]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Purge self from most of the monster code
authorMario <mario@smbclan.net>
Sun, 3 Jan 2016 12:13:40 +0000 (22:13 +1000)
committerMario <mario@smbclan.net>
Sun, 3 Jan 2016 12:13:57 +0000 (22:13 +1000)
20 files changed:
qcsrc/common/animdecide.qc
qcsrc/common/monsters/monster.qh
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/monster/shambler.qc
qcsrc/common/monsters/monster/spider.qc
qcsrc/common/monsters/monster/wyvern.qc
qcsrc/common/monsters/monster/zombie.qc
qcsrc/common/monsters/spawn.qc
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/monsters/sv_monsters.qh
qcsrc/common/physics/movelib.qc
qcsrc/common/physics/movelib.qh
qcsrc/common/turrets/turret/ewheel.qc
qcsrc/common/turrets/turret/walker.qc
qcsrc/common/vehicles/vehicle/spiderbot.qc
qcsrc/server/cl_client.qc
qcsrc/server/mutators/events.qh
qcsrc/server/steerlib.qc
qcsrc/server/steerlib.qh
qcsrc/server/weapons/tracing.qc

index f8561b53ca6e3d68efa0301aa6b6e08dab2ab494..c4b428e4934c05dc1f17a73a9164779d7278962d 100644 (file)
@@ -7,49 +7,45 @@
     #include "../server/defs.qh"
 #endif
 
-bool monsters_animoverride(entity e)
+bool monsters_animoverride(entity this)
 {
        Monster monster_id = NULL;
-       for(int i = MON_FIRST; i <= MON_LAST; ++i)
-       {
-               entity mon = get_monsterinfo(i);
-
-               //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
-               if(e.model == mon.model)
+       FOREACH(Monsters, it != WEP_Null, LAMBDA(
+               if(it.model == this.model)
                {
-                       monster_id = mon;
+                       monster_id = it;
                        break;
                }
-       }
+       ));
 
        if(!monster_id) { return false; }
 
-       monster_id.mr_anim(monster_id);
+       monster_id.mr_anim(monster_id, this);
 
        vector none = '0 0 0';
-       e.anim_duckwalk = e.anim_walk;
-       e.anim_duckjump = animfixfps(e, '5 1 10', none);
-       e.anim_duckidle = e.anim_idle;
-       e.anim_jump = animfixfps(e, '8 1 10', none);
-       e.anim_taunt = animfixfps(e, '12 1 0.33', none);
-       e.anim_runbackwards = e.anim_run;
-       e.anim_strafeleft = e.anim_run;
-       e.anim_straferight = e.anim_run;
-       e.anim_forwardright = e.anim_run;
-       e.anim_forwardleft = e.anim_run;
-       e.anim_backright = e.anim_run;
-       e.anim_backleft  = e.anim_run;
-       e.anim_duckwalkbackwards = e.anim_walk;
-       e.anim_duckwalkstrafeleft = e.anim_walk;
-       e.anim_duckwalkstraferight = e.anim_walk;
-       e.anim_duckwalkforwardright = e.anim_walk;
-       e.anim_duckwalkforwardleft = e.anim_walk;
-       e.anim_duckwalkbackright = e.anim_walk;
-       e.anim_duckwalkbackleft  = e.anim_walk;
+       this.anim_duckwalk = this.anim_walk;
+       this.anim_duckjump = animfixfps(this, '5 1 10', none);
+       this.anim_duckidle = this.anim_idle;
+       this.anim_jump = animfixfps(this, '8 1 10', none);
+       this.anim_taunt = animfixfps(this, '12 1 0.33', none);
+       this.anim_runbackwards = this.anim_run;
+       this.anim_strafeleft = this.anim_run;
+       this.anim_straferight = this.anim_run;
+       this.anim_forwardright = this.anim_run;
+       this.anim_forwardleft = this.anim_run;
+       this.anim_backright = this.anim_run;
+       this.anim_backleft  = this.anim_run;
+       this.anim_duckwalkbackwards = this.anim_walk;
+       this.anim_duckwalkstrafeleft = this.anim_walk;
+       this.anim_duckwalkstraferight = this.anim_walk;
+       this.anim_duckwalkforwardright = this.anim_walk;
+       this.anim_duckwalkforwardleft = this.anim_walk;
+       this.anim_duckwalkbackright = this.anim_walk;
+       this.anim_duckwalkbackleft  = this.anim_walk;
 
        // these anims ought to stay until stopped explicitly by weaponsystem
-       e.anim_shoot_z = 0.001;
-       e.anim_melee_z = 0.001;
+       this.anim_shoot_z = 0.001;
+       this.anim_melee_z = 0.001;
 
        return true;
 }
index 476dcfbe216e0ed73bc3f0ce9c13d1d931b09618..22e2072c08c630a6087591acd456b83c5930fce5 100644 (file)
@@ -25,7 +25,7 @@ const int MON_FLAG_RIDE = 4096; // monster can be ridden in special modes
 const int MONSTER_SIZE_QUAKE = 8192;
 
 // entity properties of monsterinfo:
-.bool(int, entity targ) monster_attackfunc;
+.bool(int, entity actor, entity targ) monster_attackfunc;
 
 // animations
 .vector anim_blockend;
@@ -56,17 +56,17 @@ CLASS(Monster, Object)
     ATTRIB(Monster, maxs, vector, '0 0 0')
 
     /** (SERVER) setup monster data */
-    METHOD(Monster, mr_setup, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { return false; }
     /** (SERVER) logic to run every frame */
-    METHOD(Monster, mr_think, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_think, bool(Monster this, entity actor)) { return false; }
     /** (SERVER) called when monster dies */
-    METHOD(Monster, mr_death, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_death, bool(Monster this, entity actor)) { return false; }
     /** (BOTH) precaches models/sounds used by this monster */
     METHOD(Monster, mr_precache, bool(Monster this)) { return false; }
     /** (SERVER) called when monster is damaged */
-    METHOD(Monster, mr_pain, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_pain, bool(Monster this, entity actor)) { return false; }
     /** (BOTH?) sets animations for monster */
-    METHOD(Monster, mr_anim, bool(Monster this)) { return false; }
+    METHOD(Monster, mr_anim, bool(Monster this, entity actor)) { return false; }
 
 ENDCLASS(Monster)
 
index 2541de0a9b68ff2281adc31fcbb82ea3da0630d4..c72e55015ed9684f235d11188507813f18ca13b3 100644 (file)
@@ -40,8 +40,8 @@ REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
 #ifdef SVQC
 
 SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
-void M_Mage_Attack_Spike(vector dir);
-void M_Mage_Attack_Push();
+void M_Mage_Attack_Spike(entity this, vector dir);
+void M_Mage_Attack_Push(entity this);
 METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
     if (fire & 1)
     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
@@ -49,24 +49,24 @@ METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weapon
         actor.enemy = Monster_FindTarget(actor);
         W_SetupShot_Dir(actor, v_forward, false, 0, SND(MageSpike_FIRE), CH_WEAPON_B, 0);
        if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
-        M_Mage_Attack_Spike(w_shotdir);
+        M_Mage_Attack_Spike(actor, w_shotdir);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
     }
     if (fire & 2)
     if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
-        M_Mage_Attack_Push();
+        M_Mage_Attack_Push(actor);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
     }
 }
 
-void M_Mage_Attack_Teleport();
+void M_Mage_Attack_Teleport(entity this, entity targ);
 
 CLASS(OffhandMageTeleport, OffhandWeapon)
     .bool OffhandMageTeleport_key_pressed;
     METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
     {
         if (key_pressed && !player.OffhandMageTeleport_key_pressed)
-            WITH(entity, self, player, M_Mage_Attack_Teleport());
+               M_Mage_Attack_Teleport(player, player.enemy);
         player.OffhandMageTeleport_key_pressed = key_pressed;
     }
 ENDCLASS(OffhandMageTeleport)
@@ -110,58 +110,58 @@ const float mage_anim_death               = 4;
 const float mage_anim_run              = 5;
 */
 
-void() M_Mage_Defend_Heal;
-void() M_Mage_Defend_Shield;
+void M_Mage_Defend_Heal(entity this);
+void M_Mage_Defend_Shield(entity this);
 
 .entity mage_spike;
 .float mage_shield_delay;
 .float mage_shield_time;
 
-float M_Mage_Defend_Heal_Check(entity e)
-{SELFPARAM();
-       if(e == world)
+bool M_Mage_Defend_Heal_Check(entity this, entity targ)
+{
+       if(targ == world)
                return false;
-       if(e.health <= 0)
+       if(targ.health <= 0)
                return false;
-       if(DIFF_TEAM(e, self) && e != self.monster_follow)
+       if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
                return false;
-       if(STAT(FROZEN, e))
+       if(STAT(FROZEN, targ))
                return false;
-       if(!IS_PLAYER(e))
-               return (IS_MONSTER(e) && e.health < e.max_health);
-       if(e.items & ITEM_Shield.m_itemid)
+       if(!IS_PLAYER(targ))
+               return (IS_MONSTER(targ) && targ.health < targ.max_health);
+       if(targ.items & ITEM_Shield.m_itemid)
                return false;
 
-       switch(self.skin)
+       switch(this.skin)
        {
-               case 0: return (e.health < autocvar_g_balance_health_regenstable);
-               case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
-               case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
-               case 3: return (e.health > 0);
+               case 0: return (targ.health < autocvar_g_balance_health_regenstable);
+               case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
+               case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
+               case 3: return (targ.health > 0);
        }
 
        return false;
 }
 
-void M_Mage_Attack_Spike_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
+void M_Mage_Attack_Spike_Explode(entity this)
+{
+       this.event_damage = func_null;
 
-       sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
+       sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
 
-       self.realowner.mage_spike = world;
+       this.realowner.mage_spike = world;
 
-       Send_Effect(EFFECT_EXPLOSION_SMALL, self.origin, '0 0 0', 1);
-       RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE.m_id, other);
+       Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
+       RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE.m_id, other);
 
-       remove (self);
+       remove (this);
 }
 
 void M_Mage_Attack_Spike_Touch()
 {
        PROJECTILE_TOUCH;
 
-       M_Mage_Attack_Spike_Explode();
+       M_Mage_Attack_Spike_Explode(self);
 }
 
 .float wait;
@@ -171,7 +171,7 @@ void M_Mage_Attack_Spike_Think()
 {SELFPARAM();
        if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
                self.projectiledeathtype |= HITTYPE_SPLASH;
-               M_Mage_Attack_Spike_Explode();
+               M_Mage_Attack_Spike_Explode(self);
        }
 
        float spd = vlen(self.velocity);
@@ -221,43 +221,42 @@ void M_Mage_Attack_Spike_Think()
        UpdateCSQCProjectile(self);
 }
 
-void M_Mage_Attack_Spike(vector dir)
+void M_Mage_Attack_Spike(entity this, vector dir)
 {
-       SELFPARAM();
-       makevectors(self.angles);
+       makevectors(this.angles);
 
        entity missile = spawn();
-       missile.owner = missile.realowner = self;
+       missile.owner = missile.realowner = this;
        missile.think = M_Mage_Attack_Spike_Think;
        missile.ltime = time + 7;
        missile.nextthink = time;
        missile.solid = SOLID_BBOX;
        missile.movetype = MOVETYPE_FLYMISSILE;
        missile.flags = FL_PROJECTILE;
-       setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
+       setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
        setsize(missile, '0 0 0', '0 0 0');
        missile.velocity = dir * 400;
        missile.avelocity = '300 300 300';
-       missile.enemy = self.enemy;
+       missile.enemy = this.enemy;
        missile.touch = M_Mage_Attack_Spike_Touch;
 
-       self.mage_spike = missile;
+       this.mage_spike = missile;
 
        CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
 }
 
-void M_Mage_Defend_Heal()
-{SELFPARAM();
+void M_Mage_Defend_Heal(entity this)
+{
        entity head;
        float washealed = false;
 
-       for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(head))
+       for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
        {
                washealed = true;
                string fx = "";
                if(IS_PLAYER(head))
                {
-                       switch(self.skin)
+                       switch(this.skin)
                        {
                                case 0:
                                        if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
@@ -279,7 +278,7 @@ void M_Mage_Defend_Heal()
                                        }
                                        break;
                                case 3:
-                                       head.health = bound(0, head.health - ((head == self)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+                                       head.health = bound(0, head.health - ((head == this)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
                                        fx = EFFECT_RAGE.eent_eff_name;
                                        break;
                        }
@@ -297,66 +296,69 @@ void M_Mage_Defend_Heal()
 
        if(washealed)
        {
-               setanim(self, self.anim_shoot, true, true, true);
-               self.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
-               self.anim_finished = time + 1.5;
+               setanim(this, this.anim_shoot, true, true, true);
+               this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+               this.anim_finished = time + 1.5;
        }
 }
 
-void M_Mage_Attack_Push()
-{SELFPARAM();
-       sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
-       RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, self.enemy);
-       Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
+void M_Mage_Attack_Push(entity this)
+{
+       sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+       RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, this.enemy);
+       Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
 
-       setanim(self, self.anim_shoot, true, true, true);
-       self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
+       setanim(this, this.anim_shoot, true, true, true);
+       this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
 }
 
-void M_Mage_Attack_Teleport()
-{SELFPARAM();
-       entity targ = self.enemy;
-       if (!targ) return;
-       if (vlen(targ.origin - self.origin) > 1500) return;
+void M_Mage_Attack_Teleport(entity this, entity targ)
+{
+       if(!targ) return;
+       if(vdist(targ.origin - this.origin, >, 1500)) return;
 
        makevectors(targ.angles);
-       tracebox(targ.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+       tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
 
        if(trace_fraction < 1)
                return;
 
