}
// 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;
}
}
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))
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);
}
}