.entity bomb1;
.entity bomb2;
-float raptor_altitude(float amax)
-{SELFPARAM();
- tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
- return vlen(self.origin - trace_endpos);
+float raptor_altitude(entity this, float amax)
+{
+ tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
+ return vlen(this.origin - trace_endpos);
}
-void raptor_land()
-{SELFPARAM();
+void raptor_land(entity this)
+{
float hgt;
- hgt = raptor_altitude(512);
- self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
- self.angles_x *= 0.95;
- self.angles_z *= 0.95;
+ hgt = raptor_altitude(this, 512);
+ this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
+ this.angles_x *= 0.95;
+ this.angles_z *= 0.95;
if(hgt < 128)
if(hgt > 0)
- self.frame = (hgt / 128) * 25;
+ this.frame = (hgt / 128) * 25;
- self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000);
+ this.bomb1.gun2.avelocity_y = -this.bomb1.gun1.avelocity_y;
if(hgt < 16)
{
- self.movetype = MOVETYPE_TOSS;
- self.think = vehicles_think;
- self.frame = 0;
+ this.movetype = MOVETYPE_TOSS;
+ setthink(this, vehicles_think);
+ this.frame = 0;
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
-void raptor_exit(float eject)
-{SELFPARAM();
+void raptor_exit(entity this, int eject)
+{
vector spot;
- self.tur_head.exteriormodeltoclient = world;
+ this.tur_head.exteriormodeltoclient = world;
- if(!IS_DEAD(self))
+ if(!IS_DEAD(this))
{
- self.think = raptor_land;
- self.nextthink = time;
+ setthink(this, raptor_land);
+ this.nextthink = time;
}
- if(!self.owner)
+ if(!this.owner)
return;
- makevectors(self.angles);
+ makevectors(this.angles);
if(eject)
{
- spot = self.origin + v_forward * 100 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
- setorigin(self.owner , spot);
- self.owner.velocity = (v_up + v_forward * 0.25) * 750;
- self.owner.oldvelocity = self.owner.velocity;
+ spot = this.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
+ setorigin(this.owner , spot);
+ this.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ this.owner.oldvelocity = this.owner.velocity;
}
else
{
- if(vdist(self.velocity, >, 2 * autocvar_sv_maxairspeed))
+ if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
{
- self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
- self.owner.velocity_z += 200;
- spot = self.origin + v_forward * 32 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
+ this.owner.velocity_z += 200;
+ spot = this.origin + v_forward * 32 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
else
{
- self.owner.velocity = self.velocity * 0.5;
- self.owner.velocity_z += 10;
- spot = self.origin - v_forward * 200 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = this.velocity * 0.5;
+ this.owner.velocity_z += 10;
+ spot = this.origin - v_forward * 200 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
- self.owner.oldvelocity = self.owner.velocity;
- setorigin(self.owner , spot);
+ this.owner.oldvelocity = this.owner.velocity;
+ setorigin(this.owner , spot);
}
- antilag_clear(self.owner, CS(self.owner));
- self.owner = world;
+ antilag_clear(this.owner, CS(this.owner));
+ this.owner = world;
}
bool raptor_frame(entity this)
if(IS_DEAD(vehic))
{
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
- return 1;
+ return;
}
crosshair_trace(this);
Weapon wep1 = WEP_RAPTOR;
if(!forbidWeaponUse(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
- if (wep1.wr_checkammo1(wep1))
+ if (wep1.wr_checkammo1(wep1, vehic))
{
.entity weaponentity = weaponentities[0];
wep1.wr_think(wep1, vehic, weaponentity, 1);
if(vehic.bomb1.cnt < time)
{
- entity _missile = findchainentity(enemy, vehic);
- float _incomming = 0;
- while(_missile)
+ bool incoming = false;
+ FOREACH_ENTITY_ENT(enemy, vehic,
{
- if(_missile.flags & FL_PROJECTILE)
- if(MISSILE_IS_TRACKING(_missile))
- if(vdist(vehic.origin - _missile.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
- ++_incomming;
+ if(it.flags & FL_PROJECTILE)
+ if(MISSILE_IS_TRACKING(it))
+ if(vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
+ {
+ incoming = true;
+ break;
+ }
+ });
- _missile = _missile.chain;
+ if(incoming)
+ {
+ msg_entity = this;
+ soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE);
}
- if(_incomming)
- sound(vehic, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
-
vehic.bomb1.cnt = time + 1;
}
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
-void raptor_blowup()
-{SELFPARAM();
- self.deadflag = DEAD_DEAD;
- self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
-
- self.alpha = -1;
- self.movetype = MOVETYPE_NONE;
- self.effects = EF_NODRAW;
- self.colormod = '0 0 0';
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
-
- setorigin(self, self.pos1);
- self.touch = func_null;
- self.nextthink = 0;
+void raptor_blowup(entity this)
+{
+ this.deadflag = DEAD_DEAD;
+ this.vehicle_exit(this, VHEF_NORMAL);
+ RadiusDamage (this, this.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
+
+ this.alpha = -1;
+ this.movetype = MOVETYPE_NONE;
+ this.effects = EF_NODRAW;
+ this.colormod = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+
+ setorigin(this, this.pos1);
+ settouch(this, func_null);
+ this.nextthink = 0;
}
-void raptor_diethink()
-{SELFPARAM();
- if(time >= self.wait)
- self.think = raptor_blowup;
+void raptor_diethink(entity this)
+{
+ if(time >= this.wait)
+ setthink(this, raptor_blowup);
if(random() < 0.05)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// If we dont do this ever now and then, the raptors rotors
// stop working, presumably due to angle overflow. cute.
-void raptor_rotor_anglefix()
-{SELFPARAM();
- self.gun1.angles_y = anglemods(self.gun1.angles_y);
- self.gun2.angles_y = anglemods(self.gun2.angles_y);
- self.nextthink = time + 15;
+void raptor_rotor_anglefix(entity this)
+{
+ this.gun1.angles_y = anglemods(this.gun1.angles_y);
+ this.gun2.angles_y = anglemods(this.gun2.angles_y);
+ this.nextthink = time + 15;
}
-float raptor_impulse(float _imp)
-{SELFPARAM();
+bool raptor_impulse(entity this, int _imp)
+{
switch(_imp)
{
case IMP_weapon_group_1.impulse:
- self.vehicle.vehicle_weapon2mode = RSM_BOMB;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = RSM_BOMB;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_group_2.impulse:
- self.vehicle.vehicle_weapon2mode = RSM_FLARE;
- CSQCVehicleSetup(self, 0);
+ this.vehicle.vehicle_weapon2mode = RSM_FLARE;
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_next_byid.impulse:
case IMP_weapon_next_bypriority.impulse:
case IMP_weapon_next_bygroup.impulse:
- self.vehicle.vehicle_weapon2mode += 1;
- if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
- self.vehicle.vehicle_weapon2mode = RSM_FIRST;
+ this.vehicle.vehicle_weapon2mode += 1;
+ if(this.vehicle.vehicle_weapon2mode > RSM_LAST)
+ this.vehicle.vehicle_weapon2mode = RSM_FIRST;
- CSQCVehicleSetup(self, 0);
+ CSQCVehicleSetup(this, 0);
return true;
case IMP_weapon_last.impulse:
case IMP_weapon_prev_byid.impulse:
case IMP_weapon_prev_bypriority.impulse:
case IMP_weapon_prev_bygroup.impulse:
- self.vehicle.vehicle_weapon2mode -= 1;
- if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
- self.vehicle.vehicle_weapon2mode = RSM_LAST;
+ this.vehicle.vehicle_weapon2mode -= 1;
+ if(this.vehicle.vehicle_weapon2mode < RSM_FIRST)
+ this.vehicle.vehicle_weapon2mode = RSM_LAST;
- CSQCVehicleSetup(self, 0);
+ CSQCVehicleSetup(this, 0);
return true;
/*
spawnfunc(vehicle_raptor)
{
- if(!autocvar_g_vehicle_raptor) { remove(self); return; }
- if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
+ if(!autocvar_g_vehicle_raptor) { remove(this); return; }
+ if(!vehicle_initialize(this, VEH_RAPTOR, false)) { remove(this); return; }
}
METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
{
if(autocvar_g_vehicle_raptor_bouncepain)
- vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+ vehicles_impact(instance, autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
}
METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
{
- SELFPARAM();
- self.vehicle_weapon2mode = RSM_BOMB;
- self.owner.PlayerPhysplug = raptor_takeoff;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- self.solid = SOLID_SLIDEBOX;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
- self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
- self.tur_head.exteriormodeltoclient = self.owner;
