]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/sv_vehicles.qc
Notifications: strong typing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
index a19e6d4b177f9fa06964fbe9862d76f1779202d0..9ee9d1dc49ba719bf5bf93e00040a63459f62917 100644 (file)
@@ -196,20 +196,20 @@ vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_
 }
 
 // projectile handling
-void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
        // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
-       if(inflictor.owner == self.owner)
+       if(inflictor.owner == this.owner)
                return;
 
-       self.health -= damage;
-       self.velocity += force;
-       if(self.health < 1)
+       this.health -= damage;
+       this.velocity += force;
+       if(this.health < 1)
        {
-               self.takedamage = DAMAGE_NO;
-               self.event_damage = func_null;
-               self.think = self.use;
-               self.nextthink = time;
+               this.takedamage = DAMAGE_NO;
+               this.event_damage = func_null;
+               this.think = this.use;
+               this.nextthink = time;
        }
 }
 
@@ -615,8 +615,8 @@ void vehicles_painframe(entity this)
        if(this.pain_frame < time)
        {
                float _ftmp = myhealth / 50;
-               this.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
-               pointparticles(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
+               this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
+               Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
 
                if(this.vehicle_flags & VHF_DMGSHAKE)
                        this.velocity += randomvec() * 30;
@@ -634,9 +634,9 @@ void vehicles_frame(entity this, entity actor)
        vehicles_painframe(this);
 }
 
-void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       self.dmg_time = time;
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       this.dmg_time = time;
 
        // WEAPONTODO
        if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
@@ -657,74 +657,74 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, int deatht
        if(DEATH_WEAPONOF(deathtype) != WEP_Null)
                damage *= autocvar_g_vehicles_weapon_damagerate;
 
-       self.enemy = attacker;
+       this.enemy = attacker;
 
-       self.pain_finished = time;
+       this.pain_finished = time;
 
-       if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
+       if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
        {
-               if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
+               if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
                {
-                       self.vehicle_shieldent = spawn();
-                       self.vehicle_shieldent.effects = EF_LOWPRECISION;
-
-                       setmodel(self.vehicle_shieldent, MDL_VEH_SHIELD);
-                       setattachment(self.vehicle_shieldent, self, "");
-                       setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
-                       self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
-                       self.vehicle_shieldent.think       = shieldhit_think;
+                       this.vehicle_shieldent = spawn();
+                       this.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+                       setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
+                       setattachment(this.vehicle_shieldent, this, "");
+                       setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
+                       this.vehicle_shieldent.scale       = 256 / vlen(this.maxs - this.mins);
+                       this.vehicle_shieldent.think       = shieldhit_think;
                }
 
-               self.vehicle_shieldent.colormod = '1 1 1';
-               self.vehicle_shieldent.alpha = 0.45;
-               self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
-               self.vehicle_shieldent.nextthink = time;
-               self.vehicle_shieldent.effects &= ~EF_NODRAW;
+               this.vehicle_shieldent.colormod = '1 1 1';
+               this.vehicle_shieldent.alpha = 0.45;
+               this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
+               this.vehicle_shieldent.nextthink = time;
+               this.vehicle_shieldent.effects &= ~EF_NODRAW;
 
-               self.vehicle_shield -= damage;
+               this.vehicle_shield -= damage;
 
-               if(self.vehicle_shield < 0)
+               if(this.vehicle_shield < 0)
                {
-                       self.vehicle_health -= fabs(self.vehicle_shield);
-                       self.vehicle_shieldent.colormod = '2 0 0';
-                       self.vehicle_shield = 0;
-                       self.vehicle_shieldent.alpha = 0.75;
+                       this.vehicle_health -= fabs(this.vehicle_shield);
+                       this.vehicle_shieldent.colormod = '2 0 0';
+                       this.vehicle_shield = 0;
+                       this.vehicle_shieldent.alpha = 0.75;
 
