void target_init_verify(entity this)
{
entity trigger, targ;
- for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
- for(targ = world; (targ = find(targ, targetname, trigger.target)); )
+ for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
+ for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
{
trigger.wait = 0;
spawnfunc(target_init)
{
- self.spawnflags = 0; // remove all weapons except the ones listed below
- self.netname = "shotgun"; // keep these weapons through the remove trigger
+ this.spawnflags = 0; // remove all weapons except the ones listed below
+ this.netname = "shotgun"; // keep these weapons through the remove trigger
spawnfunc_target_items(this);
- InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
+ InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
}
// weapon give ent from defrag
void target_give_init(entity this)
{
entity targ;
- for (targ = world; (targ = find(targ, targetname, self.target)); ) {
+ for (targ = NULL; (targ = find(targ, targetname, this.target)); ) {
if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
- self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
- self.netname = "devastator";
+ this.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
+ this.netname = "devastator";
}
else if (targ.classname == "weapon_plasmagun") {
- self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
- if(self.netname == "")
- self.netname = "hagar";
+ this.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
+ if(this.netname == "")
+ this.netname = "hagar";
else
- self.netname = strcat(self.netname, " hagar");
+ this.netname = strcat(this.netname, " hagar");
}
else if (targ.classname == "weapon_bfg") {
- self.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
- if(self.netname == "")
- self.netname = "crylink";
+ this.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
+ if(this.netname == "")
+ this.netname = "crylink";
else
- self.netname = strcat(self.netname, " crylink");
+ this.netname = strcat(this.netname, " crylink");
}
else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
- self.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
- if(self.netname == "")
- self.netname = "mortar";
+ this.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
+ if(this.netname == "")
+ this.netname = "mortar";
else
- self.netname = strcat(self.netname, " mortar");
+ this.netname = strcat(this.netname, " mortar");
}
else if (targ.classname == "item_armor_body")
- self.armorvalue = 100;
+ this.armorvalue = 100;
else if (targ.classname == "item_health_mega")
- self.health = 200;
+ this.health = 200;
//remove(targ); // removing ents in init functions causes havoc, workaround:
- targ.think = SUB_Remove_self;
+ setthink(targ, SUB_Remove);
targ.nextthink = time;
}
- self.spawnflags = 2;
+ this.spawnflags = 2;
spawnfunc_target_items(this);
- InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
+ InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
}
spawnfunc(target_give)
{
- InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
+ InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
}
//spawnfunc(item_flight) /* handled by jetpack */
.float notq3a;
.float notta;
.string gametype;
-float DoesQ3ARemoveThisEntity()
-{SELFPARAM();
+bool DoesQ3ARemoveThisEntity(entity this)
+{
// Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
- if(self.notq3a)
+ if(this.notq3a)
if(!teamplay || g_tdm || g_ctf)
- return 1;
+ return true;
- if(self.notta)
+ if(this.notta)
if (!(!teamplay || g_tdm || g_ctf))
- return 1;
+ return true;
- if(self.notsingle)
+ if(this.notsingle)
if(maxclients == 1)
- return 1;
+ return true;
- if(self.notteam)
+ if(this.notteam)
if(teamplay)
- return 1;
+ return true;
- if(self.notfree)
+ if(this.notfree)
if(!teamplay)
- return 1;
+ return true;
- if(self.gametype)
+ if(this.gametype)
{
string gametypename;
// static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
if(maxclients == 1)
gametypename = "single";
// we do not have the other types (oneflag, obelisk, harvester, teamtournament)
- if(strstrofs(self.gametype, gametypename, 0) < 0)
- return 1;
+ if(strstrofs(this.gametype, gametypename, 0) < 0)
+ return true;
}
- return 0;
+ return false;
}