if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
{
- TUR_ACTION(self.turretid, TR_DEATH);
+ TUR_ACTION(self.m_id, TR_DEATH);
remove(self.tur_head);
remove(self);
self.nextthink = time + 0.2;
self.think = turret_hide;
- TUR_ACTION(self.turretid, TR_DEATH);
+ TUR_ACTION(self.m_id, TR_DEATH);
}
}
self.SendFlags = TNSF_FULL_UPDATE;
- TUR_ACTION(self.turretid, TR_SETUP);
+ TUR_ACTION(self.m_id, TR_SETUP);
}
WriteByte(MSG_ENTITY, sf);
if(sf & TNSF_SETUP)
{
- WriteByte(MSG_ENTITY, self.turretid);
+ WriteByte(MSG_ENTITY, self.m_id);
WriteCoord(MSG_ENTITY, self.origin_x);
WriteCoord(MSG_ENTITY, self.origin_y);
return true;
}
-void load_unit_settings(entity ent, string unitname, float is_reload)
+void load_unit_settings(entity ent, float is_reload)
{SELFPARAM();
+ string unitname = ent.netname;
string sbase;
if (ent == world)
ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
if(is_reload)
- TUR_ACTION(self.turretid, TR_SETUP);
+ TUR_ACTION(self.m_id, TR_SETUP);
}
void turret_projectile_explode()
if(MUTATOR_CALLHOOK(TurretFire, self))
return;
- TUR_ACTION(self.turretid, TR_ATTACK);
+ TUR_ACTION(self.m_id, TR_ATTACK);
self.attack_finished_single = time + self.shot_refire;
self.ammo -= self.shot_dmg;
if (turret_checkfire())
turret_fire();
- TUR_ACTION(self.turretid, TR_THINK);
+ TUR_ACTION(self.m_id, TR_THINK);
return;
}
if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
- TUR_ACTION(self.turretid, TR_THINK);
+ TUR_ACTION(self.m_id, TR_THINK);
// And bail.
return;
turret_fire();
}
- TUR_ACTION(self.turretid, TR_THINK);
+ TUR_ACTION(self.m_id, TR_THINK);
}
/*
{
if (IS_TURRET(e))
{
- load_unit_settings(e,e.cvar_basename,1);
- TUR_ACTION(self.turretid, TR_THINK);
+ load_unit_settings(e,1);
+ TUR_ACTION(self.m_id, TR_THINK);
}
e = nextent(e);
entity e;
entity tur = get_turretinfo(tur_id);
- if(tur.turretid == 0)
+ if(tur.m_id == 0)
return false; // invalid turret
if(!self.tur_head) { TUR_ACTION(tur_id, TR_PRECACHE); } // if tur_head exists, we can assume this turret re-spawned
if(!(self.spawnflags & TSF_SUSPENDED))
builtin_droptofloor();
- self.cvar_basename = tur.cvar_basename;
- load_unit_settings(self, self.cvar_basename, 0);
+ self.netname = tur.netname;
+ load_unit_settings(self, 0);
if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; }
if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
_setmodel(self, tur.model);
setsize(self, tur.mins, tur.maxs);
- self.turretid = tur_id;
+ self.m_id = tur_id;
self.classname = "turret_main";
self.active = ACTIVE_ACTIVE;
self.effects = EF_NODRAW;