-       Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
-       setorigin(self, targ.origin + ((v_forward * -1) * 200));
+       vector newpos = targ.origin + ((v_forward * -1) * 200);
+
+       Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+       Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
+       
+       setorigin(this, newpos);
 
-       vector a = vectoangles(targ.origin - self.origin);
+       vector a = vectoangles(targ.origin - this.origin);
        a.x = -a.x;
-       self.angles_x = a.x;
-       self.angles_y = a.y;
-       self.fixangle = true;
-       self.velocity *= 0.5;
+       this.angles_x = a.x;
+       this.angles_y = a.y;
+       this.fixangle = true;
+       this.velocity *= 0.5;
 
-       self.attack_finished_single[0] = time + 0.2;
+       this.attack_finished_single[0] = time + 0.2;
 }
 
-void M_Mage_Defend_Shield_Remove()
-{SELFPARAM();
-       self.effects &= ~(EF_ADDITIVE | EF_BLUE);
-       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+void M_Mage_Defend_Shield_Remove(entity this)
+{
+       this.effects &= ~(EF_ADDITIVE | EF_BLUE);
+       this.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-void M_Mage_Defend_Shield()
-{SELFPARAM();
-       self.effects |= (EF_ADDITIVE | EF_BLUE);
-       self.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
-       self.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
-       self.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
-       setanim(self, self.anim_shoot, true, true, true);
-       self.attack_finished_single[0] = time + 1;
-       self.anim_finished = time + 1;
+void M_Mage_Defend_Shield(entity this)
+{
+       this.effects |= (EF_ADDITIVE | EF_BLUE);
+       this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
+       this.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
+       this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
+       setanim(this, this.anim_shoot, true, true, true);
+       this.attack_finished_single[0] = time + 1;
+       this.anim_finished = time + 1;
 }
 
-float M_Mage_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+{
     .entity weaponentity = weaponentities[0];
        switch(attack_type)
        {
@@ -366,7 +368,7 @@ float M_Mage_Attack(float attack_type, entity targ)
                        {
                                Weapon wep = WEP_MAGE_SPIKE;
 
-                               wep.wr_think(wep, self, weaponentity, 2);
+                               wep.wr_think(wep, actor, weaponentity, 2);
                                return true;
                        }
 
@@ -374,26 +376,26 @@ float M_Mage_Attack(float attack_type, entity targ)
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       if(!self.mage_spike)
+                       if(!actor.mage_spike)
                        {
                                if(random() <= 0.4)
                                {
                                        OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
-                                       off.offhand_think(off, self, true);
+                                       off.offhand_think(off, actor, true);
                                        return true;
                                }
                                else
                                {
-                                       setanim(self, self.anim_shoot, true, true, true);
-                                       self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
-                                       self.anim_finished = time + 1;
+                                       setanim(actor, actor.anim_shoot, true, true, true);
+                                       actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+                                       actor.anim_finished = time + 1;
                                        Weapon wep = WEP_MAGE_SPIKE;
-                                       wep.wr_think(wep, self, weaponentity, 1);
+                                       wep.wr_think(wep, actor, weaponentity, 1);
                                        return true;
                                }
                        }
 
-                       if(self.mage_spike)
+                       if(actor.mage_spike)
                                return true;
                        else
                                return false;
@@ -403,86 +405,82 @@ float M_Mage_Attack(float attack_type, entity targ)
        return false;
 }
 
-spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
 
 #endif // SVQC
 
                #ifdef SVQC
-               METHOD(Mage, mr_think, bool(Monster thismon))
+               METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
                {
-                       SELFPARAM();
-                       entity head;
                        bool need_help = false;
 
-                       for(head = world; (head = findfloat(head, iscreature, true)); )
-                       if(head != self)
-                       if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
-                       if(M_Mage_Defend_Heal_Check(head))
+                       FOREACH_ENTITY_FLOAT(iscreature, true,
                        {
-                               need_help = true;
-                               break;
-                       }
+                               if(it != actor)
+                               if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
+                               if(M_Mage_Defend_Heal_Check(actor, it))
+                               {
+                                       need_help = true;
+                                       break;
+                               }
+                       });
 
-                       if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
-                       if(time >= self.attack_finished_single[0])
+                       if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
+                       if(time >= actor.attack_finished_single[0])
                        if(random() < 0.5)
-                               M_Mage_Defend_Heal();
+                               M_Mage_Defend_Heal(actor);
 
-                       if(time >= self.mage_shield_time && self.armorvalue)
-                               M_Mage_Defend_Shield_Remove();
+                       if(time >= actor.mage_shield_time && actor.armorvalue)
+                               M_Mage_Defend_Shield_Remove(actor);
 
-                       if(self.enemy)
-                       if(self.health < self.max_health)
-                       if(time >= self.mage_shield_delay)
+                       if(actor.enemy)
+                       if(actor.health < actor.max_health)
+                       if(time >= actor.mage_shield_delay)
                        if(random() < 0.5)
-                               M_Mage_Defend_Shield();
+                               M_Mage_Defend_Shield(actor);
 
                        return true;
                }
-               METHOD(Mage, mr_pain, bool(Monster thismon))
+               METHOD(Mage, mr_pain, bool(Mage thismon, entity actor))
                {
                        return true;
                }
-               METHOD(Mage, mr_death, bool(Monster thismon))
+               METHOD(Mage, mr_death, bool(Mage thismon, entity actor))
                {
-                       SELFPARAM();
-                       setanim(self, self.anim_die1, false, true, true);
+                       setanim(actor, actor.anim_die1, false, true, true);
                        return true;
                }
                #endif
                #ifndef MENUQC
-               METHOD(Mage, mr_anim, bool(Monster thismon))
+               METHOD(Mage, mr_anim, bool(Mage thismon, entity actor))
                {
-                       SELFPARAM();
                        vector none = '0 0 0';
-                       self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
-                       self.anim_walk = animfixfps(self, '1 1 1', none);
-                       self.anim_idle = animfixfps(self, '0 1 1', none);
-                       self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
-                       self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '5 1 1', none);
-
+                       actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+                       actor.anim_walk = animfixfps(actor, '1 1 1', none);
+                       actor.anim_idle = animfixfps(actor, '0 1 1', none);
+                       actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+                       actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+                       actor.anim_run = animfixfps(actor, '5 1 1', none);
                        return true;
                }
                #endif
                #ifdef SVQC
                .float speed;
                spawnfunc(item_health_large);
-               METHOD(Mage, mr_setup, bool(Monster thismon))
+               METHOD(Mage, mr_setup, bool(Mage thismon, entity actor))
                {
-                       SELFPARAM();
-                       if(!self.health) self.health = (autocvar_g_monster_mage_health);
-                       if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_mage_speed_stop); }
-                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
+                       if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
+                       if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
+                       if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
+                       if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+                       if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
 
-                       self.monster_loot = spawnfunc_item_health_large;
-                       self.monster_attackfunc = M_Mage_Attack;
+                       actor.monster_loot = spawnfunc_item_health_large;
+                       actor.monster_attackfunc = M_Mage_Attack;
 
                        return true;
                }
-               METHOD(Mage, mr_precache, bool(Monster thismon))
+               METHOD(Mage, mr_precache, bool(Mage thismon))
                {
                        return true;
                }
index c642cb5fa46e6fccd45356f497a91177f7d5fa19..e77902be22286376645e577d34e37006c6bb9755 100644 (file)
@@ -57,29 +57,23 @@ const float shambler_anim_death             = 8;
 
 .float shambler_lastattack; // delay attacks separately
 
-void M_Shambler_Attack_Smash()
-{SELFPARAM();
-       makevectors(self.angles);
-       Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
-       sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+void M_Shambler_Attack_Smash(entity this)
+{
+       makevectors(this.angles);
+       Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
+       sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
 
        // RadiusDamage does NOT support custom starting location, which means we must use this hack...
 
-       tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
+       tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this);
 
        if(trace_ent.takedamage)
-               Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+               Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin));
 }
 
-void M_Shambler_Attack_Swing()
-{SELFPARAM();
-       float r = (random() < 0.5);
-       if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true))
-       {
-               Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
-               self.attack_finished_single[0] += 0.5;
-               self.anim_finished = self.attack_finished_single[0];
-       }
+void M_Shambler_Attack_Swing(entity this)
+{
+       Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
 }
 
 #include <common/effects/qc/all.qh>
@@ -89,7 +83,7 @@ void M_Shambler_Attack_Lightning_Explode()
        entity head;
 
        sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
-       Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
+       Send_Effect(EFFECT_ELECTRO_IMPACT, self.origin, '0 0 0', 1);
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -143,20 +137,20 @@ void M_Shambler_Attack_Lightning_Think()
        }
 }
 
-void M_Shambler_Attack_Lightning()
-{SELFPARAM();
+void M_Shambler_Attack_Lightning(entity this)
+{
        entity gren;
 
-       monster_makevectors(self.enemy);
+       monster_makevectors(this, this.enemy);
 
        gren = new(grenade);
-       gren.owner = gren.realowner = self;
+       gren.owner = gren.realowner = this;
        gren.bot_dodge = true;
        gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
        gren.movetype = MOVETYPE_BOUNCE;
        PROJECTILE_MAKETRIGGER(gren);
        gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
-       setorigin(gren, CENTER_OR_VIEWOFS(self));
+       setorigin(gren, CENTER_OR_VIEWOFS(this));
        setsize(gren, '-8 -8 -8', '8 8 8');
        gren.scale = 2.5;
 
@@ -182,39 +176,41 @@ void M_Shambler_Attack_Lightning()
 
 .int state;
 
-float M_Shambler_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
+{
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       M_Shambler_Attack_Swing();
+                       int swing_cnt = bound(1, floor(random() * 4), 3);
+                       Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
+                       actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
                        return true;
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
+                       float randomness = random(), enemy_len = vlen(actor.enemy.origin - actor.origin);
 
-                       if(time >= self.shambler_lastattack) // shambler doesn't attack much
-                       if(IS_ONGROUND(self))
+                       if(time >= actor.shambler_lastattack) // shambler doesn't attack much
+                       if(IS_ONGROUND(actor))
                        if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
                        {
-                               setanim(self, self.anim_melee2, true, true, false);
-                               Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
-                               self.attack_finished_single[0] = time + 1.1;
-                               self.anim_finished = time + 1.1;
-                               self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
-                               self.shambler_lastattack = time + 3 + random() * 1.5;
+                               setanim(actor, actor.anim_melee2, true, true, false);
+                               Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
+                               actor.attack_finished_single[0] = time + 1.1;
+                               actor.anim_finished = time + 1.1;
+                               actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+                               actor.shambler_lastattack = time + 3 + random() * 1.5;
                                return true;
                        }
                        else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
                        {
-                               setanim(self, self.anim_shoot, true, true, false);
-                               self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
-                               self.attack_finished_single[0] = time + 1.1;
-                               self.anim_finished = 1.1;
-                               self.shambler_lastattack = time + 3 + random() * 1.5;
-                               Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
+                               setanim(actor, actor.anim_shoot, true, true, false);
+                               actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
+                               actor.attack_finished_single[0] = time + 1.1;
+                               actor.anim_finished = 1.1;
+                               actor.shambler_lastattack = time + 3 + random() * 1.5;
+                               Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
                                return true;
                        }
 
@@ -225,66 +221,61 @@ float M_Shambler_Attack(float attack_type, entity targ)
        return false;
 }
 
-spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
+spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
 #endif // SVQC
 
                #ifdef SVQC
-               METHOD(Shambler, mr_think, bool(Shambler thismon))
+               METHOD(Shambler, mr_think, bool(Shambler thismon, entity actor))
                {
                        return true;
                }
-               METHOD(Shambler, mr_pain, bool(Shambler thismon))
+               METHOD(Shambler, mr_pain, bool(Shambler thismon, entity actor))
                {
-                       SELFPARAM();
-                       self.pain_finished = time + 0.5;
-                       setanim(self, self.anim_pain1, true, true, false);
+                       actor.pain_finished = time + 0.5;
+                       setanim(actor, actor.anim_pain1, true, true, false);
                        return true;
                }
-               METHOD(Shambler, mr_death, bool(Shambler thismon))
+               METHOD(Shambler, mr_death, bool(Shambler thismon, entity actor))
                {
-                       SELFPARAM();
-                       setanim(self, self.anim_die1, false, true, true);
+                       setanim(actor, actor.anim_die1, false, true, true);
                        return true;
                }
                #endif
                #ifndef MENUQC
-               METHOD(Shambler, mr_anim, bool(Shambler thismon))
+               METHOD(Shambler, mr_anim, bool(Shambler thismon, entity actor))
                {
-                       SELFPARAM();
                        vector none = '0 0 0';
-                       self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
-                       self.anim_walk = animfixfps(self, '1 1 1', none);
-                       self.anim_idle = animfixfps(self, '0 1 1', none);
-                       self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
-                       self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
-                       self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-                       self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
-                       self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '2 1 1', none);
-
+                       actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
+                       actor.anim_walk = animfixfps(actor, '1 1 1', none);
+                       actor.anim_idle = animfixfps(actor, '0 1 1', none);
+                       actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+                       actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+                       actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+                       actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+                       actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+                       actor.anim_run = animfixfps(actor, '2 1 1', none);
                        return true;
                }
                #endif
                #ifdef SVQC
                spawnfunc(item_health_mega);
                .float animstate_endtime;
-               METHOD(Shambler, mr_setup, bool(Shambler thismon))
+               METHOD(Shambler, mr_setup, bool(Shambler thismon, entity actor))
                {
-                       SELFPARAM();
-                       if(!self.health) self.health = (autocvar_g_monster_shambler_health);
-                       if(!self.attack_range) self.attack_range = 150;
-                       if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
-                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
-
-                       self.monster_loot = spawnfunc_item_health_mega;
-                       self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
-
-                       setanim(self, self.anim_shoot, false, true, true);
-                       self.spawn_time = self.animstate_endtime;
-                       self.spawnshieldtime = self.spawn_time;
-                       self.monster_attackfunc = M_Shambler_Attack;
+                       if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
+                       if(!actor.attack_range) actor.attack_range = 150;
+                       if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
+                       if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
+                       if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
+                       if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
+
+                       actor.monster_loot = spawnfunc_item_health_mega;
+                       actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+
+                       setanim(actor, actor.anim_shoot, false, true, true);
+                       actor.spawn_time = actor.animstate_endtime;
+                       actor.spawnshieldtime = actor.spawn_time;
+                       actor.monster_attackfunc = M_Shambler_Attack;
 
