]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Fix assault and clean up some self uses
authorMario <mario@smbclan.net>
Fri, 29 Apr 2016 01:10:49 +0000 (11:10 +1000)
committerMario <mario@smbclan.net>
Fri, 29 Apr 2016 01:10:49 +0000 (11:10 +1000)
qcsrc/common/triggers/func/breakable.qc
qcsrc/server/mutators/mutator/gamemode_assault.qc

index 34a048c6afed8a40d0afd0a8cb089efcf708a75e..25857be3a1f48d659bc35a0f1a1c2a6467a845bc 100644 (file)
@@ -47,121 +47,121 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float
 // func_breakable
 // - basically func_assault_destructible for general gameplay use
 //
-void LaunchDebris (string debrisname, vector force)
-{SELFPARAM();
+void LaunchDebris (entity this, string debrisname, vector force)
+{
        entity dbr = spawn();
-       vector org = self.absmin
-                  + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
-                  + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
-                  + '0 0 1' * random() * (self.absmax.z - self.absmin.z);
+       vector org = this.absmin
+                  + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
+                  + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
+                  + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
        setorigin(dbr, org);
        _setmodel (dbr, debrisname );
-       dbr.skin = self.debrisskin;
-       dbr.colormap = self.colormap; // inherit team colors
-       dbr.owner = self; // do not be affected by our own explosion
-       dbr.movetype = self.debrismovetype;
-       dbr.solid = self.debrissolid;
+       dbr.skin = this.debrisskin;
+       dbr.colormap = this.colormap; // inherit team colors
+       dbr.owner = this; // do not be affected by our own explosion
+       dbr.movetype = this.debrismovetype;
+       dbr.solid = this.debrissolid;
        if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
                setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
-       dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
-       dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
-       dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
-       self.velocity = self.velocity + force * self.debrisdamageforcescale;
-       dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
-       dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
-       dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
-       dbr.damageforcescale = self.debrisdamageforcescale;
+       dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
+       dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
+       dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
+       this.velocity = this.velocity + force * this.debrisdamageforcescale;
+       dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
+       dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
+       dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
+       dbr.damageforcescale = this.debrisdamageforcescale;
        if(dbr.damageforcescale)
                dbr.takedamage = DAMAGE_YES;
-       SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
+       SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
 }
 
-void func_breakable_colormod()
-{SELFPARAM();
+void func_breakable_colormod(entity this)
+{
        float h;
-       if (!(self.spawnflags & 2))
+       if (!(this.spawnflags & 2))
                return;
-       h = self.health / self.max_health;
+       h = this.health / this.max_health;
        if(h < 0.25)
-               self.colormod = '1 0 0';
+               this.colormod = '1 0 0';
        else if(h <= 0.75)
-               self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
+               this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
        else
-               self.colormod = '1 1 1';
+               this.colormod = '1 1 1';
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
-void func_breakable_look_destroyed()
-{SELFPARAM();
+void func_breakable_look_destroyed(entity this)
+{
        float floorZ;
 
-       if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
-               self.dropped_origin = self.origin;
+       if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+               this.dropped_origin = this.origin;
 
-       if(self.mdl_dead == "")
-               self.effects |= EF_NODRAW;
+       if(this.mdl_dead == "")
+               this.effects |= EF_NODRAW;
        else {
-               if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
-                       floorZ = self.absmin.z;
-                       setorigin(self,((self.absmax+self.absmin)*.5));
-                       self.origin_z = floorZ;
+               if (this.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
+                       floorZ = this.absmin.z;
+                       setorigin(this,((this.absmax+this.absmin)*.5));
+                       this.origin_z = floorZ;
                }
-               _setmodel(self, self.mdl_dead);
-               self.effects &= ~EF_NODRAW;
+               _setmodel(this, this.mdl_dead);
+               this.effects &= ~EF_NODRAW;
        }
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 
-       self.solid = SOLID_NOT;
+       this.solid = SOLID_NOT;
 }
 
-void func_breakable_look_restore()
-{SELFPARAM();
-       _setmodel(self, self.mdl);
-       self.effects &= ~EF_NODRAW;
+void func_breakable_look_restore(entity this)
+{
+       _setmodel(this, this.mdl);
+       this.effects &= ~EF_NODRAW;
 
-       if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
-               setorigin(self, self.dropped_origin);
+       if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+               setorigin(this, this.dropped_origin);
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 
-       self.solid = SOLID_BSP;
+       this.solid = SOLID_BSP;
 }
 
