#ifdef SVQC
spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
-void W_RocketPropelledChainsaw_Explode()
-{SELFPARAM();
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+void W_RocketPropelledChainsaw_Explode(entity this)
+{
+ 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 ()
-{SELFPARAM();
- if(WarpZone_Projectile_Touch())
- if(wasfreed(self))
+void W_RocketPropelledChainsaw_Touch (entity this)
+{
+ if(WarpZone_Projectile_Touch(this))
+ if(wasfreed(this))
return;
- W_RocketPropelledChainsaw_Explode();
+ W_RocketPropelledChainsaw_Explode(this);
}
void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
this.health = this.health - damage;
if (this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode));
+ W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode);
}
-void W_RocketPropelledChainsaw_Think()
-{SELFPARAM();
- if(self.cnt <= time)
+void W_RocketPropelledChainsaw_Think(entity this)
+{
+ 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)
-{SELFPARAM();
- entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
+void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor)
+{
+ entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
entity flash = spawn ();
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo));
+ W_SetupShot_ProjectileSize (actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
- missile.owner = missile.realowner = self;
+ missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
- missile.touch = W_RocketPropelledChainsaw_Touch;
+ settouch(missile, W_RocketPropelledChainsaw_Touch);
- missile.think = W_RocketPropelledChainsaw_Think;
+ setthink(missile, W_RocketPropelledChainsaw_Think);
missile.cnt = time + WEP_CVAR(rpc, lifetime);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
SUB_SetFade (flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(self, flash, '5 0 0');
+ W_AttachToShotorg(actor, flash, '5 0 0');
missile.pos1 = missile.velocity;
- MUTATOR_CALLHOOK(EditProjectile, self, missile);
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+}
+
+METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor))
+{
+ 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))
+{
+ if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if (fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
+ {
+ W_RocketPropelledChainsaw_Attack(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ }
+ }
+
+ if (fire & 2)
+ {
+ // to-do
+ }
+ }
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ return ammo_amount;
+}
+
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ return false;
}
- METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
- {
- self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
- }
- METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if (fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
- {
- W_RocketPropelledChainsaw_Attack(thiswep);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
- }
- }
-
- if (fire & 2)
- {
- // to-do
- }
- }
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
- ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
- return ammo_amount;
- }
- METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
- {
- return false;
- }
- METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
- {
- W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
- }
- METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
- {
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_SUICIDE_SPLASH;
- else
- return WEAPON_RPC_SUICIDE_DIRECT;
- }
- METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_BLASTER_MURDER;
- else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_MURDER_SPLASH;
- else
- return WEAPON_RPC_MURDER_DIRECT;
- }
+METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, WEP_CVAR(rpc, ammo), SND_RELOAD);
+}
+
+METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
+{
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_SUICIDE_SPLASH;
+ else
+ return WEAPON_RPC_SUICIDE_DIRECT;
+}
+
+METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_BLASTER_MURDER;
+ else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_MURDER_SPLASH;
+ else
+ return WEAPON_RPC_MURDER_DIRECT;
+}
#endif
#ifdef CSQC
- METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
- {
- 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);
- }
+METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+}
#endif
#endif