                        return true;
                }
index 0ec5f78ff462b7d375b530676abdfa4b93c82bbf..89239941ee1d3dfc4c25d60e2f1cb93b21245415 100644 (file)
@@ -50,7 +50,7 @@ float autocvar_g_monster_spider_attack_web_delay;
 float autocvar_g_monster_spider_attack_bite_damage;
 float autocvar_g_monster_spider_attack_bite_delay;
 
-void M_Spider_Attack_Web();
+void M_Spider_Attack_Web(entity this);
 
 REGISTER_MUTATOR(spiderweb, true);
 
@@ -101,7 +101,7 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity
         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
         W_SetupShot_Dir(actor, v_forward, false, 0, SND(SpiderAttack_FIRE), CH_WEAPON_B, 0);
        if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
-               M_Spider_Attack_Web();
+               M_Spider_Attack_Web(actor);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
         return;
     }
@@ -111,7 +111,7 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity
                actor.enemy = Monster_FindTarget(actor);
                actor.attack_range = 60;
        }
-       Monster_Attack_Melee(actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
+       Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? self.anim_melee : self.anim_shoot), self.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
     }
 }
@@ -153,14 +153,14 @@ void M_Spider_Attack_Web_Touch()
 
 void adaptor_think2use_hittype_splash();
 
-void M_Spider_Attack_Web()
-{SELFPARAM();
-       monster_makevectors(self.enemy);
+void M_Spider_Attack_Web(entity this)
+{
+       monster_makevectors(this, this.enemy);
 
-       sound(self, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
+       sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
 
        entity proj = new(plasma);
-       proj.owner = proj.realowner = self;
+       proj.owner = proj.realowner = this;
        proj.use = M_Spider_Attack_Web_Explode;
        proj.think = adaptor_think2use_hittype_splash;
        proj.bot_dodge = true;
@@ -168,7 +168,7 @@ void M_Spider_Attack_Web()
        proj.nextthink = time + 5;
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
-       setorigin(proj, CENTER_OR_VIEWOFS(self));
+       setorigin(proj, CENTER_OR_VIEWOFS(this));
 
        //proj.glow_size = 50;
        //proj.glow_color = 45;
@@ -190,20 +190,20 @@ void M_Spider_Attack_Web()
        CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
 }
 
-bool M_Spider_Attack(int attack_type, entity targ)
-{SELFPARAM();
+bool M_Spider_Attack(int attack_type, entity actor, entity targ)
+{
     .entity weaponentity = weaponentities[0];
        switch(attack_type)
        {
                Weapon wep = WEP_SPIDER_ATTACK;
                case MONSTER_ATTACK_MELEE:
                {
-                       wep.wr_think(wep, self, weaponentity, 2);
+                       wep.wr_think(wep, actor, weaponentity, 2);
                        return true;
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       wep.wr_think(wep, self, weaponentity, 1);
+                       wep.wr_think(wep, actor, weaponentity, 1);
                        return true;
                }
        }
@@ -211,53 +211,49 @@ bool M_Spider_Attack(int attack_type, entity targ)
        return false;
 }
 
-spawnfunc(monster_spider) { Monster_Spawn(MON_SPIDER.monsterid); }
+spawnfunc(monster_spider) { Monster_Spawn(this, MON_SPIDER.monsterid); }
 #endif // SVQC
 
                #ifdef SVQC
-               METHOD(Spider, mr_think, bool(Spider thismon))
+               METHOD(Spider, mr_think, bool(Spider thismon, entity actor))
                {
                        return true;
                }
-               METHOD(Spider, mr_pain, bool(Spider thismon))
+               METHOD(Spider, mr_pain, bool(Spider thismon, entity actor))
                {
                        return true;
                }
-               METHOD(Spider, mr_death, bool(Spider thismon))
+               METHOD(Spider, mr_death, bool(Spider thismon, entity actor))
                {
-                       SELFPARAM();
-                       setanim(self, self.anim_melee, false, true, true);
-                       self.angles_x = 180;
+                       setanim(actor, actor.anim_melee, false, true, true);
+                       actor.angles_x = 180;
                        return true;
                }
                #endif
                #ifndef MENUQC
-               METHOD(Spider, mr_anim, bool(Spider thismon))
+               METHOD(Spider, mr_anim, bool(Spider thismon, entity actor))
                {
-                       SELFPARAM();
                        vector none = '0 0 0';
-                       self.anim_walk = animfixfps(self, '1 1 1', none);
-                       self.anim_idle = animfixfps(self, '0 1 1', none);
-                       self.anim_melee = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-                       self.anim_shoot = animfixfps(self, '3 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '1 1 1', none);
-
+                       actor.anim_walk = animfixfps(actor, '1 1 1', none);
+                       actor.anim_idle = animfixfps(actor, '0 1 1', none);
+                       actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+                       actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+                       actor.anim_run = animfixfps(actor, '1 1 1', none);
                        return true;
                }
                #endif
                #ifdef SVQC
                spawnfunc(item_health_medium);
-               METHOD(Spider, mr_setup, bool(Spider thismon))
+               METHOD(Spider, mr_setup, bool(Spider thismon, entity actor))
                {
-                       SELFPARAM();
-                       if(!self.health) self.health = (autocvar_g_monster_spider_health);
-                       if(!self.speed) { self.speed = (autocvar_g_monster_spider_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_spider_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_spider_speed_stop); }
-                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
-
-                       self.monster_loot = spawnfunc_item_health_medium;
-                       self.monster_attackfunc = M_Spider_Attack;
+                       if(!actor.health) actor.health = (autocvar_g_monster_spider_health);
+                       if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
+                       if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
+                       if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
+                       if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
+
+                       actor.monster_loot = spawnfunc_item_health_medium;
+                       actor.monster_attackfunc = M_Spider_Attack;
 
                        return true;
                }
index 4fde5311d823d2afe81725016edf2978c57b9b07..02b6a59508980f7ac29015967157f79b39af438e 100644 (file)
@@ -56,7 +56,7 @@ METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity
                if (IS_MONSTER(actor)) {
                        actor.attack_finished_single[0] = time + 1.2;
                        actor.anim_finished = time + 1.2;
-                       monster_makevectors(actor.enemy);
+                       monster_makevectors(actor, actor.enemy);
                }
 
                entity missile = spawn();
@@ -119,18 +119,17 @@ void M_Wyvern_Attack_Fireball_Touch()
        M_Wyvern_Attack_Fireball_Explode();
 }
 
-float M_Wyvern_Attack(float attack_type, entity targ)
+bool M_Wyvern_Attack(int attack_type, entity actor, entity targ)
 {
-       SELFPARAM();
        .entity weaponentity = weaponentities[0];
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                case MONSTER_ATTACK_RANGED:
                {
-                       w_shotdir = normalize((self.enemy.origin + '0 0 10') - self.origin);
+                       w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
                        Weapon wep = WEP_WYVERN_ATTACK;
-                       wep.wr_think(wep, self, weaponentity, 1);
+                       wep.wr_think(wep, actor, weaponentity, 1);
                        return true;
                }
        }
@@ -138,59 +137,54 @@ float M_Wyvern_Attack(float attack_type, entity targ)
        return false;
 }
 
-spawnfunc(monster_wyvern) { Monster_Spawn(MON_WYVERN.monsterid); }
+spawnfunc(monster_wyvern) { Monster_Spawn(this, MON_WYVERN.monsterid); }
 #endif // SVQC
 
                #ifdef SVQC
-               METHOD(Wyvern, mr_think, bool(Wyvern thismon))
+               METHOD(Wyvern, mr_think, bool(Wyvern thismon, entity actor))
                {
                        return true;
                }
-               METHOD(Wyvern, mr_pain, bool(Wyvern thismon))
+               METHOD(Wyvern, mr_pain, bool(Wyvern thismon, entity actor))
                {
-                       SELFPARAM();
-                       self.pain_finished = time + 0.5;
-                       setanim(self, self.anim_pain1, true, true, false);
+                       actor.pain_finished = time + 0.5;
+                       setanim(actor, actor.anim_pain1, true, true, false);
                        return true;
                }
-               METHOD(Wyvern, mr_death, bool(Wyvern thismon))
+               METHOD(Wyvern, mr_death, bool(Wyvern thismon, entity actor))
                {
-                       SELFPARAM();
-                       setanim(self, self.anim_die1, false, true, true);
-                       self.velocity_x = -200 + 400 * random();
-                       self.velocity_y = -200 + 400 * random();
-                       self.velocity_z = 100 + 100 * random();
+                       setanim(actor, actor.anim_die1, false, true, true);
+                       actor.velocity_x = -200 + 400 * random();
+                       actor.velocity_y = -200 + 400 * random();
+                       actor.velocity_z = 100 + 100 * random();
                        return true;
                }
                #endif
                #ifndef MENUQC
-               METHOD(Wyvern, mr_anim, bool(Wyvern thismon))
+               METHOD(Wyvern, mr_anim, bool(Wyvern thismon, entity actor))
                {
-                       SELFPARAM();
                        vector none = '0 0 0';
-                       self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
-                       self.anim_walk = animfixfps(self, '1 1 1', none);
-                       self.anim_idle = animfixfps(self, '0 1 1', none);
-                       self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
-                       self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '1 1 1', none);
-
+                       actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+                       actor.anim_walk = animfixfps(actor, '1 1 1', none);
+                       actor.anim_idle = animfixfps(actor, '0 1 1', none);
+                       actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+                       actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+                       actor.anim_run = animfixfps(actor, '1 1 1', none);
                        return true;
                }
                #endif
                #ifdef SVQC
                spawnfunc(item_cells);
-               METHOD(Wyvern, mr_setup, bool(Wyvern thismon))
+               METHOD(Wyvern, mr_setup, bool(Wyvern thismon, entity actor))
                {
-                       SELFPARAM();
-                       if(!self.health) self.health = (autocvar_g_monster_wyvern_health);
-                       if(!self.speed) { self.speed = (autocvar_g_monster_wyvern_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_wyvern_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
-                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
-
-                       self.monster_loot = spawnfunc_item_cells;
-                       self.monster_attackfunc = M_Wyvern_Attack;
+                       if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
+                       if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
+                       if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
+                       if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
+                       if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
+
+                       actor.monster_loot = spawnfunc_item_cells;
+                       actor.monster_attackfunc = M_Wyvern_Attack;
 
                        return true;
                }
index d63188b0fe9470c9391c91ef432348b8990bcedc..b522a9647e1f6ca6109b9f82731bb74ddae17301 100644 (file)
@@ -98,130 +98,125 @@ void M_Zombie_Attack_Leap_Touch()
        }
 }
 
-void M_Zombie_Defend_Block_End()
-{SELFPARAM();
-       if(self.health <= 0)
+void M_Zombie_Defend_Block_End(entity this)
+{
+       if(this.health <= 0)
                return;
 
-       setanim(self, self.anim_blockend, false, true, true);
-       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+       setanim(this, this.anim_blockend, false, true, true);
+       this.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-float M_Zombie_Defend_Block()
-{SELFPARAM();
-       self.armorvalue = 0.9;
-       self.state = MONSTER_ATTACK_MELEE; // freeze monster
-       self.attack_finished_single[0] = time + 2.1;
-       self.anim_finished = self.attack_finished_single[0];
-       setanim(self, self.anim_blockstart, false, true, true);
+bool M_Zombie_Defend_Block(entity this)
+{
+       this.armorvalue = 0.9;
+       this.state = MONSTER_ATTACK_MELEE; // freeze monster
+       this.attack_finished_single[0] = time + 2.1;
+       this.anim_finished = this.attack_finished_single[0];
+       setanim(this, this.anim_blockstart, false, true, true);
 
-       Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
+       Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
 
        return true;
 }
 
-float M_Zombie_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
+{
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
-                               return M_Zombie_Defend_Block();
+                       if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
+                               return M_Zombie_Defend_Block(actor);
 
-                       float rand = random();
+                       float anim_chance = random();
                        vector chosen_anim;
 
-                       if(rand < 0.33)
-                               chosen_anim = self.anim_melee1;
-                       else if(rand < 0.66)
-                               chosen_anim = self.anim_melee2;
+                       if(anim_chance < 0.33)
+                               chosen_anim = actor.anim_melee1;
+                       else if(anim_chance < 0.66)
+                               chosen_anim = actor.anim_melee2;
                        else
-                               chosen_anim = self.anim_melee3;
+                               chosen_anim = actor.anim_melee3;
 