-void func_breakable_behave_destroyed()
-{SELFPARAM();
-       self.health = self.max_health;
-       self.takedamage = DAMAGE_NO;
-       self.bot_attack = false;
-       self.event_damage = func_null;
-       self.state = 1;
-       if(self.spawnflags & 4)
-               self.use = func_null;
-       func_breakable_colormod();
-       if (self.noise1)
-               stopsound (self, CH_TRIGGER_SINGLE);
+void func_breakable_behave_destroyed(entity this)
+{
+       this.health = this.max_health;
+       this.takedamage = DAMAGE_NO;
+       this.bot_attack = false;
+       this.event_damage = func_null;
+       this.state = 1;
+       if(this.spawnflags & 4)
+               this.use = func_null;
+       func_breakable_colormod(this);
+       if (this.noise1)
+               stopsound (this, CH_TRIGGER_SINGLE);
 }
 
-void func_breakable_behave_restore()
-{SELFPARAM();
-       self.health = self.max_health;
-       if(self.sprite)
+void func_breakable_behave_restore(entity this)
+{
+       this.health = this.max_health;
+       if(this.sprite)
        {
-               WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
+               WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+               WaypointSprite_UpdateHealth(this.sprite, this.health);
        }
-       if(!(self.spawnflags & 4))
+       if(!(this.spawnflags & 4))
        {
-               self.takedamage = DAMAGE_AIM;
-               self.bot_attack = true;
-               self.event_damage = func_breakable_damage;
+               this.takedamage = DAMAGE_AIM;
+               this.bot_attack = true;
+               this.event_damage = func_breakable_damage;
        }
-       self.state = 0;
-       self.nextthink = 0; // cancel auto respawn
-       func_breakable_colormod();
-       if (self.noise1)
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+       this.state = 0;
+       this.nextthink = 0; // cancel auto respawn
+       func_breakable_colormod(this);
+       if (this.noise1)
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
 }
 
 void func_breakable_init_for_player(entity player)
@@ -173,18 +173,18 @@ void func_breakable_init_for_player(entity player)
        }
 }
 
-void func_breakable_destroyed()
-{SELFPARAM();
-       func_breakable_look_destroyed();
-       func_breakable_behave_destroyed();
+void func_breakable_destroyed(entity this)
+{
+       func_breakable_look_destroyed(this);
+       func_breakable_behave_destroyed(this);
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
 void func_breakable_restore(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, func_breakable_look_restore());
-       WITHSELF(this, func_breakable_behave_restore());
+       func_breakable_look_restore(this);
+       func_breakable_behave_restore(this);
 
        CSQCMODEL_AUTOUPDATE(this);
 }
@@ -206,9 +206,9 @@ void func_breakable_destroy(entity this, entity actor, entity trigger)
        // now throw around the debris
        n = tokenize_console(this.debris);
        for(i = 0; i < n; ++i)
-               LaunchDebris(argv(i), debrisforce);
+               LaunchDebris(this, argv(i), debrisforce);
 
-       func_breakable_destroyed();
+       func_breakable_destroyed(this);
 
        if(this.noise)
                _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
@@ -253,7 +253,7 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float
                WaypointSprite_Ping(this.sprite);
                WaypointSprite_UpdateHealth(this.sprite, this.health);
        }
-       WITHSELF(this, func_breakable_colormod());
+       func_breakable_colormod(this);
 
        if(this.health <= 0)
        {
@@ -278,11 +278,11 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float
 void func_breakable_reset(entity this)
 {
        this.team = this.team_saved;
-       WITHSELF(this, func_breakable_look_restore());
+       func_breakable_look_restore(this);
        if(this.spawnflags & 1)
-               WITHSELF(this, func_breakable_behave_destroyed());
+               func_breakable_behave_destroyed(this);
        else
-               WITHSELF(this, func_breakable_behave_restore());
+               func_breakable_behave_restore(this);
 
        CSQCMODEL_AUTOUPDATE(this);
 }
index 7d2b31c89a4af0fd8d300deee221f0adcf5d9bca..e7785c7d0a907e8e2d66f5c43eab081c19cd9b3b 100644 (file)
@@ -108,27 +108,27 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
                return;
        }
 
-       if(other.assault_sprite)
+       if(trigger.assault_sprite)
        {
-               WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
-               if(other.classname == "func_assault_destructible")
-                       other.sprite = world;
+               WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
+               if(trigger.classname == "func_assault_destructible")
+                       trigger.sprite = world; // TODO: just unsetting it?!
        }
        else
                return; // already activated! cannot activate again!
 
