]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/sv_vehicles.qc
Purge self from event_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
index dc57e259f9b9cf78268ec4448c2bd6c1d45af253..391ce9984758880a31c3b7b41ac07a9e2e308580 100644 (file)
@@ -196,20 +196,20 @@ vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_
 }
 
 // projectile handling
-void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
        // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
-       if(inflictor.owner == self.owner)
+       if(inflictor.owner == this.owner)
                return;
 
-       self.health -= damage;
-       self.velocity += force;
-       if(self.health < 1)
+       this.health -= damage;
+       this.velocity += force;
+       if(this.health < 1)
        {
-               self.takedamage = DAMAGE_NO;
-               self.event_damage = func_null;
-               self.think = self.use;
-               self.nextthink = time;
+               this.takedamage = DAMAGE_NO;
+               this.event_damage = func_null;
+               this.think = this.use;
+               this.nextthink = time;
        }
 }
 
@@ -634,9 +634,9 @@ void vehicles_frame(entity this, entity actor)
        vehicles_painframe(this);
 }
 
-void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       self.dmg_time = time;
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       this.dmg_time = time;
 
        // WEAPONTODO
        if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
@@ -657,74 +657,74 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, int deatht
        if(DEATH_WEAPONOF(deathtype) != WEP_Null)
                damage *= autocvar_g_vehicles_weapon_damagerate;
 
-       self.enemy = attacker;
+       this.enemy = attacker;
 
-       self.pain_finished = time;
+       this.pain_finished = time;
 
-       if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
+       if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
        {
-               if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
+               if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
                {
-                       self.vehicle_shieldent = spawn();
-                       self.vehicle_shieldent.effects = EF_LOWPRECISION;
-
-                       setmodel(self.vehicle_shieldent, MDL_VEH_SHIELD);
-                       setattachment(self.vehicle_shieldent, self, "");
-                       setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
-                       self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
-                       self.vehicle_shieldent.think       = shieldhit_think;
+                       this.vehicle_shieldent = spawn();
+                       this.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+                       setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
+                       setattachment(this.vehicle_shieldent, this, "");
+                       setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
+                       this.vehicle_shieldent.scale       = 256 / vlen(this.maxs - this.mins);
+                       this.vehicle_shieldent.think       = shieldhit_think;
                }
 
-               self.vehicle_shieldent.colormod = '1 1 1';
-               self.vehicle_shieldent.alpha = 0.45;
-               self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
-               self.vehicle_shieldent.nextthink = time;
-               self.vehicle_shieldent.effects &= ~EF_NODRAW;
+               this.vehicle_shieldent.colormod = '1 1 1';
+               this.vehicle_shieldent.alpha = 0.45;
+               this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
+               this.vehicle_shieldent.nextthink = time;
+               this.vehicle_shieldent.effects &= ~EF_NODRAW;
 
-               self.vehicle_shield -= damage;
+               this.vehicle_shield -= damage;
 
-               if(self.vehicle_shield < 0)
+               if(this.vehicle_shield < 0)
                {
-                       self.vehicle_health -= fabs(self.vehicle_shield);
-                       self.vehicle_shieldent.colormod = '2 0 0';
-                       self.vehicle_shield = 0;
-                       self.vehicle_shieldent.alpha = 0.75;
+                       this.vehicle_health -= fabs(this.vehicle_shield);
+                       this.vehicle_shieldent.colormod = '2 0 0';
+                       this.vehicle_shield = 0;
+                       this.vehicle_shieldent.alpha = 0.75;
 
                        if(sound_allowed(MSG_BROADCAST, attacker))
-                               spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
+                               spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
                }
                else
                        if(sound_allowed(MSG_BROADCAST, attacker))
-                               spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+                               spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
 
        }
        else
        {
-               self.vehicle_health -= damage;
+               this.vehicle_health -= damage;
 
                if(sound_allowed(MSG_BROADCAST, attacker))
-                       spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+                       spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
        }
 
-       if(self.damageforcescale < 1 && self.damageforcescale > 0)
-               self.velocity += force * self.damageforcescale;
+       if(this.damageforcescale < 1 && this.damageforcescale > 0)
+               this.velocity += force * this.damageforcescale;
        else
-               self.velocity += force;
+               this.velocity += force;
 
-       if(self.vehicle_health <= 0)
+       if(this.vehicle_health <= 0)
        {
-               if(self.owner)
-                       if(self.vehicle_flags & VHF_DEATHEJECT)
-                               vehicles_exit(VHEF_EJECT);
+               if(this.owner)
+                       if(this.vehicle_flags & VHF_DEATHEJECT)
+                               WITH(entity, self, this, vehicles_exit(VHEF_EJECT));
                        else
-                               vehicles_exit(VHEF_RELEASE);
+                               WITH(entity, self, this, vehicles_exit(VHEF_RELEASE));
 
 
-               antilag_clear(self);
+               antilag_clear(this);
 
-               Vehicle info = Vehicles_from(self.vehicleid);
-               info.vr_death(info, self);
-               vehicles_setreturn(self);
+               Vehicle info = Vehicles_from(this.vehicleid);
+               info.vr_death(info, this);
+               vehicles_setreturn(this);
        }
 }