                        if(sound_allowed(MSG_BROADCAST, attacker))
-                               spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
+                               spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
                }
                else
                        if(sound_allowed(MSG_BROADCAST, attacker))
-                               spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+                               spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
 
        }
        else
        {
-               self.vehicle_health -= damage;
+               this.vehicle_health -= damage;
 
                if(sound_allowed(MSG_BROADCAST, attacker))
-                       spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+                       spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
        }
 
-       if(self.damageforcescale < 1 && self.damageforcescale > 0)
-               self.velocity += force * self.damageforcescale;
+       if(this.damageforcescale < 1 && this.damageforcescale > 0)
+               this.velocity += force * this.damageforcescale;
        else
-               self.velocity += force;
+               this.velocity += force;
 
-       if(self.vehicle_health <= 0)
+       if(this.vehicle_health <= 0)
        {
-               if(self.owner)
-                       if(self.vehicle_flags & VHF_DEATHEJECT)
-                               vehicles_exit(VHEF_EJECT);
+               if(this.owner)
+                       if(this.vehicle_flags & VHF_DEATHEJECT)
+                               WITH(entity, self, this, vehicles_exit(VHEF_EJECT));
                        else
-                               vehicles_exit(VHEF_RELEASE);
+                               WITH(entity, self, this, vehicles_exit(VHEF_RELEASE));
 
 
-               antilag_clear(self);
+               antilag_clear(this);
 
-               Vehicle info = Vehicles_from(self.vehicleid);
-               info.vr_death(info);
-               vehicles_setreturn(self);
+               Vehicle info = Vehicles_from(this.vehicleid);
+               info.vr_death(info, this);
+               vehicles_setreturn(this);
        }
 }
 
@@ -884,8 +884,8 @@ void vehicles_exit(bool eject)
        if(!teamplay)
                _vehicle.team = 0;
 
-       Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES);
-       Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
+       Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
+       Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
 
        WaypointSprite_Kill(_vehicle.wps_intruder);
 
@@ -922,7 +922,7 @@ void vehicles_touch()
                if((self.origin_z + self.maxs_z) > (other.origin_z))
                if(vehicles_crushable(other))
                {
-                       if(vlen(self.velocity) >= 30)
+                       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);
 
                        return; // Dont do selfdamage when hitting "soft targets".
@@ -930,7 +930,7 @@ void vehicles_touch()
 
                if(self.play_time < time) {
                        Vehicle info = Vehicles_from(self.vehicleid);
-                       info.vr_impact(info);
+                       info.vr_impact(info, self);
                }
 
                return;
@@ -1104,7 +1104,7 @@ void vehicles_enter(entity pl, entity veh)
        setself(veh);
        CSQCModel_UnlinkEntity(veh);
        Vehicle info = Vehicles_from(veh.vehicleid);
-       info.vr_enter(info);
+       info.vr_enter(info, veh);
        setself(this);
 
        antilag_clear(pl);
@@ -1118,7 +1118,7 @@ void vehicles_think()
                self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
 
        Vehicle info = Vehicles_from(self.vehicleid);
-       info.vr_think(info);
+       info.vr_think(info, self);
 
        vehicles_painframe(self);
 
@@ -1169,7 +1169,7 @@ void vehicles_spawn()
        vehicles_reset_colors();
 
        Vehicle info = Vehicles_from(self.vehicleid);
-       info.vr_spawn(info);
+       info.vr_spawn(info, self);
 
        CSQCMODEL_AUTOINIT(self);
 }
@@ -1279,7 +1279,7 @@ bool vehicle_initialize(entity veh, bool nodrop)
        self.tur_head.team = self.team;
 
        Vehicle info = Vehicles_from(veh.vehicleid);
-       info.vr_setup(info);
+       info.vr_setup(info, veh);
 
        if(self.active == ACTIVE_NOT)
                self.nextthink = 0; // wait until activated