-                       return Monster_Attack_Melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
+                       return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       makevectors(self.angles);
-                       return Monster_Attack_Leap(self.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
+                       makevectors(actor.angles);
+                       return Monster_Attack_Leap(actor, actor.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
                }
        }
 
        return false;
 }
 
-spawnfunc(monster_zombie) { Monster_Spawn(MON_ZOMBIE.monsterid); }
+spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
 #endif // SVQC
 
                #ifdef SVQC
-               METHOD(Zombie, mr_think, bool(Zombie thismon))
+               METHOD(Zombie, mr_think, bool(Zombie thismon, entity actor))
                {
-                       SELFPARAM();
-                       if(time >= self.spawn_time)
-                               self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
+                       if(time >= actor.spawn_time)
+                               actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
                        return true;
                }
-               METHOD(Zombie, mr_pain, bool(Zombie thismon))
+               METHOD(Zombie, mr_pain, bool(Zombie thismon, entity actor))
                {
-                       SELFPARAM();
-                       self.pain_finished = time + 0.34;
-                       setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
+                       actor.pain_finished = time + 0.34;
+                       setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
                        return true;
                }
-               METHOD(Zombie, mr_death, bool(Zombie thismon))
+               METHOD(Zombie, mr_death, bool(Zombie thismon, entity actor))
                {
-                       SELFPARAM();
-                       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+                       actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
 
-                       setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
+                       setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
                        return true;
                }
                #endif
                #ifndef MENUQC
-               METHOD(Zombie, mr_anim, bool(Zombie thismon))
+               METHOD(Zombie, mr_anim, bool(Zombie thismon, entity actor))
                {
-                       SELFPARAM();
                        vector none = '0 0 0';
-                       self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
-                       self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
-                       self.anim_spawn = animfixfps(self, '30 1 3', none);
-                       self.anim_walk = animfixfps(self, '27 1 1', none);
-                       self.anim_idle = animfixfps(self, '19 1 1', none);
-                       self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
-                       self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
-                       self.anim_melee1 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-                       self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-                       self.anim_melee3 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-                       self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '27 1 1', none);
-                       self.anim_blockstart = animfixfps(self, '8 1 1', none);
-                       self.anim_blockend = animfixfps(self, '7 1 1', none);
-
+                       actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+                       actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
+                       actor.anim_spawn = animfixfps(actor, '30 1 3', none);
+                       actor.anim_walk = animfixfps(actor, '27 1 1', none);
+                       actor.anim_idle = animfixfps(actor, '19 1 1', none);
+                       actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
+                       actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
+                       actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+                       actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+                       actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+                       actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+                       actor.anim_run = animfixfps(actor, '27 1 1', none);
+                       actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
+                       actor.anim_blockend = animfixfps(actor, '7 1 1', none);
                        return true;
                }
                #endif
                #ifdef SVQC
-               METHOD(Zombie, mr_setup, bool(Zombie thismon))
+               METHOD(Zombie, mr_setup, bool(Zombie thismon, entity actor))
                {
-                       if(!self.health) self.health = (autocvar_g_monster_zombie_health);
-                       if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
+                       if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
+                       if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
+                       if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
+                       if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
 
-                       if(self.spawnflags & MONSTERFLAG_NORESPAWN)
-                               self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+                       if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
+                               actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
 
-                       self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+                       actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
 
-                       self.monster_loot = spawnfunc_item_health_medium;
-                       self.monster_attackfunc = M_Zombie_Attack;
-                       self.spawnshieldtime = self.spawn_time;
-                       self.respawntime = 0.2;
-                       self.damageforcescale = 0.0001; // no push while spawning
+                       actor.monster_loot = spawnfunc_item_health_medium;
+                       actor.monster_attackfunc = M_Zombie_Attack;
+                       actor.spawnshieldtime = actor.spawn_time;
+                       actor.respawntime = 0.2;
+                       actor.damageforcescale = 0.0001; // no push while spawning
 
-                       setanim(self, self.anim_spawn, false, true, true);
-                       self.spawn_time = self.animstate_endtime;
+                       setanim(actor, actor.anim_spawn, false, true, true);
+                       actor.spawn_time = actor.animstate_endtime;
 
                        return true;
                }
index e2e573d654d901ca3b680f93395a1cf394e5e4a6..70459263f1087da264e10fe71d95b218bbf59279 100644 (file)
@@ -63,7 +63,7 @@ entity spawnmonster (string monster, float monster_id, entity spawnedby, entity
        }
 
        // Monster_Spawn checks if monster is valid
-       WITH(entity, self, e, Monster_Spawn(monster_id));
+       Monster_Spawn(e, monster_id);
 
        return e;
 }
index 967757efce66a86ba9fd4cf15167b7e141ebc8fb..e95e3d1dea3ed0fddda349db2c98dd692478eb78 100644 (file)
     #include <server/round_handler.qh>
 #endif
 
-void monsters_setstatus()
-{SELFPARAM();
-       self.stat_monsters_total = monsters_total;
-       self.stat_monsters_killed = monsters_killed;
+void monsters_setstatus(entity this)
+{
+       this.stat_monsters_total = monsters_total;
+       this.stat_monsters_killed = monsters_killed;
 }
 
-void monster_dropitem()
-{SELFPARAM();
-       if(!self.candrop || !self.monster_loot)
+void monster_dropitem(entity this)
+{
+       if(!this.candrop || !this.monster_loot)
                return;
 
-       vector org = self.origin + ((self.mins + self.maxs) * 0.5);
+       vector org = this.origin + ((this.mins + this.maxs) * 0.5);
        entity e = new(droppedweapon); // use weapon handling to remove it on touch
        e.spawnfunc_checked = true;
 
-       e.monster_loot = self.monster_loot;
+       e.monster_loot = this.monster_loot;
 
        MUTATOR_CALLHOOK(MonsterDropItem, e);
        e = other;
 
        if(e && e.monster_loot)
        {
-               setself(e);
                e.noalign = true;
-               e.monster_loot(e);
+               WITH(entity, self, e, e.monster_loot(e));
                e.gravity = 1;
                e.movetype = MOVETYPE_TOSS;
                e.reset = SUB_Remove;
@@ -57,65 +56,62 @@ void monster_dropitem()
                e.velocity = randomvec() * 175 + '0 0 325';
                e.item_spawnshieldtime = time + 0.7;
                SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
-               setself(this);
        }
 }
 
-void monster_makevectors(entity e)
-{SELFPARAM();
-       if(IS_MONSTER(self))
+void monster_makevectors(entity this, entity targ)
+{
+       if(IS_MONSTER(this))
        {
-               vector v;
-
-               v = e.origin + (e.mins + e.maxs) * 0.5;
-               self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
-               self.v_angle_x = -self.v_angle_x;
+               vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
+               this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
+               this.v_angle_x = -this.v_angle_x;
        }
 
-       makevectors(self.v_angle);
+       makevectors(this.v_angle);
 }
 
 // ===============
 // Target handling
 // ===============
 
-bool Monster_ValidTarget(entity mon, entity player)
-{SELFPARAM();
+bool Monster_ValidTarget(entity this, entity targ)
+{
        // ensure we're not checking nonexistent monster/target
-       if(!mon || !player) { return false; }
+       if(!this || !targ) { return false; }
 
-       if((player == mon)
-       || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
-       || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
+       if((targ == this)
+       || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
+       || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
        || (time < game_starttime) // monsters do nothing before match has started
-       || (player.takedamage == DAMAGE_NO)
-       || (player.items & IT_INVISIBILITY)
-       || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
-       || (!IS_VEHICLE(player) && (IS_DEAD(player) || IS_DEAD(mon) || player.health <= 0 || mon.health <= 0))
-       || (mon.monster_follow == player || player.monster_follow == mon)
-       || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
-       || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
-       || (SAME_TEAM(player, mon))
-       || (STAT(FROZEN, player))
-       || (player.alpha != 0 && player.alpha < 0.5)
+       || (targ.takedamage == DAMAGE_NO)
+       || (targ.items & IT_INVISIBILITY)
+       || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
+       || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
+       || (this.monster_follow == targ || targ.monster_follow == this)
+       || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
+       || (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT)
+       || (SAME_TEAM(targ, this))
+       || (STAT(FROZEN, targ))
+       || (targ.alpha != 0 && targ.alpha < 0.5)
        )
        {
                // if any of the above checks fail, target is not valid
                return false;
        }
 
-       traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
+       traceline(this.origin + this.view_ofs, targ.origin, 0, this);
 
-       if((trace_fraction < 1) && (trace_ent != player))
+       if((trace_fraction < 1) && (trace_ent != targ))
                return false;
 
-       if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
-       if(mon.enemy != player)
+       if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
+       if(this.enemy != targ)
        {
                float dot;
 
-               makevectors (mon.angles);
-               dot = normalize (player.origin - mon.origin) * v_forward;
+               makevectors (this.angles);
+               dot = normalize (targ.origin - this.origin) * v_forward;
 
                if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
        }
@@ -194,37 +190,41 @@ void monster_changeteam(entity ent, float newteam)
        }
 }
 
-void Monster_Delay_Action()
-{SELFPARAM();
-       entity oldself = self;
-       setself(self.owner);
-       if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
+.void(entity) monster_delayedfunc;
+void Monster_Delay_Action_self();
+void Monster_Delay_Action(entity this)
+{
+       if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
 
-       if(oldself.cnt > 0)
+       if(this.cnt > 1)
        {
-               oldself.cnt -= 1;
-               oldself.think = Monster_Delay_Action;
-               oldself.nextthink = time + oldself.respawn_time;
+               this.cnt -= 1;
+               this.think = Monster_Delay_Action_self;
+               this.nextthink = time + this.count;
        }
        else
        {
-               oldself.think = SUB_Remove_self;
-               oldself.nextthink = time;
+               this.think = SUB_Remove_self;
+               this.nextthink = time;
        }
 }
 
-void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
-{SELFPARAM();
+void Monster_Delay_Action_self()
+{
+       Monster_Delay_Action(self);
+}
+
+void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
+{
        // deferred attacking, checks if monster is still alive and target is still valid before attacking
        entity e = spawn();
 
-       e.think = Monster_Delay_Action;
+       e.think = Monster_Delay_Action_self;
        e.nextthink = time + defer_amnt;
        e.count = defer_amnt;
-       e.owner = self;
-       e.use = func;
+       e.owner = this;
+       e.monster_delayedfunc = func;
        e.cnt = repeat_count;
-       e.respawn_time = repeat_defer;
 }
 
 
@@ -264,9 +264,9 @@ void Monster_Sound_Precache(string f)
        fclose(fh);
 }
 
-void Monster_Sounds_Precache()
-{SELFPARAM();
-       string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
+void Monster_Sounds_Precache(entity this)
+{
+       string m = (Monsters_from(this.monsterid)).m_model.model_str();
        float globhandle, n, i;
        string f;
 
@@ -283,9 +283,9 @@ void Monster_Sounds_Precache()
        search_end(globhandle);
 }
 
-void Monster_Sounds_Clear()
-{SELFPARAM();
-#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
+void Monster_Sounds_Clear(entity this)
+{
+#define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
        ALLMONSTERSOUNDS
 #undef _MSOUND
 }
@@ -303,8 +303,8 @@ void Monster_Sounds_Clear()
        return string_null;
 }
 
-bool Monster_Sounds_Load(string f, int first)
-{SELFPARAM();
+bool Monster_Sounds_Load(entity this, string f, int first)
+{
        float fh;
        string s;
        var .string field;
@@ -321,35 +321,35 @@ bool Monster_Sounds_Load(string f, int first)
                field = Monster_Sound_SampleField(argv(0));
                if(GetMonsterSoundSampleField_notFound)
                        continue;
-               if (self.(field))
-                       strunzone(self.(field));
-               self.(field) = strzone(strcat(argv(1), " ", argv(2)));
+               if (this.(field))
+                       strunzone(this.(field));
+               this.(field) = strzone(strcat(argv(1), " ", argv(2)));
        }
        fclose(fh);
        return true;
 }
 
 .int skin_for_monstersound;
-void Monster_Sounds_Update()
-{SELFPARAM();
-       if(self.skin == self.skin_for_monstersound) { return; }
+void Monster_Sounds_Update(entity this)
+{
+       if(this.skin == this.skin_for_monstersound) { return; }
 
-       self.skin_for_monstersound = self.skin;
-       Monster_Sounds_Clear();
-       if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
-               Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
+       this.skin_for_monstersound = this.skin;
+       Monster_Sounds_Clear(this);
+       if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
+               Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
 }
 
-void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
-{SELFPARAM();
+void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
+{
        if(!autocvar_g_monsters_sounds) { return; }
 
        if(delaytoo)
-       if(time < self.msound_delay)
+       if(time < this.msound_delay)
                return; // too early
-       GlobalSound_string(self, self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
+       GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND);
 
-       self.msound_delay = time + sound_delay;
+       this.msound_delay = time + sound_delay;
 }
 
 
@@ -357,94 +357,94 @@ void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float
 // Monster attack handlers
 // =======================
 
-float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
-{SELFPARAM();
-       if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
+bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
+{
+       if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
 
-       setanim(self, anim, false, true, false);
+       setanim(this, anim, false, true, false);
 
