#ifdef SVQC
spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
-void W_RocketPropelledChainsaw_Explode()
-{SELFPARAM();
+void W_RocketPropelledChainsaw_Explode(entity this)
+{
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
remove (self);
}
-void W_RocketPropelledChainsaw_Touch ()
-{SELFPARAM();
+void W_RocketPropelledChainsaw_Touch (entity this)
+{
if(WarpZone_Projectile_Touch())
if(wasfreed(self))
return;
- W_RocketPropelledChainsaw_Explode();
+ W_RocketPropelledChainsaw_Explode(this);
}
void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
this.health = this.health - damage;
if (this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode));
+ W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode);
}
-void W_RocketPropelledChainsaw_Think()
-{SELFPARAM();
+void W_RocketPropelledChainsaw_Think(entity this)
+{
if(self.cnt <= time)
{
remove(self);
entity flash = spawn ();
W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
- missile.touch = W_RocketPropelledChainsaw_Touch;
+ settouch(missile, W_RocketPropelledChainsaw_Touch);
- missile.think = W_RocketPropelledChainsaw_Think;
+ setthink(missile, W_RocketPropelledChainsaw_Think);
missile.cnt = time + WEP_CVAR(rpc, lifetime);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
{
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+ SELFPARAM();
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
}
METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
}
}
-METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
+METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor))
{
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
- ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
return ammo_amount;
}
-METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
+METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor))
{
return false;
}
METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
+ SELFPARAM();
+ W_Reload(self, WEP_CVAR(rpc, ammo), SND_RELOAD);
}
METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);