]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Use SELFPARAM() in every function that uses self
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
index b70d8b600938f5e8ac1fc253aad1083310c00806..d705f842fba17a692b59995763c67e517de685fe 100644 (file)
@@ -50,7 +50,7 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, int
 // - basically func_assault_destructible for general gameplay use
 //
 void LaunchDebris (string debrisname, vector force)
-{
+{SELFPARAM();
        entity dbr = spawn();
        setorigin(dbr, self.absmin
                   + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
@@ -78,7 +78,7 @@ void LaunchDebris (string debrisname, vector force)
 }
 
 void func_breakable_colormod()
-{
+{SELFPARAM();
        float h;
        if (!(self.spawnflags & 2))
                return;
@@ -90,11 +90,11 @@ void func_breakable_colormod()
        else
                self.colormod = '1 1 1';
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void func_breakable_look_destroyed()
-{
+{SELFPARAM();
        float floorZ;
 
        if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
@@ -112,26 +112,26 @@ void func_breakable_look_destroyed()
                self.effects &= ~EF_NODRAW;
        }
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 
        self.solid = SOLID_NOT;
 }
 
 void func_breakable_look_restore()
-{
+{SELFPARAM();
        setmodel(self, self.mdl);
        self.effects &= ~EF_NODRAW;
 
        if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
                setorigin(self, self.dropped_origin);
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 
        self.solid = SOLID_BSP;
 }
 
 void func_breakable_behave_destroyed()
-{
+{SELFPARAM();
        self.health = self.max_health;
        self.takedamage = DAMAGE_NO;
        self.bot_attack = false;
@@ -145,7 +145,7 @@ void func_breakable_behave_destroyed()
 }
 
 void func_breakable_behave_restore()
-{
+{SELFPARAM();
        self.health = self.max_health;
        if(self.sprite)
        {
@@ -166,7 +166,7 @@ void func_breakable_behave_restore()
 }
 
 void func_breakable_init_for_player(entity player)
-{
+{SELFPARAM();
        if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
        {
                msg_entity = player;
@@ -175,23 +175,24 @@ void func_breakable_init_for_player(entity player)
 }
 
 void func_breakable_destroyed()
-{
+{SELFPARAM();
        func_breakable_look_destroyed();
        func_breakable_behave_destroyed();
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void func_breakable_restore()
-{
+{SELFPARAM();
        func_breakable_look_restore();
        func_breakable_behave_restore();
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 vector debrisforce; // global, set before calling this
-void func_breakable_destroy() {
+void func_breakable_destroy()
+{SELFPARAM();
        float n, i;
        string oldmsg;
 
@@ -227,7 +228,7 @@ void func_breakable_destroy() {
 }
 
 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        if(self.state == 1)
                return;
        if(self.spawnflags & DOOR_NOSPLASH)
@@ -253,7 +254,7 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, int
 }
 
 void func_breakable_reset()
-{
+{SELFPARAM();
        self.team = self.team_saved;
        func_breakable_look_restore();
        if(self.spawnflags & 1)
@@ -261,12 +262,12 @@ void func_breakable_reset()
        else
                func_breakable_behave_restore();
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 // destructible walls that can be used to trigger target_objective_decrease
 void spawnfunc_func_breakable()
-{
+{SELFPARAM();
        float n, i;
        if(!self.health)
                self.health = 100;
@@ -330,7 +331,7 @@ void spawnfunc_func_breakable()
        self.init_for_player_needed = 1;
        self.init_for_player = func_breakable_init_for_player;
 
-       CSQCMODEL_AUTOINIT();
+       CSQCMODEL_AUTOINIT(self);
 }
 
 // for use in maps with a "model" key set