-       if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
-               self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
+       if(this.animstate_endtime > time && IS_MONSTER(this))
+               this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
        else
-               self.attack_finished_single[0] = self.anim_finished = time + animtime;
+               this.attack_finished_single[0] = this.anim_finished = time + animtime;
 
-       monster_makevectors(targ);
+       monster_makevectors(this, targ);
 
-       traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
+       traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
 
        if(trace_ent.takedamage)
-               Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+               Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
 
        return true;
 }
 
-float Monster_Attack_Leap_Check(vector vel)
-{SELFPARAM();
-       if(self.state && (self.flags & FL_MONSTER))
+bool Monster_Attack_Leap_Check(entity this, vector vel)
+{
+       if(this.state && IS_MONSTER(this))
                return false; // already attacking
-       if(!(IS_ONGROUND(self)))
+       if(!IS_ONGROUND(this))
                return false; // not on the ground
-       if(self.health <= 0)
+       if(this.health <= 0 || IS_DEAD(this))
                return false; // called when dead?
-       if(time < self.attack_finished_single[0])
+       if(time < this.attack_finished_single[0])
                return false; // still attacking
 
-       vector old = self.velocity;
+       vector old = this.velocity;
 
-       self.velocity = vel;
-       tracetoss(self, self);
-       self.velocity = old;
-       if (trace_ent != self.enemy)
+       this.velocity = vel;
+       tracetoss(this, this);
+       this.velocity = old;
+       if (trace_ent != this.enemy)
                return false;
 
        return true;
 }
 
-bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
-{SELFPARAM();
-       if(!Monster_Attack_Leap_Check(vel))
+bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime)
+{
+       if(!Monster_Attack_Leap_Check(this, vel))
                return false;
 
-       setanim(self, anm, false, true, false);
+       setanim(this, anm, false, true, false);
 
-       if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
-               self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
+       if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
+               this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
        else
-               self.attack_finished_single[0] = self.anim_finished = time + animtime;
+               this.attack_finished_single[0] = this.anim_finished = time + animtime;
 
-       if(self.flags & FL_MONSTER)
-               self.state = MONSTER_ATTACK_RANGED;
-       self.touch = touchfunc;
-       self.origin_z += 1;
-       self.velocity = vel;
-       UNSET_ONGROUND(self);
+       if(this.flags & FL_MONSTER)
+               this.state = MONSTER_ATTACK_RANGED;
+       this.touch = touchfunc;
+       this.origin_z += 1;
+       this.velocity = vel;
+       UNSET_ONGROUND(this);
 
        return true;
 }
 
-void Monster_Attack_Check(entity e, entity targ)
+void Monster_Attack_Check(entity this, entity targ)
 {
-       if((e == world || targ == world)
-       || (!e.monster_attackfunc)
-       || (time < e.attack_finished_single[0])
+       if((this == world || targ == world)
+       || (!this.monster_attackfunc)
+       || (time < this.attack_finished_single[0])
        ) { return; }
 
-       float targ_vlen = vlen(targ.origin - e.origin);
+       float targ_vlen = vlen(targ.origin - this.origin);
 
-       if(targ_vlen <= e.attack_range)
+       if(targ_vlen <= this.attack_range)
        {
-               float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
+               bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
                if(attack_success == 1)
-                       Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+                       Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
                else if(attack_success > 0)
                        return;
        }
 
-       if(targ_vlen > e.attack_range)
+       if(targ_vlen > this.attack_range)
        {
-               float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
+               float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
                if(attack_success == 1)
-                       Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+                       Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
                else if(attack_success > 0)
                        return;
        }
@@ -455,23 +455,23 @@ void Monster_Attack_Check(entity e, entity targ)
 // Main monster functions
 // ======================
 
-void Monster_UpdateModel()
-{SELFPARAM();
+void Monster_UpdateModel(entity this)
+{
        // assume some defaults
-       /*self.anim_idle   = animfixfps(self, '0 1 0.01', '0 0 0');
-       self.anim_walk   = animfixfps(self, '1 1 0.01', '0 0 0');
-       self.anim_run    = animfixfps(self, '2 1 0.01', '0 0 0');
-       self.anim_fire1  = animfixfps(self, '3 1 0.01', '0 0 0');
-       self.anim_fire2  = animfixfps(self, '4 1 0.01', '0 0 0');
-       self.anim_melee  = animfixfps(self, '5 1 0.01', '0 0 0');
-       self.anim_pain1  = animfixfps(self, '6 1 0.01', '0 0 0');
-       self.anim_pain2  = animfixfps(self, '7 1 0.01', '0 0 0');
-       self.anim_die1   = animfixfps(self, '8 1 0.01', '0 0 0');
-       self.anim_die2   = animfixfps(self, '9 1 0.01', '0 0 0');*/
+       /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
+       this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
+       this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
+       this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
+       this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
+       this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
+       this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
+       this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
+       this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
+       this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
 
        // then get the real values
-       Monster mon = get_monsterinfo(self.monsterid);
-       mon.mr_anim(mon);
+       Monster mon = get_monsterinfo(this.monsterid);
+       mon.mr_anim(mon, this);
 }
 
 void Monster_Touch()
@@ -485,30 +485,30 @@ void Monster_Touch()
                self.enemy = other;
 }
 
-void Monster_Miniboss_Check()
-{SELFPARAM();
-       if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
+void Monster_Miniboss_Check(entity this)
+{
+       if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
                return;
 
        float chance = random() * 100;
 
        // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
-       if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
+       if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
        {
-               self.health += autocvar_g_monsters_miniboss_healthboost;
-               self.effects |= EF_RED;
-               if(!self.weapon)
-                       self.weapon = WEP_VORTEX.m_id;
+               this.health += autocvar_g_monsters_miniboss_healthboost;
+               this.effects |= EF_RED;
+               if(!this.weapon)
+                       this.weapon = WEP_VORTEX.m_id;
        }
 }
 
-bool Monster_Respawn_Check()
-{SELFPARAM();
-       if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
-       if(MUTATOR_CALLHOOK(MonsterRespawn, self))
+bool Monster_Respawn_Check(entity this)
+{
+       if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
+       if(MUTATOR_CALLHOOK(MonsterRespawn, this))
                return true; // enabled by a mutator
 
-       if(self.spawnflags & MONSTERFLAG_NORESPAWN)
+       if(this.spawnflags & MONSTERFLAG_NORESPAWN)
                return false;
 
        if(!autocvar_g_monsters_respawn)
@@ -517,35 +517,35 @@ bool Monster_Respawn_Check()
        return true;
 }
 
-void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
+void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self, self.monsterid); }
 
-void Monster_Dead_Fade()
-{SELFPARAM();
-       if(Monster_Respawn_Check())
+void Monster_Dead_Fade(entity this)
+{
+       if(Monster_Respawn_Check(this))
        {
-               self.spawnflags |= MONSTERFLAG_RESPAWNED;
-               self.think = Monster_Respawn;
-               self.nextthink = time + self.respawntime;
-               self.monster_lifetime = 0;
-               self.deadflag = DEAD_RESPAWNING;
-               if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
+               this.spawnflags |= MONSTERFLAG_RESPAWNED;
+               this.think = Monster_Respawn;
+               this.nextthink = time + this.respawntime;
+               this.monster_lifetime = 0;
+               this.deadflag = DEAD_RESPAWNING;
+               if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
                {
-                       self.pos1 = self.origin;
-                       self.pos2 = self.angles;
+                       this.pos1 = this.origin;
+                       this.pos2 = this.angles;
                }
-               self.event_damage = func_null;
-               self.takedamage = DAMAGE_NO;
-               setorigin(self, self.pos1);
-               self.angles = self.pos2;
-               self.health = self.max_health;
-               setmodel(self, MDL_Null);
+               this.event_damage = func_null;
+               this.takedamage = DAMAGE_NO;
+               setorigin(this, this.pos1);
+               this.angles = this.pos2;
+               this.health = this.max_health;
+               setmodel(this, MDL_Null);
        }
        else
        {
                // number of monsters spawned with mobspawn command
                totalspawned -= 1;
 
-               SUB_SetFade(self, time + 3, 1);
+               SUB_SetFade(this, time + 3, 1);
        }
 }
 
@@ -554,102 +554,102 @@ void Monster_Use()
        if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
 }
 
-vector Monster_Move_Target(entity targ)
-{SELFPARAM();
+vector Monster_Move_Target(entity this, entity targ)
+{
        // enemy is always preferred target
-       if(self.enemy)
+       if(this.enemy)
        {
-               vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
-               targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
-               WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
-
-               if((self.enemy == world)
-                       || (IS_DEAD(self.enemy) || self.enemy.health < 1)
-                       || (STAT(FROZEN, self.enemy))
-                       || (self.enemy.flags & FL_NOTARGET)
-                       || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
-                       || (self.enemy.takedamage == DAMAGE_NO)
-                       || (vlen(self.origin - targ_origin) > self.target_range)
-                       || ((trace_fraction < 1) && (trace_ent != self.enemy)))
+               vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
+               targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
+               WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
+
+               if((this.enemy == world)
+                       || (IS_DEAD(this.enemy) || this.enemy.health < 1)
+                       || (STAT(FROZEN, this.enemy))
+                       || (this.enemy.flags & FL_NOTARGET)
+                       || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
+                       || (this.enemy.takedamage == DAMAGE_NO)
+                       || (vlen(this.origin - targ_origin) > this.target_range)
+                       || ((trace_fraction < 1) && (trace_ent != this.enemy)))
                {
-                       self.enemy = world;
-                       self.pass_distance = 0;
+                       this.enemy = world;
+                       this.pass_distance = 0;
                }
 
-               if(self.enemy)
+               if(this.enemy)
                {
-                       /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
+                       /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
                        print("Trace origin: ", vtos(targ_origin), "\n");
-                       print("Target origin: ", vtos(self.enemy.origin), "\n");
-                       print("My origin: ", vtos(self.origin), "\n"); */
+                       print("Target origin: ", vtos(this.enemy.origin), "\n");
+                       print("My origin: ", vtos(this.origin), "\n"); */
 
-                       self.monster_movestate = MONSTER_MOVE_ENEMY;
-                       self.last_trace = time + 1.2;
-                       if(self.monster_moveto)
-                               return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
+                       this.monster_movestate = MONSTER_MOVE_ENEMY;
+                       this.last_trace = time + 1.2;
+                       if(this.monster_moveto)
+                               return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
                        else
                                return targ_origin;
                }
 
-               /*makevectors(self.angles);
-               self.monster_movestate = MONSTER_MOVE_ENEMY;
-               self.last_trace = time + 1.2;
-               return self.enemy.origin; */
+               /*makevectors(this.angles);
+               this.monster_movestate = MONSTER_MOVE_ENEMY;
+               this.last_trace = time + 1.2;
+               return this.enemy.origin; */
        }
 
-       switch(self.monster_moveflags)
+       switch(this.monster_moveflags)
        {
                case MONSTER_MOVE_FOLLOW:
                {
-                       self.monster_movestate = MONSTER_MOVE_FOLLOW;
-                       self.last_trace = time + 0.3;
-                       return (self.monster_follow) ? self.monster_follow.origin : self.origin;
+                       this.monster_movestate = MONSTER_MOVE_FOLLOW;
+                       this.last_trace = time + 0.3;
+                       return (this.monster_follow) ? this.monster_follow.origin : this.origin;
                }
                case MONSTER_MOVE_SPAWNLOC:
                {
-                       self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
-                       self.last_trace = time + 2;
-                       return self.pos1;
+                       this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
+                       this.last_trace = time + 2;
+                       return this.pos1;
                }
                case MONSTER_MOVE_NOMOVE:
                {
-                       if(self.monster_moveto)
+                       if(this.monster_moveto)
                        {
-                               self.last_trace = time + 0.5;
-                               return self.monster_moveto;
+                               this.last_trace = time + 0.5;
+                               return this.monster_moveto;
                        }
                        else
                        {
-                               self.monster_movestate = MONSTER_MOVE_NOMOVE;
-                               self.last_trace = time + 2;
+                               this.monster_movestate = MONSTER_MOVE_NOMOVE;
+                               this.last_trace = time + 2;
                        }
-                       return self.origin;
+                       return this.origin;
                }
                default:
                case MONSTER_MOVE_WANDER:
                {
                        vector pos;
-                       self.monster_movestate = MONSTER_MOVE_WANDER;
+                       this.monster_movestate = MONSTER_MOVE_WANDER;
 
-                       if(self.monster_moveto)
+                       if(this.monster_moveto)
                        {
-                               self.last_trace = time + 0.5;
-                               pos = self.monster_moveto;
+                               this.last_trace = time + 0.5;
+                               pos = this.monster_moveto;
                        }
                        else if(targ)
                        {
-                               self.last_trace = time + 0.5;
+                               this.last_trace = time + 0.5;
                                pos = targ.origin;
                        }
                        else
                        {
-                               self.last_trace = time + self.wander_delay;
+                               this.last_trace = time + this.wander_delay;
 
-                               self.angles_y = rint(random() * 500);
-                               makevectors(self.angles);
-                               pos = self.origin + v_forward * self.wander_distance;
+                               this.angles_y = rint(random() * 500);
+                               makevectors(this.angles);
+                               pos = this.origin + v_forward * this.wander_distance;
 
-                               if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
+                               if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
                                {
                                        pos.z = random() * 200;
                                        if(random() >= 0.5)
@@ -662,259 +662,259 @@ vector Monster_Move_Target(entity targ)
        }
 }
 