-       if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
+       if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
        {
-               if(self.enemy.health - self.dmg > 0.5)
+               if(this.enemy.health - this.dmg > 0.5)
                {
-                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.dmg);
-                       self.enemy.health = self.enemy.health - self.dmg;
+                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
+                       this.enemy.health = this.enemy.health - this.dmg;
                }
                else
                {
-                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.enemy.health);
+                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
                        PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
-                       self.enemy.health = -1;
+                       this.enemy.health = -1;
 
                        if(this.enemy.message)
                                FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
@@ -141,19 +141,19 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
 void assault_setenemytoobjective(entity this)
 {
        entity objective;
-       for(objective = world; (objective = find(objective, targetname, self.target)); )
+       for(objective = world; (objective = find(objective, targetname, this.target)); )
        {
                if(objective.classname == "target_objective")
                {
-                       if(self.enemy == world)
-                               self.enemy = objective;
+                       if(this.enemy == world)
+                               this.enemy = objective;
                        else
                                objerror("more than one objective as target - fix the map!");
                        break;
                }
        }
 
-       if(self.enemy == world)
+       if(this.enemy == world)
                objerror("no objective as target - fix the map!");
 }
 
@@ -179,7 +179,7 @@ void target_objective_decrease_activate(entity this)
                {
                        WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
                        if(ent.classname == "func_assault_destructible")
-                               ent.sprite = world;
+                               ent.sprite = world; // TODO: just unsetting it?!
                }
 
                spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
@@ -270,13 +270,10 @@ void assault_new_round()
     FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
 
     FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
-       setself(it);
-        vehicles_clearreturn(self);
-        vehicles_spawn();
+        vehicles_clearreturn(it);
+        WITHSELF(it, vehicles_spawn());
     ));
 
-    setself(this);
-
        // up round counter
        self.winning = self.winning + 1;
 
@@ -342,17 +339,17 @@ int WinningCondition_Assault()
 // spawnfuncs
 spawnfunc(info_player_attacker)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
-       self.team = NUM_TEAM_1; // red, gets swapped every round
+       this.team = NUM_TEAM_1; // red, gets swapped every round
        spawnfunc_info_player_deathmatch(this);
 }
 
 spawnfunc(info_player_defender)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
-       self.team = NUM_TEAM_2; // blue, gets swapped every round
+       this.team = NUM_TEAM_2; // blue, gets swapped every round
        spawnfunc_info_player_deathmatch(this);
 }
 
@@ -369,71 +366,71 @@ spawnfunc(target_objective)
 
 spawnfunc(target_objective_decrease)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
-       self.classname = "target_objective_decrease";
+       this.classname = "target_objective_decrease";
 
-       if(!self.dmg)
-               self.dmg = 101;
+       if(!this.dmg)
+               this.dmg = 101;
 
-       self.use = assault_objective_decrease_use;
-       self.health = ASSAULT_VALUE_INACTIVE;
-       self.max_health = ASSAULT_VALUE_INACTIVE;
-       self.enemy = world;
+       this.use = assault_objective_decrease_use;
+       this.health = ASSAULT_VALUE_INACTIVE;
+       this.max_health = ASSAULT_VALUE_INACTIVE;
+       this.enemy = world;
 
-       InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
+       InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
 }
 
 // destructible walls that can be used to trigger target_objective_decrease
 spawnfunc(func_breakable);
 spawnfunc(func_assault_destructible)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
-       self.spawnflags = 3;
-       self.classname = "func_assault_destructible";
+       this.spawnflags = 3;
+       this.classname = "func_assault_destructible";
 
        if(assault_attacker_team == NUM_TEAM_1)
-               self.team = NUM_TEAM_2;
+               this.team = NUM_TEAM_2;
        else
-               self.team = NUM_TEAM_1;
+               this.team = NUM_TEAM_1;
 
        spawnfunc_func_breakable(this);
 }
 
 spawnfunc(func_assault_wall)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
-       self.classname = "func_assault_wall";
-       self.mdl = self.model;
-       _setmodel(self, self.mdl);
-       self.solid = SOLID_BSP;
-       self.think = assault_wall_think;
-       self.nextthink = time;
-       InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
+       this.classname = "func_assault_wall";
+       this.mdl = this.model;
+       _setmodel(this, this.mdl);
+       this.solid = SOLID_BSP;
+       this.think = assault_wall_think;
+       this.nextthink = time;
+       InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
 }
 
 spawnfunc(target_assault_roundend)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
-       self.winning = 0; // round not yet won by attackers
-       self.classname = "target_assault_roundend";
-       self.use = target_assault_roundend_use;
-       self.cnt = 0; // first round
-       self.reset = target_assault_roundend_reset;
+       this.winning = 0; // round not yet won by attackers
+       this.classname = "target_assault_roundend";
+       this.use = target_assault_roundend_use;
+       this.cnt = 0; // first round
+       this.reset = target_assault_roundend_reset;
 }
 
 spawnfunc(target_assault_roundstart)
 {
-       if (!g_assault) { remove(self); return; }
+       if (!g_assault) { remove(this); return; }
 
        assault_attacker_team = NUM_TEAM_1;
-       self.classname = "target_assault_roundstart";
-       self.use = assault_roundstart_use;
-       self.reset2 = assault_roundstart_use_self;
-       InitializeEntity(self, assault_roundstart_use_this, INITPRIO_FINDTARGET);
+       this.classname = "target_assault_roundstart";
+       this.use = assault_roundstart_use;
+       this.reset2 = assault_roundstart_use_self;
+       InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
 }
 
 // legacy bot code