vehicles_think);
-       self.nextthink                  = time;
+       this.vehicle_hudmodel.viewmodelforclient = this;
+
+       this.owner                              = world;
+       settouch(this, vehicles_touch);
+       this.event_damage               = vehicles_damage;
+       this.iscreature                 = true;
+       this.teleportable               = false; // no teleporting for vehicles, too buggy
+       this.damagedbycontents  = true;
+       this.movetype                   = MOVETYPE_WALK;
+       this.solid                              = SOLID_SLIDEBOX;
+       this.takedamage                 = DAMAGE_AIM;
+       this.deadflag                   = DEAD_NO;
+       this.bot_attack                 = true;
+       this.flags                              = FL_NOTARGET;
+       this.avelocity                  = '0 0 0';
+       this.velocity                   = '0 0 0';
+       setthink(this, vehicles_think);
+       this.nextthink                  = time;
 
        // Reset locking
-       self.lock_strength = 0;
-       self.lock_target = world;
-       self.misc_bulletcounter = 0;
+       this.lock_strength = 0;
+       this.lock_target = world;
+       this.misc_bulletcounter = 0;
 
        // Return to spawn
-       self.angles = self.pos2;
-       setorigin(self, self.pos1);
+       this.angles = this.pos2;
+       setorigin(this, this.pos1);
        // Show it
-       Send_Effect(EFFECT_TELEPORT, self.origin + '0 0 64', '0 0 0', 1);
+       Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
 
-       if(self.vehicle_controller)
-               self.team = self.vehicle_controller.team;
+       if(this.vehicle_controller)
+               this.team = this.vehicle_controller.team;
 
-       FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
+       FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == this, RemoveGrapplingHook(it));
 
-       vehicles_reset_colors(self);
+       vehicles_reset_colors(this);
 
-       Vehicle info = Vehicles_from(self.vehicleid);
-       info.vr_spawn(info, self);
+       Vehicle info = Vehicles_from(this.vehicleid);
+       info.vr_spawn(info, this);
 
-       CSQCMODEL_AUTOINIT(self);
+       CSQCMODEL_AUTOINIT(this);
 }
 
 bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
index 54550c5..8c53724 100644 (file)
@@ -44,14 +44,14 @@ float autocvar_g_vehicles_weapon_damagerate = 1;
 .entity gunner1;
 .entity gunner2;
 
-.float vehicle_health = _STAT(VEHICLESTAT_HEALTH);  /// If self is player this is 0..100 indicating precentage of health left on vehicle. If self is vehile, this is the real health value.
-.float vehicle_energy = _STAT(VEHICLESTAT_ENERGY);  /// If self is player this is 0..100 indicating precentage of energy left on vehicle. If self is vehile, this is the real energy value.
-.float vehicle_shield = _STAT(VEHICLESTAT_SHIELD);  /// If self is player this is 0..100 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value.
-
-.float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1);   /// If self is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If self is vehile, this is the real ammo1 value.
-.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If self is player this is 0..100 indicating percentage of primary reload status. If self is vehile, this is the real reload1 value.
-.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2);   /// If self is player this is 0..100 indicating percentage of secondary ammo left. If self is vehile, this is the real ammo2 value.
-.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If self is player this is 0..100 indicating percentage of secondary reload status. If self is vehile, this is the real reload2 value.
+.float vehicle_health = _STAT(VEHICLESTAT_HEALTH);  /// If ent is player this is 0..100 indicating precentage of health left on vehicle. If ent is vehile, this is the real health value.
+.float vehicle_energy = _STAT(VEHICLESTAT_ENERGY);  /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehile, this is the real energy value.
+.float vehicle_shield = _STAT(VEHICLESTAT_SHIELD);  /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehile, this is the real shield value.
+
+.float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1);   /// If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If ent is vehile, this is the real ammo1 value.
+.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehile, this is the real reload1 value.
+.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2);   /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehile, this is the real ammo2 value.
+.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehile, this is the real reload2 value.
 
 .float sound_nexttime;
 cons