-void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
-{SELFPARAM();
+void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
+{
        float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
        float initial_height = 0; //min(50, (targ_distance * tanh(20)));
-       float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
+       float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
        //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
 
        vector targpos;
        if(current_height) // make sure we can actually do this arcing path
        {
                targpos = (to + ('0 0 1' * current_height));
-               WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+               WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
                if(trace_fraction < 1)
                {
                        //print("normal arc line failed, trying to find new pos...");
-                       WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
+                       WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
                        targpos = (trace_endpos + '0 0 -10');
-                       WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
+                       WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
                        if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
                        /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
                }
        }
        else { targpos = to; }
 
-       //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
+       //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
 
        vector desired_direction = normalize(targpos - from);
-       if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
-       else { mon.velocity = (desired_direction * movespeed); }
+       if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
+       else { this.velocity = (desired_direction * movespeed); }
 
-       //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
-       //mon.angles = vectoangles(mon.velocity);
+       //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
+       //this.angles = vectoangles(this.velocity);
 }
 
-void Monster_Move(float runspeed, float walkspeed, float stpspeed)
-{SELFPARAM();
-       if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
+void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
+{
+       if(this.target2) { this.goalentity = find(world, targetname, this.target2); }
 
        entity targ;
 
-       if(STAT(FROZEN, self) == 2)
+       if(STAT(FROZEN, this) == 2)
        {
-               self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
-               self.health = max(1, self.revive_progress * self.max_health);
-               self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
+               this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
+               this.health = max(1, this.revive_progress * this.max_health);
+               this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
 
-               if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
-                       WaypointSprite_UpdateHealth(self.sprite, self.health);
+               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
+                       WaypointSprite_UpdateHealth(this.sprite, this.health);
 
-               movelib_brake_simple(stpspeed);
-               setanim(self, self.anim_idle, true, false, false);
+               movelib_brake_simple(this, stpspeed);
+               setanim(this, this.anim_idle, true, false, false);
 
-               self.enemy = world;
-               self.nextthink = time + self.ticrate;
+               this.enemy = world;
+               this.nextthink = time + this.ticrate;
 
-               if(self.revive_progress >= 1)
-                       Unfreeze(self);
+               if(this.revive_progress >= 1)
+                       Unfreeze(this);
 
                return;
        }
-       else if(STAT(FROZEN, self) == 3)
+       else if(STAT(FROZEN, this) == 3)
        {
-               self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
-               self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
+               this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
+               this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
 
-               if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
-                       WaypointSprite_UpdateHealth(self.sprite, self.health);
+               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
+                       WaypointSprite_UpdateHealth(this.sprite, this.health);
 
-               movelib_brake_simple(stpspeed);
-               setanim(self, self.anim_idle, true, false, false);
+               movelib_brake_simple(this, stpspeed);
+               setanim(this, this.anim_idle, true, false, false);
 
-               self.enemy = world;
-               self.nextthink = time + self.ticrate;
+               this.enemy = world;
+               this.nextthink = time + this.ticrate;
 
-               if(self.health < 1)
+               if(this.health < 1)
                {
-                       Unfreeze(self);
-                       self.health = 0;
-                       if(self.event_damage)
-                               self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
+                       Unfreeze(this);
+                       this.health = 0;
+                       if(this.event_damage)
+                               this.event_damage(this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
                }
 
-               else if ( self.revive_progress <= 0 )
-                       Unfreeze(self);
+               else if ( this.revive_progress <= 0 )
+                       Unfreeze(this);
 
                return;
        }
 
-       if(self.flags & FL_SWIM)
+       if(this.flags & FL_SWIM)
        {
-               if(self.waterlevel < WATERLEVEL_WETFEET)
+               if(this.waterlevel < WATERLEVEL_WETFEET)
                {
-                       if(time >= self.last_trace)
+                       if(time >= this.last_trace)
                        {
-                               self.last_trace = time + 0.4;
+                               this.last_trace = time + 0.4;
 
-                               Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
-                               self.angles = '90 90 0';
+                               Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
+                               this.angles = '90 90 0';
                                if(random() < 0.5)
                                {
-                                       self.velocity_y += random() * 50;
-                                       self.velocity_x -= random() * 50;
+                                       this.velocity_y += random() * 50;
+                                       this.velocity_x -= random() * 50;
                                }
                                else
                                {
-                                       self.velocity_y -= random() * 50;
-                                       self.velocity_x += random() * 50;
+                                       this.velocity_y -= random() * 50;
+                                       this.velocity_x += random() * 50;
                                }
-                               self.velocity_z += random() * 150;
+                               this.velocity_z += random() * 150;
                        }
 
 
-                       self.movetype = MOVETYPE_BOUNCE;
-                       //self.velocity_z = -200;
+                       this.movetype = MOVETYPE_BOUNCE;
+                       //this.velocity_z = -200;
 
                        return;
                }
-               else if(self.movetype == MOVETYPE_BOUNCE)
+               else if(this.movetype == MOVETYPE_BOUNCE)
                {
-                       self.angles_x = 0;
-                       self.movetype = MOVETYPE_WALK;
+                       this.angles_x = 0;
+                       this.movetype = MOVETYPE_WALK;
                }
        }
 
-       targ = self.goalentity;
+       targ = this.goalentity;
 
-       if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
+       if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
                || gameover
-               || self.draggedby != world
+               || this.draggedby != world
                || (round_handler_IsActive() && !round_handler_IsRoundStarted())
                || time < game_starttime
                || (autocvar_g_campaign && !campaign_bots_may_start)
-               || time < self.spawn_time)
+               || time < this.spawn_time)
        {
                runspeed = walkspeed = 0;
-               if(time >= self.spawn_time)
-                       setanim(self, self.anim_idle, true, false, false);
-               movelib_brake_simple(stpspeed);
+               if(time >= this.spawn_time)
+                       setanim(this, this.anim_idle, true, false, false);
+               movelib_brake_simple(this, stpspeed);
                return;
        }
 
        targ = monster_target;
-       runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
-       walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
+       runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
+       walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
 
        if(teamplay)
        if(autocvar_g_monsters_teams)
-       if(DIFF_TEAM(self.monster_follow, self))
-               self.monster_follow = world;
+       if(DIFF_TEAM(this.monster_follow, this))
+               this.monster_follow = world;
 
-       if(time >= self.last_enemycheck)
+       if(time >= this.last_enemycheck)
        {
-               if(!self.enemy)
+               if(!this.enemy)
                {
-                       self.enemy = Monster_FindTarget(self);
-                       if(self.enemy)
+                       this.enemy = Monster_FindTarget(this);
+                       if(this.enemy)
                        {
-                               WarpZone_RefSys_Copy(self.enemy, self);
-                               WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
-                               self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
-                               self.monster_moveto = '0 0 0';
-                               self.monster_face = '0 0 0';
-
-                               self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
-                               Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
+                               WarpZone_RefSys_Copy(this.enemy, this);
+                               WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
+                               this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
+                               this.monster_moveto = '0 0 0';
+                               this.monster_face = '0 0 0';
+
+                               this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
+                               Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
                        }
                }
 
-               self.last_enemycheck = time + 1; // check for enemies every second
+               this.last_enemycheck = time + 1; // check for enemies every second
        }
 
-       if(self.state == MONSTER_ATTACK_RANGED && (IS_ONGROUND(self)))
+       if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
        {
-               self.state = 0;
-               self.touch = Monster_Touch;
+               this.state = 0;
+               this.touch = Monster_Touch;
        }
 
-       if(self.state && time >= self.attack_finished_single[0])
-               self.state = 0; // attack is over
+       if(this.state && time >= this.attack_finished_single[0])
+               this.state = 0; // attack is over
 
-       if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
-       if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
-               self.moveto = Monster_Move_Target(targ);
+       if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
+       if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
+               this.moveto = Monster_Move_Target(this, targ);
 
-       if(!self.enemy)
-               Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
+       if(!this.enemy)
+               Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
 
-       if(self.state == MONSTER_ATTACK_MELEE)
-               self.moveto = self.origin;
+       if(this.state == MONSTER_ATTACK_MELEE)
+               this.moveto = this.origin;
 
-       if(self.enemy && self.enemy.vehicle)
+       if(this.enemy && this.enemy.vehicle)
                runspeed = 0;
 
-       if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
-               self.moveto_z = self.origin_z;
+       if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
+               this.moveto_z = this.origin_z;
 
-       if(vlen(self.origin - self.moveto) > 100)
+       if(vlen(this.origin - this.moveto) > 100)
        {
-               float do_run = (self.enemy || self.monster_moveto);
-               if((IS_ONGROUND(self)) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
-                       Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
-
-               if(time > self.pain_finished) // TODO: use anim_finished instead!
-               if(!self.state)
-               if(time > self.anim_finished)
-               if(vlen(self.velocity) > 10)
-                       setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
+               float do_run = (this.enemy || this.monster_moveto);
+               if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+                       Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
+
+               if(time > this.pain_finished) // TODO: use anim_finished instead!
+               if(!this.state)
+               if(time > this.anim_finished)
+               if(vlen(this.velocity) > 10)
+                       setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
                else
-                       setanim(self, self.anim_idle, true, false, false);
+                       setanim(this, this.anim_idle, true, false, false);
        }
        else
        {
-               entity e = find(world, targetname, self.target2);
+               entity e = find(world, targetname, this.target2);
                if(e.target2)
-                       self.target2 = e.target2;
+                       this.target2 = e.target2;
                else if(e.target)
-                       self.target2 = e.target;
-
-               movelib_brake_simple(stpspeed);
-               if(time > self.anim_finished)
-               if(time > self.pain_finished)
-               if(!self.state)
-               if(vlen(self.velocity) <= 30)
-                       setanim(self, self.anim_idle, true, false, false);
+                       this.target2 = e.target;
+
+               movelib_brake_simple(this, stpspeed);
+               if(time > this.anim_finished)
+               if(time > this.pain_finished)
+               if(!this.state)
+               if(vlen(this.velocity) <= 30)
+                       setanim(this, this.anim_idle, true, false, false);
        }
 
-       self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
+       this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
 
-       vector real_angle = vectoangles(self.steerto) - self.angles;
+       vector real_angle = vectoangles(this.steerto) - this.angles;
        float turny = 25;
-       if(self.state == MONSTER_ATTACK_MELEE)
+       if(this.state == MONSTER_ATTACK_MELEE)
                turny = 0;
        if(turny)
        {
-               turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
-               self.angles_y += turny;
+               turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
+               this.angles_y += turny;
        }
 
-       Monster_Attack_Check(self, self.enemy);
+       Monster_Attack_Check(this, this.enemy);
 }
 
-void Monster_Remove(entity mon)
+void Monster_Remove(entity this)
 {
        .entity weaponentity = weaponentities[0];
-       if(!mon) { return; }
+       if(!this) { return; }
 
-       if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
-               Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
+       if(!MUTATOR_CALLHOOK(MonsterRemove, this))
+               Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
 
-       if(mon.(weaponentity)) { remove(mon.(weaponentity)); }
-       if(mon.iceblock) { remove(mon.iceblock); }
-       WaypointSprite_Kill(mon.sprite);
-       remove(mon);
+       if(this.(weaponentity)) { remove(this.(weaponentity)); }
+       if(this.iceblock) { remove(this.iceblock); }
+       WaypointSprite_Kill(this.sprite);
+       remove(this);
 }
 
 void Monster_Dead_Think()
@@ -924,7 +924,7 @@ void Monster_Dead_Think()
        if(self.monster_lifetime != 0)
        if(time >= self.monster_lifetime)
        {
-               Monster_Dead_Fade();
+               Monster_Dead_Fade(self);
                return;
        }
 }
@@ -933,19 +933,19 @@ void Monster_Appear()
 {SELFPARAM();
        self.enemy = activator;
        self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
-       Monster_Spawn(self.monsterid);
+       Monster_Spawn(self, self.monsterid);
 }
 
-float Monster_Appear_Check(entity ent, float monster_id)
+bool Monster_Appear_Check(entity this, int monster_id)
 {
-       if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
+       if(!(this.spawnflags & MONSTERFLAG_APPEAR))
                return false;
 
-       ent.think = func_null;
-       ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
-       ent.nextthink = 0;
-       ent.use = Monster_Appear;
-       ent.flags = FL_MONSTER; // set so this monster can get butchered
+       this.think = func_null;
+       this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
+       this.nextthink = 0;
+       this.use = Monster_Appear;
+       this.flags = FL_MONSTER; // set so this monster can get butchered
 
        return true;
 }
@@ -984,27 +984,27 @@ void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int de
        }
 }
 
-void Monster_Dead(entity attacker, float gibbed)
-{SELFPARAM();
-       self.think = Monster_Dead_Think;
-       self.nextthink = time;
-       self.monster_lifetime = time + 5;
+void Monster_Dead(entity this, entity attacker, float gibbed)
+{
+       this.think = Monster_Dead_Think;
+       this.nextthink = time;
+       this.monster_lifetime = time + 5;
 
-       if(STAT(FROZEN, self))
+       if(STAT(FROZEN, this))
        {
-               Unfreeze(self); // remove any icy remains
-               self.health = 0; // reset by Unfreeze
+               Unfreeze(this); // remove any icy remains
+               this.health = 0; // reset by Unfreeze
        }
 
-       monster_dropitem();
+       monster_dropitem(this);
 
-       Monster_Sound(monstersound_death, 0, false, CH_VOICE);
+       Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
 
-       if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
+       if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
                monsters_killed += 1;
 
        if(IS_PLAYER(attacker))
-       if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
+       if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
                PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
 
        if(gibbed)
@@ -1013,29 +1013,29 @@ void Monster_Dead(entity attacker, float gibbed)
                totalspawned -= 1;
        }
 
