]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/button.qc
Clean out some more SELFPARAMs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / button.qc
index 0a0547b58726e64c1c5fde2c7aa3e37b661ba943..ed972cd9f97b1c78b86e2c9414af318c351f1181 100644 (file)
@@ -1,27 +1,27 @@
 #ifdef SVQC
 // button and multiple button
 
-void() button_wait;
-void() button_return;
+void button_wait(entity this);
+void button_return(entity this);
 
-void button_wait()
-{SELFPARAM();
+void button_wait(entity this)
+{
        self.state = STATE_TOP;
        self.SUB_NEXTTHINK = self.SUB_LTIME + self.wait;
-       self.SUB_THINK = button_return;
+       SUB_THINK(self, button_return);
        SUB_UseTargets(self, self.enemy, NULL);
        self.frame = 1;                 // use alternate textures
 }
 
-void button_done()
-{SELFPARAM();
+void button_done(entity this)
+{
        self.state = STATE_BOTTOM;
 }
 
-void button_return()
-{SELFPARAM();
+void button_return(entity this)
+{
        self.state = STATE_DOWN;
-       SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, button_done);
+       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
@@ -34,8 +34,8 @@ void button_blocked()
 }
 
 
-void button_fire()
-{SELFPARAM();
+void button_fire(entity this)
+{
        self.health = self.max_health;
        self.takedamage = DAMAGE_NO;    // will be reset upon return
 
@@ -46,7 +46,7 @@ void button_fire()
                _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
 
        self.state = STATE_UP;
-       SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, button_wait);
+       SUB_CalcMove (self, self.pos2, TSPEED_LINEAR, self.speed, button_wait);
 }
 
 void button_reset(entity this)
@@ -65,11 +65,11 @@ void button_use(entity this, entity actor, entity trigger)
                return;
 
        this.enemy = actor;
-       WITHSELF(this, button_fire());
+       WITHSELF(this, button_fire(this));
 }
 
-void button_touch()
-{SELFPARAM();
+void button_touch(entity this)
+{
        if (!other)
                return;
        if (!other.iscreature)
@@ -79,7 +79,7 @@ void button_touch()
        self.enemy = other;
        if (other.owner)
                self.enemy = other.owner;
-       button_fire ();
+       button_fire (self);
 }
 
 void button_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -91,7 +91,7 @@ void button_damage(entity this, entity inflictor, entity attacker, float damage,
        if (this.health <= 0)
        {
                this.enemy = damage_attacker;
-               WITHSELF(this, button_fire());
+               WITHSELF(this, button_fire(this));
        }
 }