#include "g_hook.qh"
#include "ipban.qh"
#include "mutators/all.qh"
-#include "t_items.qh"
+#include "../common/t_items.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include "../common/mapinfo.qh"
-#include "../common/notifications.qh"
+#include "../common/notifications/all.qh"
#include "../common/playerstats.qh"
#include "../common/teams.qh"
#include "../common/triggers/subs.qh"
#include "../common/vehicles/sv_vehicles.qh"
#include "../common/vehicles/vehicle.qh"
#include "../common/items/all.qc"
+#include "../common/state.qh"
+#include "../common/effects/qc/globalsound.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/anglestransform.qh"
#include "../lib/warpzone/server.qh"
float num_nearest;
num_nearest = 0;
- localhead = find(world, field, value);
+ localhead = find(NULL, field, value);
while (localhead)
{
if ((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
// now use the first one from our list that we can see
for (i = 0; i < num_nearest; ++i)
{
- traceline(point, nearest_entity[i].origin, true, world);
+ traceline(point, nearest_entity[i].origin, true, NULL);
if (trace_fraction == 1)
{
if (i != 0)
}
if (num_nearest == 0)
- return world;
+ return NULL;
LOG_TRACE("Not seeing any location point, using nearest as fallback.\n");
/* DEBUGGING CODE:
return ret;
}
-string formatmessage(string msg)
-{SELFPARAM();
+string formatmessage(entity this, string msg)
+{
float p, p1, p2;
float n;
vector cursor;
n = 7;
ammoitems = "batteries";
- if(self.items & ITEM_Plasma.m_itemid) ammoitems = ITEM_Plasma.m_name;
- if(self.items & ITEM_Cells.m_itemid) ammoitems = ITEM_Cells.m_name;
- if(self.items & ITEM_Rockets.m_itemid) ammoitems = ITEM_Rockets.m_name;
- if(self.items & ITEM_Shells.m_itemid) ammoitems = ITEM_Shells.m_name;
+ if(this.items & ITEM_Plasma.m_itemid) ammoitems = ITEM_Plasma.m_name;
+ if(this.items & ITEM_Cells.m_itemid) ammoitems = ITEM_Cells.m_name;
+ if(this.items & ITEM_Rockets.m_itemid) ammoitems = ITEM_Rockets.m_name;
+ if(this.items & ITEM_Shells.m_itemid) ammoitems = ITEM_Shells.m_name;
- WarpZone_crosshair_trace(self);
+ WarpZone_crosshair_trace(this);
cursor = trace_endpos;
cursor_ent = trace_ent;
break; // too many replacements
n = n - 1;
- p1 = strstr(msg, "%", p); // NOTE: this destroys msg as it's a tempstring!
- p2 = strstr(msg, "\\", p); // NOTE: this destroys msg as it's a tempstring!
+ p1 = strstrofs(msg, "%", p); // NOTE: this destroys msg as it's a tempstring!
+ p2 = strstrofs(msg, "\\", p); // NOTE: this destroys msg as it's a tempstring!
if (p1 < 0)
p1 = p2;
case "%": replacement = "%"; break;
case "\\":replacement = "\\"; break;
case "n": replacement = "\n"; break;
- case "a": replacement = ftos(floor(self.armorvalue)); break;
- case "h": replacement = ftos(floor(self.health)); break;
- case "l": replacement = NearestLocation(self.origin); break;
+ case "a": replacement = ftos(floor(this.armorvalue)); break;
+ case "h": replacement = ftos(floor(this.health)); break;
+ case "l": replacement = NearestLocation(this.origin); break;
case "y": replacement = NearestLocation(cursor); break;
- case "d": replacement = NearestLocation(self.death_origin); break;
- case "w": replacement = WEP_NAME(((!self.weapon) ? (!self.switchweapon ? self.cnt : self.switchweapon) : self.weapon)); break;
+ case "d": replacement = NearestLocation(this.death_origin); break;
+ case "w": replacement = ((PS(this).m_weapon == WEP_Null) ? ((PS(this).m_switchweapon == WEP_Null) ? Weapons_from(this.cnt) : PS(this).m_switchweapon) : PS(this).m_weapon).m_name; break;
case "W": replacement = ammoitems; break;
case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
- case "s": replacement = ftos(vlen(self.velocity - self.velocity_z * '0 0 1')); break;
- case "S": replacement = ftos(vlen(self.velocity)); break;
+ case "s": replacement = ftos(vlen(this.velocity - this.velocity_z * '0 0 1')); break;
