]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/sv_turrets.qc
Remove uses of LAMBDA(), not handled well by uncrustify
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / sv_turrets.qc
index fbe2eb9e6668ecfaf49303a578d11e917201f449..fec1e885f1e0cce7d1b5c3fac6ad2fdb48372336 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef SVQC
-#include "../../server/autocvars.qh"
+#include <server/autocvars.qh>
 
 // Generic aiming
 vector turret_aim_generic()
@@ -207,17 +207,17 @@ void turret_die()
        }
 }
 
-void turret_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
-{SELFPARAM();
+void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
        // Enough already!
-       if(self.deadflag == DEAD_DEAD)
+       if(this.deadflag == DEAD_DEAD)
                return;
 
        // Inactive turrets take no damage. (hm..)
-       if(!self.active)
+       if(!this.active)
                return;
 
-       if(SAME_TEAM(self, attacker))
+       if(SAME_TEAM(this, attacker))
        {
                if(autocvar_g_friendlyfire)
                        damage = damage * autocvar_g_friendlyfire;
@@ -225,30 +225,30 @@ void turret_damage (entity inflictor, entity attacker, float damage, int deathty
                        return;
        }
 
-       self.health -= damage;
+       this.health -= damage;
 
        // thorw head slightly off aim when hit?
-       if (self.damage_flags & TFL_DMG_HEADSHAKE)
+       if (this.damage_flags & TFL_DMG_HEADSHAKE)
        {
-               self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
-               self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
+               this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
+               this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
 
-               self.SendFlags  |= TNSF_ANG;
+               this.SendFlags  |= TNSF_ANG;
        }
 
-       if (self.turret_flags & TUR_FLAG_MOVE)
-               self.velocity = self.velocity + vforce;
+       if (this.turret_flags & TUR_FLAG_MOVE)
+               this.velocity = this.velocity + vforce;
 
-       if (self.health <= 0)
+       if (this.health <= 0)
        {
-               self.event_damage                 = func_null;
-               self.tur_head.event_damage = func_null;
-               self.takedamage                  = DAMAGE_NO;
-               self.nextthink = time;
-               self.think = turret_die;
+               this.event_damage                 = func_null;
+               this.tur_head.event_damage = func_null;
+               this.takedamage                  = DAMAGE_NO;
+               this.nextthink = time;
+               this.think = turret_die;
        }
 
-       self.SendFlags  |= TNSF_STATUS;
+       this.SendFlags  |= TNSF_STATUS;
 }
 
 void() turret_think;
@@ -449,13 +449,13 @@ void turret_projectile_touch()
        turret_projectile_explode();
 }
 
-void turret_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
-{SELFPARAM();
-       self.velocity  += vforce;
-       self.health     -= damage;
-       //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
+void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
+       this.velocity  += vforce;
+       this.health     -= damage;
+       //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+       if(this.health <= 0)
+               WITH(entity, self, this, W_PrepareExplosionByDamage(this.owner, turret_projectile_explode));
 }
 
 entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
@@ -726,7 +726,7 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
        }
        else if (e_target.health <= 0)
                return -6;
-       else if(e_target.frozen > 0)
+       else if(STAT(FROZEN, e_target) > 0)
                return -6;
 
        // player
@@ -735,7 +735,7 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
                if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
                        return -7;
 
-               if (e_target.deadflag != DEAD_NO)
+               if (IS_DEAD(e_target))
                        return -8;
        }
 
@@ -816,7 +816,7 @@ float turret_validate_target(entity e_turret, entity e_target, float validate_fl
 
                traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
 
-               if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
+               if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
                        return -19;
        }
 
@@ -923,7 +923,7 @@ float turret_firecheck()
 
        // Lack of zombies makes shooting dead things unnecessary :P
        if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
-               if (self.enemy.deadflag != DEAD_NO)
+               if (IS_DEAD(self.enemy))
                        return 0;
 
        // Own ammo?
@@ -994,7 +994,7 @@ void turret_fire()
                return;
 
        Turret info = get_turretinfo(self.m_id);
-       info.tr_attack(info);
+       info.tr_attack(info, self);
 
        self.attack_finished_single[0] = time + self.shot_refire;
        self.ammo -= self.shot_dmg;
@@ -1108,7 +1108,7 @@ void turret_think()
                                        turret_fire();
 
                                Turret tur = get_turretinfo(self.m_id);
-                               tur.tr_think(tur);
+                               tur.tr_think(tur, self);
 
                                return;
                        }
@@ -1147,7 +1147,7 @@ void turret_think()
                                turret_track();
 
                        Turret tur = get_turretinfo(self.m_id);
-                       tur.tr_think(tur);
+                       tur.tr_think(tur, self);
 
                        // And bail.
                        return;
@@ -1171,7 +1171,7 @@ void turret_think()
        }
 
        Turret tur = get_turretinfo(self.m_id);
-       tur.tr_think(tur);
+       tur.tr_think(tur, self);
 }
 
 /*
@@ -1206,11 +1206,11 @@ void turrets_manager_think()
 
        if (autocvar_g_turrets_reloadcvars == 1)
        {
-               FOREACH_ENTITY(IS_TURRET(it), LAMBDA(
+               FOREACH_ENTITY(IS_TURRET(it), {
                        load_unit_settings(it, true);
                        Turret tur = get_turretinfo(it.m_id);
-                       tur.tr_think(tur);
-               ));
+                       tur.tr_think(tur, it);
+               });
                cvar_set("g_turrets_reloadcvars", "0");
        }
 }
@@ -1376,7 +1376,7 @@ float turret_initialize(Turret tur)
 
 #ifdef TURRET_DEBUG
        self.tur_debug_start = self.nextthink;
-       while (vlen(self.tur_debug_rvec) < 2)
+       while(vdist(self.tur_debug_rvec, <, 2))
                self.tur_debug_rvec = randomvec() * 4;
 
        self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x);