-       self.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
-       self.solid                      = SOLID_CORPSE;
-       self.takedamage         = DAMAGE_AIM;
-       self.deadflag           = DEAD_DEAD;
-       self.enemy                      = world;
-       self.movetype           = MOVETYPE_TOSS;
-       self.moveto                     = self.origin;
-       self.touch                      = Monster_Touch; // reset incase monster was pouncing
-       self.reset                      = func_null;
-       self.state                      = 0;
-       self.attack_finished_single[0] = 0;
-       self.effects = 0;
+       this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
+       this.solid                      = SOLID_CORPSE;
+       this.takedamage         = DAMAGE_AIM;
+       this.deadflag           = DEAD_DEAD;
+       this.enemy                      = world;
+       this.movetype           = MOVETYPE_TOSS;
+       this.moveto                     = this.origin;
+       this.touch                      = Monster_Touch; // reset incase monster was pouncing
+       this.reset                      = func_null;
+       this.state                      = 0;
+       this.attack_finished_single[0] = 0;
+       this.effects = 0;
 
-       if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
-               self.velocity = '0 0 0';
+       if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+               this.velocity = '0 0 0';
 
-       CSQCModel_UnlinkEntity(self);
+       CSQCModel_UnlinkEntity(this);
 
-       Monster mon = get_monsterinfo(self.monsterid);
-       mon.mr_death(mon);
+       Monster mon = get_monsterinfo(this.monsterid);
+       mon.mr_death(mon, this);
 
-       if(self.candrop && self.weapon)
-               W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
+       if(this.candrop && this.weapon)
+               W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
 }
 
 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -1066,13 +1066,13 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty
        frag_attacker = attacker;
        frag_deathtype = deathtype;
        Monster mon = get_monsterinfo(self.monsterid);
-       mon.mr_pain(mon);
+       mon.mr_pain(mon, self);
        take = damage_take;
 
        if(take)
        {
                self.health -= take;
-               Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
+               Monster_Sound(self, monstersound_pain, 1.2, true, CH_PAIN);
        }
 
        if(self.sprite)
@@ -1105,7 +1105,7 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty
                SUB_UseTargets();
                self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
 
-               Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
+               Monster_Dead(self, attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
 
                WaypointSprite_Kill(self.sprite);
 
@@ -1123,25 +1123,25 @@ void Monster_Damage(entity inflictor, entity attacker, float damage, int deathty
 }
 
 // don't check for enemies, just keep walking in a straight line
-void Monster_Move_2D(float mspeed, float allow_jumpoff)
-{SELFPARAM();
-       if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
+void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
+{
+       if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
        {
                mspeed = 0;
-               if(time >= self.spawn_time)
-                       setanim(self, self.anim_idle, true, false, false);
-               movelib_brake_simple(0.6);
+               if(time >= this.spawn_time)
+                       setanim(this, this.anim_idle, true, false, false);
+               movelib_brake_simple(this, 0.6);
                return;
        }
 
        float reverse = false;
        vector a, b;
 
-       makevectors(self.angles);
-       a = self.origin + '0 0 16';
-       b = self.origin + '0 0 16' + v_forward * 32;
+       makevectors(this.angles);
+       a = this.origin + '0 0 16';
+       b = this.origin + '0 0 16' + v_forward * 32;
 
-       traceline(a, b, MOVE_NORMAL, self);
+       traceline(a, b, MOVE_NORMAL, this);
 
        if(trace_fraction != 1.0)
        {
@@ -1157,31 +1157,31 @@ void Monster_Move_2D(float mspeed, float allow_jumpoff)
        if(!allow_jumpoff)
        {
                a = b - '0 0 32';
-               traceline(b, a, MOVE_WORLDONLY, self);
+               traceline(b, a, MOVE_WORLDONLY, this);
                if(trace_fraction == 1.0)
                        reverse = true;
        } */
 
        if(reverse)
        {
-               self.angles_y = anglemods(self.angles_y - 180);
-               makevectors(self.angles);
+               this.angles_y = anglemods(this.angles_y - 180);
+               makevectors(this.angles);
        }
 
-       movelib_move_simple_gravity(v_forward, mspeed, 1);
+       movelib_move_simple_gravity(this, v_forward, mspeed, 1);
 
-       if(time > self.pain_finished)
-       if(time > self.attack_finished_single[0])
-       if(vlen(self.velocity) > 10)
-               setanim(self, self.anim_walk, true, false, false);
+       if(time > this.pain_finished)
+       if(time > this.attack_finished_single[0])
+       if(vlen(this.velocity) > 10)
+               setanim(this, this.anim_walk, true, false, false);
        else
-               setanim(self, self.anim_idle, true, false, false);
+               setanim(this, this.anim_idle, true, false, false);
 }
 
-void Monster_Anim()
-{SELFPARAM();
-       int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(IS_DEAD(self))
+void Monster_Anim(entity this)
+{
+       int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+       if(IS_DEAD(this))
        {
                if (!deadbits)
                {
@@ -1198,19 +1198,19 @@ void Monster_Anim()
                deadbits = 0;
        }
        int animbits = deadbits;
-       if(STAT(FROZEN, self))
+       if(STAT(FROZEN, this))
                animbits |= ANIMSTATE_FROZEN;
-       if(self.crouch)
+       if(this.crouch)
                animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
-       animdecide_setstate(self, animbits, false);
-       animdecide_setimplicitstate(self, (IS_ONGROUND(self)));
+       animdecide_setstate(this, animbits, false);
+       animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
 
        /* // weapon entities for monsters?
-       if (self.weaponentity)
+       if (this.weaponentity)
        {
-               updateanim(self.weaponentity);
-               if (!self.weaponentity.animstate_override)
-                       setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
+               updateanim(this.weaponentity);
+               if (!this.weaponentity.animstate_override)
+                       setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
        }
        */
 }
@@ -1228,181 +1228,181 @@ void Monster_Think()
        }
 
        Monster mon = get_monsterinfo(self.monsterid);
-       if(mon.mr_think(mon))
-               Monster_Move(self.speed2, self.speed, self.stopspeed);
+       if(mon.mr_think(mon, self))
+               Monster_Move(self, self.speed2, self.speed, self.stopspeed);
 
-       Monster_Anim();
+       Monster_Anim(self);
 
        CSQCMODEL_AUTOUPDATE(self);
 }
 
-float Monster_Spawn_Setup()
-{SELFPARAM();
-       Monster mon = get_monsterinfo(self.monsterid);
-       mon.mr_setup(mon);
+bool Monster_Spawn_Setup(entity this)
+{
+       Monster mon = Monsters_from(this.monsterid);
+       mon.mr_setup(mon, this);
 
        // ensure some basic needs are met
-       if(!self.health) { self.health = 100; }
-       if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
-       if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
-       if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
-       if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
-       if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
-       if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
-
-       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+       if(!this.health) { this.health = 100; }
+       if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
+       if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
+       if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
+       if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
+       if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
+       if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
+
+       if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
        {
-               Monster_Miniboss_Check();
-               self.health *= MONSTER_SKILLMOD(self);
+               Monster_Miniboss_Check(this);
+               this.health *= MONSTER_SKILLMOD(this);
 
-               if(!self.skin)
-                       self.skin = rint(random() * 4);
+               if(!this.skin)
+                       this.skin = rint(random() * 4);
        }
 
-       self.max_health = self.health;
-       self.pain_finished = self.nextthink;
+       this.max_health = this.health;
+       this.pain_finished = this.nextthink;
 
-       if(IS_PLAYER(self.monster_follow))
-               self.effects |= EF_DIMLIGHT;
+       if(IS_PLAYER(this.monster_follow))
+               this.effects |= EF_DIMLIGHT;
 
-       if(!self.wander_delay) { self.wander_delay = 2; }
-       if(!self.wander_distance) { self.wander_distance = 600; }
+       if(!this.wander_delay) { this.wander_delay = 2; }
+       if(!this.wander_distance) { this.wander_distance = 600; }
 
-       Monster_Sounds_Precache();
-       Monster_Sounds_Update();
+       Monster_Sounds_Precache(this);
+       Monster_Sounds_Update(this);
 
        if(teamplay)
-               self.monster_attack = true; // we can have monster enemies in team games
+               this.monster_attack = true; // we can have monster enemies in team games
 
-       Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
+       Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
 
        if(autocvar_g_monsters_healthbars)
        {
-               entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
-               wp.wp_extra = self.monsterid;
-               wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
-               if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+               entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER);
+               wp.wp_extra = this.monsterid;
+               wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
+               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
                {
-                       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-                       WaypointSprite_UpdateHealth(self.sprite, self.health);
+                       WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+                       WaypointSprite_UpdateHealth(this.sprite, this.health);
                }
        }
 
-       self.think = Monster_Think;
-       self.nextthink = time + self.ticrate;
+       this.think = Monster_Think;
+       this.nextthink = time + this.ticrate;
 
-       if(MUTATOR_CALLHOOK(MonsterSpawn))
+       if(MUTATOR_CALLHOOK(MonsterSpawn, this))
                return false;
 
        return true;
 }
 
-bool Monster_Spawn(int mon_id)
-{SELFPARAM();
+bool Monster_Spawn(entity this, int mon_id)
+{
        // setup the basic required properties for a monster
-       entity mon = get_monsterinfo(mon_id);
+       entity mon = Monsters_from(mon_id);
        if(!mon.monsterid) { return false; } // invalid monster
 
-       if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
+       if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
 
-       if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
+       if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
 
-       if(!self.monster_skill)
-               self.monster_skill = cvar("g_monsters_skill");
+       if(!this.monster_skill)
+               this.monster_skill = cvar("g_monsters_skill");
 
        // support for quake style removing monsters based on skill
-       if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
-       if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
-       if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
+       if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
+       if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
+       if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
 
-       if(self.team && !teamplay)
-               self.team = 0;
+       if(this.team && !teamplay)
+               this.team = 0;
 
-       if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
-       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
+       if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
+       if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
                monsters_total += 1;
 
-       setmodel(self, mon.m_model);
-       self.flags                              = FL_MONSTER;
-       self.classname                  = "monster";
-       self.takedamage                 = DAMAGE_AIM;
-       self.bot_attack                 = true;
-       self.iscreature                 = true;
-       self.teleportable               = true;
-       self.damagedbycontents  = true;
-       self.monsterid                  = mon_id;
-       self.event_damage               = Monster_Damage;
-       self.touch                              = Monster_Touch;
-       self.use                                = Monster_Use;
-       self.solid                              = SOLID_BBOX;
-       self.movetype                   = MOVETYPE_WALK;
-       self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
-       self.enemy                              = world;
-       self.velocity                   = '0 0 0';
-       self.moveto                             = self.origin;
-       self.pos1                               = self.origin;
-       self.pos2                               = self.angles;
-       self.reset                              = Monster_Reset;
-       self.netname                    = mon.netname;
-       self.monster_attackfunc = mon.monster_attackfunc;
-       self.monster_name               = mon.monster_name;
-       self.candrop                    = true;
-       self.view_ofs                   = '0 0 0.7' * (self.maxs_z * 0.5);
-       self.oldtarget2                 = self.target2;
-       self.pass_distance              = 0;
-       self.deadflag                   = DEAD_NO;
-       self.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
-       self.spawn_time                 = time;
-       self.gravity                    = 1;
-       self.monster_moveto             = '0 0 0';
-       self.monster_face               = '0 0 0';
-       self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-
-       if(!self.scale) { self.scale = 1; }
-       if(autocvar_g_monsters_edit) { self.grab = 1; }
-       if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
-       if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
-       if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
+       setmodel(this, mon.m_model);
+       this.flags                              = FL_MONSTER;
+       this.classname                  = "monster";
+       this.takedamage                 = DAMAGE_AIM;
+       this.bot_attack                 = true;
+       this.iscreature                 = true;
+       this.teleportable               = true;
+       this.damagedbycontents  = true;
+       this.monsterid                  = mon_id;
+       this.event_damage               = Monster_Damage;
+       this.touch                              = Monster_Touch;
+       this.use                                = Monster_Use;
+       this.solid                              = SOLID_BBOX;
+       this.movetype                   = MOVETYPE_WALK;
+       this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
+       this.enemy                              = world;
+       this.velocity                   = '0 0 0';
+       this.moveto                             = this.origin;
+       this.pos1                               = this.origin;
+       this.pos2                               = this.angles;
+       this.reset                              = Monster_Reset;
+       this.netname                    = mon.netname;
+       this.monster_attackfunc = mon.monster_attackfunc;
+       this.monster_name               = mon.monster_name;
+       this.candrop                    = true;
+       this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
+       this.oldtarget2                 = this.target2;
+       this.pass_distance              = 0;
+       this.deadflag                   = DEAD_NO;
+       this.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
+       this.spawn_time                 = time;
+       this.gravity                    = 1;
+       this.monster_moveto             = '0 0 0';
+       this.monster_face               = '0 0 0';
+       this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+       if(!this.scale) { this.scale = 1; }
+       if(autocvar_g_monsters_edit) { this.grab = 1; }
+       if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
+       if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
+       if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
 
        if(mon.spawnflags & MONSTER_TYPE_FLY)
        {
-               self.flags |= FL_FLY;
-               self.movetype = MOVETYPE_FLY;
+               this.flags |= FL_FLY;
+               this.movetype = MOVETYPE_FLY;
        }
 