+ case "S": replacement = ftos(vlen(this.velocity)); break;
case "t": replacement = seconds_tostring(ceil(max(0, autocvar_timelimit * 60 + game_starttime - time))); break;
case "T": replacement = seconds_tostring(floor(time - game_starttime)); break;
default:
{
- MUTATOR_CALLHOOK(FormatMessage, escape, replacement, msg);
- escape = format_escape;
- replacement = format_replacement;
+ MUTATOR_CALLHOOK(FormatMessage, this, escape, replacement, msg);
+ replacement = M_ARGV(2, string);
break;
}
}
0: sends the request
>0: receives a cvar from name=argv(f) value=argv(f+1)
*/
-void GetCvars_handleString(string thisname, float f, .string field, string name)
-{SELFPARAM();
+void GetCvars_handleString(entity this, string thisname, float f, .string field, string name)
+{
if (f < 0)
{
- if (self.(field))
- strunzone(self.(field));
- self.(field) = string_null;
+ if (this.(field))
+ strunzone(this.(field));
+ this.(field) = string_null;
}
else if (f > 0)
{
if (thisname == name)
{
- if (self.(field))
- strunzone(self.(field));
- self.(field) = strzone(argv(f + 1));
+ if (this.(field))
+ strunzone(this.(field));
+ this.(field) = strzone(argv(f + 1));
}
}
else
- stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
+ stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
-void GetCvars_handleString_Fixup(string thisname, float f, .string field, string name, string(string) func)
-{SELFPARAM();
- GetCvars_handleString(thisname, f, field, name);
+void GetCvars_handleString_Fixup(entity this, string thisname, float f, .string field, string name, string(entity, string) func)
+{
+ GetCvars_handleString(this, thisname, f, field, name);
if (f >= 0) // also initialize to the fitting value for "" when sending cvars out
if (thisname == name)
{
- string s = func(strcat1(self.(field)));
- if (s != self.(field))
+ string s = func(this, strcat1(this.(field)));
+ if (s != this.(field))
{
- strunzone(self.(field));
- self.(field) = strzone(s);
+ strunzone(this.(field));
+ this.(field) = strzone(s);
}
}
}
-void GetCvars_handleFloat(string thisname, float f, .float field, string name)
-{SELFPARAM();
+void GetCvars_handleFloat(entity this, string thisname, float f, .float field, string name)
+{
if (f < 0)
{
}
else if (f > 0)
{
if (thisname == name)
- self.(field) = stof(argv(f + 1));
+ this.(field) = stof(argv(f + 1));
}
else
- stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
+ stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
-void GetCvars_handleFloatOnce(string thisname, float f, .float field, string name)
-{SELFPARAM();
+void GetCvars_handleFloatOnce(entity this, string thisname, float f, .float field, string name)
+{
if (f < 0)
{
}
{
if (thisname == name)
{
- if (!self.(field))
+ if (!this.(field))
{
- self.(field) = stof(argv(f + 1));
- if (!self.(field))
- self.(field) = -1;
+ this.(field) = stof(argv(f + 1));
+ if (!this.(field))
+ this.(field) = -1;
}
}
}
else
{
- if (!self.(field))
- stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
+ if (!this.(field))
+ stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
-string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(string wo)
-{SELFPARAM();
+string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
+{
string o;
o = W_FixWeaponOrder_ForceComplete(wo);
- if(self.weaponorder_byimpulse)
+ if(this.weaponorder_byimpulse)
{
- strunzone(self.weaponorder_byimpulse);
- self.weaponorder_byimpulse = string_null;
+ strunzone(this.weaponorder_byimpulse);
+ this.weaponorder_byimpulse = string_null;
}
- self.weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(o));
+ this.weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(o));
return o;
}
-void GetCvars(float f)
-{SELFPARAM();
+
+REPLICATE(autoswitch, bool, "cl_autoswitch");
+
+REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
+
+REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
+
+REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
