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)
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));
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))
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