-       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
+       if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
        {
                if(mon.spawnflags & MONSTER_SIZE_BROKEN)
-                       self.scale *= 1.3;
+                       this.scale *= 1.3;
 
                if(mon.spawnflags & MONSTER_SIZE_QUAKE)
                if(autocvar_g_monsters_quake_resize)
-                       self.scale *= 1.3;
+                       this.scale *= 1.3;
        }
 
-       setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
+       setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
 
-       self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
+       this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
 
-       Monster_UpdateModel();
+       Monster_UpdateModel(this);
 
-       if(!Monster_Spawn_Setup())
+       if(!Monster_Spawn_Setup(this))
        {
-               Monster_Remove(self);
+               Monster_Remove(this);
                return false;
        }
 
-       if(!self.noalign)
+       if(!this.noalign)
        {
-               setorigin(self, self.origin + '0 0 20');
-               tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
-               setorigin(self, trace_endpos);
+               setorigin(this, this.origin + '0 0 20');
+               tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
+               setorigin(this, trace_endpos);
        }
 
-       if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
-               monster_setupcolors(self);
+       if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
+               monster_setupcolors(this);
 
-       CSQCMODEL_AUTOINIT(self);
+       CSQCMODEL_AUTOINIT(this);
 
        return true;
 }
index bad6242bc5954b914ec9a88da1bc3071728849ca..59d8cbd973f9b144d63f527881651499542d9581 100644 (file)
@@ -69,29 +69,29 @@ const int MONSTERFLAG_RESPAWNED = 32768; // flag for re-spawned monsters
 .int monster_skill;
 
 // functions used elsewhere
-void Monster_Remove(entity mon);
+void Monster_Remove(entity this);
 
-void monsters_setstatus();
+void monsters_setstatus(entity this);
 
-bool Monster_Spawn(int mon_id);
+bool Monster_Spawn(entity this, int mon_id);
 
-void monster_setupcolors(entity mon);
+void monster_setupcolors(entity this);
 
 void Monster_Touch();
 
-void Monster_Move_2D(float mspeed, float allow_jumpoff);
+void Monster_Move_2D(entity this, float mspeed, float allow_jumpoff);
 
-void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func);
+void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func);
 
-float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop);
+float Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop);
 
-bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime);
+bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime);
 
-entity Monster_FindTarget(entity mon);
+entity Monster_FindTarget(entity this);
 
-void monster_makevectors(entity e);
+void monster_makevectors(entity this, entity targ);
 
-void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan);
+void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan);
 
 /** number of monsters spawned with mobspawn command */
 int totalspawned;
index 207b4c636de56fae18d7303bd9719d2d1742ab34..26c70daf60f2690119e73a4b213f92ff91787c37 100644 (file)
@@ -163,17 +163,17 @@ void movelib_update(vector dir,float force)
 }
 */
 
-void movelib_brake_simple(float force)
-{SELFPARAM();
+void movelib_brake_simple(entity this, float force)
+{
     float mspeed;
     vector mdir;
     float vz;
 
-    mspeed = max(0,vlen(self.velocity) - force);
-    mdir   = normalize(self.velocity);
-    vz = self.velocity.z;
-    self.velocity = mdir * mspeed;
-    self.velocity_z = vz;
+    mspeed = max(0,vlen(this.velocity) - force);
+    mdir   = normalize(this.velocity);
+    vz = this.velocity.z;
+    this.velocity = mdir * mspeed;
+    this.velocity_z = vz;
 }
 
 /**
index 26b7033ff37a16ea109e422a020f8dac0377fa84..86cb7338509c0dad21121f4af8b7d2cfd743190f 100644 (file)
@@ -34,13 +34,13 @@ void movelib_move_simple(vector newdir,float velo,float blendrate)
     self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
 }
 */
-#define movelib_move_simple(newdir,velo,blendrate) \
-    self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo
+#define movelib_move_simple(e,newdir,velo,blendrate) \
+    e.velocity = e.velocity * (1 - blendrate) + (newdir * blendrate) * velo
 
-#define movelib_move_simple_gravity(newdir,velo,blendrate) \
-    if(IS_ONGROUND(self)) movelib_move_simple(newdir,velo,blendrate)
+#define movelib_move_simple_gravity(e,newdir,velo,blendrate) \
+    if(IS_ONGROUND(e)) movelib_move_simple(e,newdir,velo,blendrate)
 
-void movelib_brake_simple(float force);
+void movelib_brake_simple(entity this, float force);
 
 /**
 Pitches and rolls the entity to match the gound.
index b681df1056a09ee3e6d2eab0aa7211e48be3fcba..e81666fd3f8e03237c4471352de40bc4db255d46 100644 (file)
@@ -75,9 +75,9 @@ void ewheel_move_path()
     {
 
         self.moveto = self.pathcurrent.origin;
-        self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+        self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
 
-        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
     }
 }
 
@@ -94,29 +94,29 @@ void ewheel_move_enemy()
         if ( self.tur_head.spawnshieldtime < 1 )
         {
             newframe = ewheel_anim_fwd_fast;
-            movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+            movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
         }
         else if (self.tur_head.spawnshieldtime < 2)
         {
 
             newframe = ewheel_anim_fwd_slow;
-            movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
+            movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
        }
         else
         {
             newframe = ewheel_anim_fwd_slow;
-            movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slower), 0.4);
+            movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_ewheel_speed_slower), 0.4);
         }
     }
     else if (self.tur_dist_enemy < self.target_range_optimal * 0.5)
     {
         newframe = ewheel_anim_bck_slow;
-        movelib_move_simple(v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
+        movelib_move_simple(self, v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
     }
     else
     {
         newframe = ewheel_anim_stop;
-        movelib_brake_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+        movelib_brake_simple(self, (autocvar_g_turrets_unit_ewheel_speed_stop));
     }
 
     turrets_setframe(newframe, false);
@@ -132,7 +132,7 @@ void ewheel_move_idle()
 
     self.frame = 0;
     if (vlen(self.velocity))
-        movelib_brake_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+        movelib_brake_simple(self, (autocvar_g_turrets_unit_ewheel_speed_stop));
 }
 
 spawnfunc(turret_ewheel) { if(!turret_initialize(TUR_EWHEEL)) remove(self); }
index 6f19e35cb107a1833b889c093c11463900c8c733..05f2b77ed4a52c576b776275e8f3536916176d51 100644 (file)
@@ -114,7 +114,7 @@ void walker_rocket_damage (entity inflictor, entity attacker, float damage, floa
         W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
 }
 
-#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
+#define WALKER_ROCKET_MOVE movelib_move_simple(self, newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
 void walker_rocket_loop();
 void walker_rocket_think()
 {SELFPARAM();
@@ -292,7 +292,7 @@ void walker_move_to(vector _target, float _dist)
     }
 
     self.moveto = _target;
-    self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+    self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
 
     if(self.enemy)
     {
@@ -330,7 +330,7 @@ void walker_move_path()
             self.pathcurrent = self.pathcurrent.path_next;
 
     self.moveto = self.pathcurrent.origin;
-    self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
+    self.steerto = steerlib_attract2(self, self.moveto,0.5,500,0.95);
     walker_move_to(self.moveto, 0);
 
 #else
@@ -341,7 +341,7 @@ void walker_move_path()
         return;
 
     self.moveto = self.pathcurrent.origin;
-    self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+    self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
     walker_move_to(self.moveto, 0);
 #endif
 }
@@ -424,7 +424,7 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                     if (fabs(wish_angle_y) < 15)
                     {
                         self.moveto   = self.enemy.origin;
-                        self.steerto  = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+                        self.steerto  = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
                         self.animflag = ANIM_MELEE;
                     }
                 }
@@ -470,32 +470,32 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                 switch (self.animflag)
                 {
                     case ANIM_NO:
-                        movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
+                        movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
                         break;
 
                     case ANIM_TURN:
                         turny = (autocvar_g_turrets_unit_walker_turn);
-                        movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
+                        movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
                         break;
 
                     case ANIM_WALK:
                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
-                        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
+                        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
                         break;
 
                     case ANIM_RUN:
                         turny = (autocvar_g_turrets_unit_walker_turn_run);
-                        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
+                        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
                         break;
 
                     case ANIM_STRAFE_L:
                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
-                        movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+                        movelib_move_simple(self, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
                         break;
 
                     case ANIM_STRAFE_R:
                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
-                        movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+                        movelib_move_simple(self, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
                         break;
 
                     case ANIM_JUMP:
@@ -518,7 +518,7 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                             defer(self, 0.21, walker_melee_do_dmg);
                         }
 
-                        movelib_brake_simple((autocvar_g_turrets_unit_walker_speed_stop));
+                        movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
                         break;
 
                     case ANIM_SWIM:
@@ -526,13 +526,13 @@ spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
                         turnx = (autocvar_g_turrets_unit_walker_turn_swim);
 
                         self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
-                        movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
+                        movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
                         vz = self.velocity_z + sin(time * 4) * 8;
                         break;
 
                     case ANIM_ROAM:
                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
-                        movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
+                        movelib_move_simple(self, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
                         break;
                 }
 
index dcf8eaec3273e1b11088a1ac0ba79d042f541186..0004667cdb87698724a02c4fe3e7dd56eaf4939c 100644 (file)
@@ -192,7 +192,7 @@ float spiderbot_frame()
                                                //dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n");
                                                sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
                                        }
-                                       movelib_brake_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+                                       movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
                                        spider.frame = 5;
                                }
                        }
@@ -224,7 +224,7 @@ float spiderbot_frame()
                                        }
                                        player.movement_y = 0;
                                        float oldvelz = spider.velocity_z;
-                                       movelib_move_simple(normalize(v_forward * player.movement_x),((player.BUTTON_JUMP) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
+                                       movelib_move_simple(self, normalize(v_forward * player.movement_x),((player.BUTTON_JUMP) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
                                        spider.velocity_z = oldvelz;
                                        float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
                                        if(spider.velocity_z <= 20) // not while jumping
@@ -254,7 +254,7 @@ float spiderbot_frame()
                                        }
 
                                        float oldvelz = spider.velocity_z;
-                                       movelib_move_simple(normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
+                                       movelib_move_simple(self, normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
                                        spider.velocity_z = oldvelz;
                                        float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
                                        if(spider.velocity_z <= 20) // not while jumping
@@ -576,7 +576,7 @@ spawnfunc(vehicle_spiderbot)
                METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance))
                {
                        if(IS_ONGROUND(self))
-                               movelib_brake_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+                               movelib_brake_simple(self, autocvar_g_vehicle_spiderbot_speed_stop);
                }
                METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance))
                {
index 2d0908ff5f4d420a42ebb8faf726b71cf943a6a7..9230f0c248a2617fd165e06e6c61a012611d9937 100644 (file)
@@ -2397,7 +2397,7 @@ void PlayerPreThink ()
                secrets_setstatus();
 
                // monsters status
-               monsters_setstatus();
+               monsters_setstatus(self);
 
                self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
 
index bff80c7cec81470bd690e3285c383a6573832afd..93b87ad97952dda59870378e754d990ad55df9f4 100644 (file)
@@ -215,7 +215,10 @@ MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because o
 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
 
 /** called when a monster spawns */
-MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
+#define EV_MonsterSpawn(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
 
 /** called when a monster dies */
 #define EV_MonsterDies(i, o) \
@@ -249,6 +252,7 @@ MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
  * returning true makes the monster stop
  */
 #define EV_MonsterMove(i, o) \
+    /**/ i(entity, __self) \
     /**/ i(float, monster_speed_run) \
     /**/ o(float, monster_speed_run) \
     /**/ i(float, monster_speed_walk) \
@@ -264,7 +268,10 @@ MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
 
 /** called to change a random monster to a miniboss */
-MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
+#define EV_MonsterCheckBossFlag(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
 
 /**
  * called when a player tries to spawn a monster
index beaab08a4d5823f7cab36dd313d103f9068fd146..ae850618d8110a9316ee2a6e6942c8b920154c91 100644 (file)
@@ -48,14 +48,14 @@ vector steerlib_attract(vector point, float maximal_distance)
     return  direction * (1-(distance / maximal_distance));
 }
 
-vector steerlib_attract2(vector point, float min_influense,float max_distance,float max_influense)
-{SELFPARAM();
+vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense)
+{
     float distance;
     vector direction;
     float influense;
 
-    distance  = bound(0.00001,vlen(self.origin - point),max_distance);
-    direction = normalize(point - self.origin);
+    distance  = bound(0.00001,vlen(this.origin - point),max_distance);
+    direction = normalize(point - this.origin);
 
     influense = 1 - (distance / max_distance);
     influense = min_influense + (influense * (max_influense - min_influense));
index fcd35ba78316341e2f989fc672f8d5a046f563ad..3c10bfd0275407c3b1fcd87ae5da619620ca4e24 100644 (file)
@@ -4,7 +4,7 @@
 .vector steerto;
 
 vector steerlib_arrive(vector point,float maximal_distance);
-vector steerlib_attract2(vector point, float min_influense,float max_distance,float max_influense);
+vector steerlib_attract2(entity this, vector point, float min_influense,float max_distance,float max_influense);
 vector steerlib_pull(vector point);
 
 #endif
index 96062375af35f23a3d59d48ef2c75e7ce68010b9..01a23c1a5caf3cd6e66911e3066442f39a35268a 100644 (file)
@@ -53,7 +53,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
        if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
                accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
 
-       W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+       if(IS_PLAYER(ent))
+               W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 
        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
        vector md = ent.(weaponentity).movedir;