+
+REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
+
+REPLICATE(cvar_cl_handicap, float, "cl_handicap");
+
+REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
+
+REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
+
+REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
+
+REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
+
+REPLICATE(cvar_cl_physics, string, "cl_physics");
+
+REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
+
+REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
+
+REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
+
+REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
+
+/**
+ * @param f -1: cleanup, 0: request, 1: receive
+ */
+void GetCvars(entity this, int f)
+{
string s = string_null;
if (f > 0)
get_cvars_s = s;
MUTATOR_CALLHOOK(GetCvars);
- Notification_GetCvars();
+ Notification_GetCvars(this);
ReplicateVars(this, s, f);
- GetCvars_handleFloat(s, f, autoswitch, "cl_autoswitch");
- GetCvars_handleFloat(s, f, cvar_cl_autoscreenshot, "cl_autoscreenshot");
- GetCvars_handleFloat(s, f, cvar_cl_jetpack_jump, "cl_jetpack_jump");
- GetCvars_handleString(s, f, cvar_g_xonoticversion, "g_xonoticversion");
- GetCvars_handleString(s, f, cvar_cl_physics, "cl_physics");
- GetCvars_handleFloat(s, f, cvar_cl_handicap, "cl_handicap");
- GetCvars_handleFloat(s, f, cvar_cl_clippedspectating, "cl_clippedspectating");
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleFloat(s, f, cvar_cl_weaponimpulsemode, "cl_weaponimpulsemode");
- GetCvars_handleFloat(s, f, cvar_cl_autotaunt, "cl_autotaunt");
- GetCvars_handleFloat(s, f, cvar_cl_noantilag, "cl_noantilag");
- GetCvars_handleFloat(s, f, cvar_cl_voice_directional, "cl_voice_directional");
- GetCvars_handleFloat(s, f, cvar_cl_voice_directional_taunt_attenuation, "cl_voice_directional_taunt_attenuation");
-
- GetCvars_handleFloatOnce(s, f, cvar_cl_gunalign, "cl_gunalign");
- GetCvars_handleFloat(s, f, cvar_cl_allow_uid2name, "cl_allow_uid2name");
- GetCvars_handleFloat(s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
- GetCvars_handleFloat(s, f, cvar_cl_movement_track_canjump, "cl_movement_track_canjump");
- GetCvars_handleFloat(s, f, cvar_cl_newusekeysupported, "cl_newusekeysupported");
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
+
+ GetCvars_handleFloat(this, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
// fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
if (f > 0)
{
if (s == "cl_weaponpriority")
- self.switchweapon = w_getbestweapon(self);
+ if (PS(this)) PS(this).m_switchweapon = w_getbestweapon(this);
if (s == "cl_allow_uidtracking")
- PlayerStats_GameReport_AddPlayer(self);
+ PlayerStats_GameReport_AddPlayer(this);
}
}
float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
{
- int i = weaponinfo.weapon;
+ int i = weaponinfo.m_id;
int d = 0;
bool allow_mutatorblocked = false;
return 0;
bool mutator_returnvalue = MUTATOR_CALLHOOK(WantWeapon, weaponinfo, d, allguns, allow_mutatorblocked);
- d = ret_float;
- allguns = want_allguns;
- allow_mutatorblocked = false;
+ d = M_ARGV(1, float);
+ allguns = M_ARGV(2, bool);
+ allow_mutatorblocked = M_ARGV(3, bool);
if(allguns)
{
void readplayerstartcvars()
{
- entity e;
- float i, j, t;
+ float i, t;
string s;
// initialize starting values for players
s = cvar_string("g_weaponarena");
MUTATOR_CALLHOOK(SetWeaponArena, s);
- s = ret_string;
+ s = M_ARGV(0, string);
if (s == "0" || s == "")
{
{
g_weaponarena = 1;
g_weaponarena_list = "All Weapons";
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if (!(e.spawnflags & WEP_FLAG_MUTATORBLOCKED))
- g_weaponarena_weapons |= WepSet_FromWeapon(j);
- }
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+ g_weaponarena_weapons |= (it.m_wepset);
+ ));
}
else if (s == "most")
{
g_weaponarena = 1;
g_weaponarena_list = "Most Weapons";
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if (!(e.spawnflags & WEP_FLAG_MUTATORBLOCKED))
- if (e.spawnflags & WEP_FLAG_NORMAL)
- g_weaponarena_weapons |= WepSet_FromWeapon(j);
- }
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+ if(it.spawnflags & WEP_FLAG_NORMAL)
+ g_weaponarena_weapons |= (it.m_wepset);
+ ));
}
else if (s == "none")
{
for (i = 0; i < t; ++i)
{
s = argv(i);
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if (e.netname == s)
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(it.netname == s)
{
- g_weaponarena_weapons |= WepSet_FromWeapon(j);
- g_weaponarena_list = strcat(g_weaponarena_list, e.m_name, " & ");
+ g_weaponarena_weapons |= (it.m_wepset);
+ g_weaponarena_list = strcat(g_weaponarena_list, it.m_name, " & ");
break;
}
- }
- if (j > WEP_LAST)
- {
- LOG_INFO("The weapon mutator list contains an unknown weapon ", s, ". Skipped.\n");
- }
+ ));
}
g_weaponarena_list = strzone(substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3));
}
}
else
{
- for (i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- e = get_weaponinfo(i);
- int w = want_weapon(e, false);
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ int w = want_weapon(it, false);
+ WepSet s = it.m_wepset;
if(w & 1)
- start_weapons |= WepSet_FromWeapon(i);
+ start_weapons |= s;
if(w & 2)
- start_weapons_default |= WepSet_FromWeapon(i);
+ start_weapons_default |= s;
if(w & 4)
- start_weapons_defaultmask |= WepSet_FromWeapon(i);
- }
+ start_weapons_defaultmask |= s;
+ ));
}
if(!cvar("g_use_ammunition"))
warmup_start_weapons = '0 0 0';
warmup_start_weapons_default = '0 0 0';
warmup_start_weapons_defaultmask = '0 0 0';
- for (i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- e = get_weaponinfo(i);
- int w = want_weapon(e, g_warmup_allguns);
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ int w = want_weapon(it, g_warmup_allguns);
+ WepSet s = (it.m_wepset);
if(w & 1)
- warmup_start_weapons |= WepSet_FromWeapon(i);
+ warmup_start_weapons |= s;
if(w & 2)
- warmup_start_weapons_default |= WepSet_FromWeapon(i);
+ warmup_start_weapons_default |= s;
if(w & 4)
- warmup_start_weapons_defaultmask |= WepSet_FromWeapon(i);
- }
+ warmup_start_weapons_defaultmask |= s;
+ ));
}
}
WepSet precache_weapons = start_weapons;
if (g_warmup_allguns != 1)
precache_weapons |= warmup_start_weapons;
- for (i = WEP_FIRST; i <= WEP_LAST; ++i)
- {
- e = get_weaponinfo(i);
- if(precache_weapons & WepSet_FromWeapon(i)) {
- Weapon w = get_weaponinfo(i);
- w.wr_init(w);
- }
- }
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ if(precache_weapons & (it.m_wepset))
+ it.wr_init(it);
+ ));
start_ammo_shells = max(0, start_ammo_shells);
start_ammo_nails = max(0, start_ammo_nails);
warmup_start_ammo_fuel = max(0, warmup_start_ammo_fuel);
}
-void PrecachePlayerSounds(string f);
void precache_playermodel(string m)
{
float globhandle, i, n;
}
void precache_all_playermodels(string pattern)
{
- float globhandle, i, n;
- string f;
-
- globhandle = search_begin(pattern, true, false);
- if (globhandle < 0)
- return;
- n = search_getsize(globhandle);
- for (i = 0; i < n; ++i)
+ int globhandle = search_begin(pattern, true, false);
+ if (globhandle < 0) return;
+ int n = search_getsize(globhandle);
+ for (int i = 0; i < n; ++i)
{
- //print(search_getfilename(globhandle, i), "\n");
- f = search_getfilename(globhandle, i);
- precache_playermodel(f);
+ string s = search_getfilename(globhandle, i);
+ precache_playermodel(s);
}
search_end(globhandle);
}
void precache_playermodels(string s)
{
- if(s != "")
- {
- int n = tokenize_console(s);
- precache_playermodel(argv(0));
-
- for (int i = 1; i < n; ++i)
- precache_model(argv(i));
- }
+ FOREACH_WORD(s, true, LAMBDA(precache_playermodel(it)));
}
void precache()
-{SELFPARAM();
+{
// gamemode related things
// Precache all player models if desired
#if 0
// Disabled this code because it simply does not work (e.g. ignores bgmvolume, overlaps with "cd loop" controlled tracks).
- if (!self.noise && self.music) // quake 3 uses the music field
- self.noise = self.music;
+ if (!this.noise && this.music) // quake 3 uses the music field
+ this.noise = this.music;
// plays music for the level if there is any
- if (self.noise)
+ if (this.noise)
{
- precache_sound (self.noise);
- ambientsound ('0 0 0', self.noise, VOL_BASE, ATTEN_NONE);
+ precache_sound (this.noise);
+ ambientsound ('0 0 0', this.noise, VOL_BASE, ATTEN_NONE);
}
#endif
}
{
if (e.initialize_entity)
{
- entity ent, prev = world;
+ entity ent, prev = NULL;
for (ent = initialize_entity_first; ent; )
{
if ((ent == e) || ((ent.classname == "initialize_entity") && (ent.enemy == e)))
}
}
-void objerror(string s)
-{SELFPARAM();
- make_safe_for_remove(self);
- builtin_objerror(s);
-}
-
.float remove_except_protected_forbidden;
void remove_except_protected(entity e)
{
builtin_remove(e);
}
-void InitializeEntity(entity e, void() func, float order)
+void InitializeEntity(entity e, void(entity this) func, float order)
{
entity prev, cur;
e.initialize_entity_order = order;
cur = initialize_entity_first;
- prev = world;
+ prev = NULL;
for (;;)
{
if (!cur || cur.initialize_entity_order > order)
}
}
void InitializeEntitiesRun()
-{SELFPARAM();
+{
entity startoflist = initialize_entity_first;
initialize_entity_first = NULL;
remove = remove_except_protected;
e.initialize_entity_order = 0;
entity next = e.initialize_entity_next;
e.initialize_entity_next = NULL;
- var void() func = e.initialize_entity;
+ var void(entity this) func = e.initialize_entity;
e.initialize_entity = func_null;
if (e.classname == "initialize_entity")
{
//dprint("Delayed initialization: ", e.classname, "\n");
if (func)
{
- WITH(entity, self, e, func());
+ func(e);
}
else
{
}
-void adaptor_think2touch()
-{SELFPARAM();
- entity o;
- o = other;
- other = world;
- self.touch();
- other = o;
-}
-void adaptor_think2use()
-{SELFPARAM();
- entity o, a;
- o = other;
- a = activator;
- activator = world;
- other = world;
- self.use();
- other = o;
- activator = a;
-}
-void adaptor_think2use_hittype_splash() // for timed projectile detonation
-{SELFPARAM();
- if(!(self.flags & FL_ONGROUND)) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
- self.projectiledeathtype |= HITTYPE_SPLASH;
- adaptor_think2use();
+void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation
+{
+ if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ adaptor_think2use(this);
}
// deferred dropping
-void DropToFloor_Handler()
-{SELFPARAM();
- builtin_droptofloor();
- self.dropped_origin = self.origin;
+void DropToFloor_Handler(entity this)
+{
+ WITHSELF(this, builtin_droptofloor());
+ this.dropped_origin = this.origin;
}
-void droptofloor()
-{SELFPARAM();
- InitializeEntity(self, DropToFloor_Handler, INITPRIO_DROPTOFLOOR);
+void droptofloor(entity this)
+{
+ InitializeEntity(this, DropToFloor_Handler, INITPRIO_DROPTOFLOOR);
}
return trace_hits_box(start, end, thmi - ma, thma - mi);
}
-float SUB_NoImpactCheck()
-{SELFPARAM();
+bool SUB_NoImpactCheck(entity this, entity toucher)
+{
// zero hitcontents = this is not the real impact, but either the
// mirror-impact of something hitting the projectile instead of the
// projectile hitting the something, or a touchareagrid one. Neither of
if(trace_dphitcontents == 0)
{
//dprint("A hit happened with zero hit contents... DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct.\n");
- LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Profectile will self-destruct. (edict: %d, classname: %s, origin: %s)\n", num_for_edict(self), self.classname, vtos(self.origin));
- checkclient();
+ LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %d, classname: %s, origin: %s)\n", etof(this), this.classname, vtos(this.origin));
+ checkclient(this);
}
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- return 1;
- if (other == world && self.size != '0 0 0')
+ return true;
+ if (toucher == NULL && this.size != '0 0 0')
{
vector tic;
- tic = self.velocity * sys_frametime;
- tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
- traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
+ tic = this.velocity * sys_frametime;
+ tic = tic + normalize(tic) * vlen(this.maxs - this.mins);
+ traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this);
if (trace_fraction >= 1)
{
LOG_TRACE("Odd... did not hit...?\n");
else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
LOG_TRACE("Detected and prevented the sky-grapple bug.\n");
- return 1;
+ return true;
}
}
- return 0;
+ return false;
}
-#define SUB_OwnerCheck() (other && (other == self.owner))
+#define SUB_OwnerCheck(ent,oth) ((oth) && ((oth) == (ent).owner))
void W_Crylink_Dequeue(entity e);
-float WarpZone_Projectile_Touch_ImpactFilter_Callback()
-{SELFPARAM();
- if(SUB_OwnerCheck())
+bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
+{
+ if(SUB_OwnerCheck(this, toucher))
return true;
- if(SUB_NoImpactCheck())
+ if(SUB_NoImpactCheck(this, toucher))
{
- if(self.classname == "nade")
+ if(this.classname == "nade")
return false; // no checks here
- else if(self.classname == "grapplinghook")
- RemoveGrapplingHook(self.realowner);
- else if(self.classname == "spike")
+ else if(this.classname == "grapplinghook")
+ RemoveGrapplingHook(this.realowner);
+ else if(this.classname == "spike")
{
- W_Crylink_Dequeue(self);
- remove(self);
+ W_Crylink_Dequeue(this);
+ remove(this);
}
else
- remove(self);
+ remove(this);
return true;
}
if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
- UpdateCSQCProjectile(self);
+ UpdateCSQCProjectile(this);
return false;
}
// online ban list
OnlineBanList_URI_Get_Callback(id, status, data);
}
+ else if (MUTATOR_CALLHOOK(URI_GetCallback, id, status, data))
+ {
+ // handled by a mutator
+ }
else
{
LOG_INFO("Received HTTP request data for an invalid id ", ftos(id), ".\n");
continue;
// rule 4: we must "see" some spawnpoint or item
- for(sp = world; (sp = find(sp, classname, "info_player_deathmatch")); )
+ for(sp = NULL; (sp = find(sp, classname, "info_player_deathmatch")); )
if(checkpvs(mstart, sp))
if((traceline(mstart, sp.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
break;
if(!sp)
{
- for(sp = world; (sp = findflags(sp, flags, FL_ITEM)); )
+ for(sp = NULL; (sp = findflags(sp, flags, FL_ITEM)); )
if(checkpvs(mstart, sp))
if((traceline(mstart, sp.origin + (sp.mins + sp.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
break;
else
e.angles = AnglesTransform_ToAngles(e.angles);
setorigin(e, org);
- setattachment(e, world, "");
+ setattachment(e, NULL, "");
setorigin(e, e.origin);
}
void follow_sameorigin(entity e, entity to)
{
- e.movetype = MOVETYPE_FOLLOW; // make the hole follow
+ set_movetype(e, MOVETYPE_FOLLOW); // make the hole follow
e.aiment = to; // make the hole follow bmodel
e.punchangle = to.angles; // the original angles of bmodel
e.view_ofs = e.origin - to.origin; // relative origin
void unfollow_sameorigin(entity e)
{
- e.movetype = MOVETYPE_NONE;
+ set_movetype(e, MOVETYPE_NONE);
}
entity gettaginfo_relative_ent;
void SetMovetypeFollow(entity ent, entity e)
{
// FIXME this may not be warpzone aware
- ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
+ set_movetype(ent, MOVETYPE_FOLLOW); // make the hole follow
ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
ent.aiment = e; // make the hole follow bmodel
ent.punchangle = e.angles; // the original angles of bmodel
}
void UnsetMovetypeFollow(entity ent)
{
- ent.movetype = MOVETYPE_FLY;
+ set_movetype(ent, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(ent);
- ent.aiment = world;
+ ent.aiment = NULL;
}
float LostMovetypeFollow(entity ent)
{
/*
- if(ent.movetype != MOVETYPE_FOLLOW)
+ if(ent.move_movetype != MOVETYPE_FOLLOW)
if(ent.aiment)
error("???");
*/
return 0;
}
-float isPushable(entity e)
+.bool pushable;
+bool isPushable(entity e)
{
if(e.pushable)
return true;
{
case "body":
case "droppedweapon":
- case "keepawayball":
- case "nexball_basketball":
- case "nexball_football":
return true;
case "bullet": // antilagged bullets can't hit this either
return false;