-
- self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
- self.lip = time;
-
- if(self.owner.flagcarried)
- setorigin(self.owner.flagcarried, '-20 0 96');
-
- CSQCVehicleSetup(self.owner, 0);
+ instance.vehicle_weapon2mode = RSM_BOMB;
+ instance.owner.PlayerPhysplug = raptor_takeoff;
+ instance.movetype = MOVETYPE_BOUNCEMISSILE;
+ instance.solid = SOLID_SLIDEBOX;
+ instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
+ instance.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ instance.tur_head.exteriormodeltoclient = instance.owner;
+
+ instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ instance.lip = time;
+
+ if(instance.owner.flagcarried)
+ setorigin(instance.owner.flagcarried, '-20 0 96');
+
+ CSQCVehicleSetup(instance.owner, 0);
}
METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
{
instance.takedamage = DAMAGE_NO;
instance.deadflag = DEAD_DYING;
instance.movetype = MOVETYPE_BOUNCE;
- instance.think = raptor_diethink;
+ setthink(instance, raptor_diethink);
instance.nextthink = time;
instance.wait = time + 5 + (random() * 5);
instance.avelocity -= '0 0.5 1' * (random() * 400);
instance.colormod = '-0.5 -0.5 -0.5';
- instance.touch = raptor_blowup;
+ settouch(instance, raptor_blowup);
}
METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
{
- SELFPARAM();
- if(!self.gun1)
+ if(!instance.gun1)
{
entity spinner;
vector ofs;
//FIXME: Camera is in a bad place in HUD model.
- //setorigin(self.vehicle_viewport, '25 0 5');
+ //setorigin(instance.vehicle_viewport, '25 0 5');
- self.vehicles_impulse = raptor_impulse;
+ instance.vehicles_impulse = raptor_impulse;
- self.frame = 0;
+ instance.frame = 0;
- self.bomb1 = new(raptor_bomb);
- self.bomb2 = new(raptor_bomb);
- self.gun1 = new(raptor_gun);
- self.gun2 = new(raptor_gun);
+ instance.bomb1 = new(raptor_bomb);
+ instance.bomb2 = new(raptor_bomb);
+ instance.gun1 = new(raptor_gun);
+ instance.gun2 = new(raptor_gun);
- setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
- setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
- setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
+ setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN);
+ setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN);
+ setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL);
- setattachment(self.bomb1, self, "bombmount_left");
- setattachment(self.bomb2, self, "bombmount_right");
- setattachment(self.tur_head, self,"root");
+ setattachment(instance.bomb1, instance, "bombmount_left");
+ setattachment(instance.bomb2, instance, "bombmount_right");
+ setattachment(instance.tur_head, instance,"root");
// FIXMODEL Guns mounts to angled bones
- self.bomb1.angles = self.angles;
- self.angles = '0 0 0';
+ instance.bomb1.angles = instance.angles;
+ instance.angles = '0 0 0';
// This messes up gun-aim, so work arround it.
- //setattachment(self.gun1, self, "gunmount_left");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
- ofs -= self.origin;
- setattachment(self.gun1, self, "");
- setorigin(self.gun1, ofs);
+ //setattachment(instance.gun1, instance, "gunmount_left");
+ ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left"));
+ ofs -= instance.origin;
+ setattachment(instance.gun1, instance, "");
+ setorigin(instance.gun1, ofs);
- //setattachment(self.gun2, self, "gunmount_right");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
- ofs -= self.origin;
- setattachment(self.gun2, self, "");
- setorigin(self.gun2, ofs);
+ //setattachment(instance.gun2, instance, "gunmount_right");
+ ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right"));
+ ofs -= instance.origin;
+ setattachment(instance.gun2, instance, "");
+ setorigin(instance.gun2, ofs);
- self.angles = self.bomb1.angles;
- self.bomb1.angles = '0 0 0';
+ instance.angles = instance.bomb1.angles;
+ instance.bomb1.angles = '0 0 0';
spinner = new(raptor_spinner);
- spinner.owner = self;
+ spinner.owner = instance;
setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_left");
+ setattachment(spinner, instance, "engine_left");
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 90 0';
- self.bomb1.gun1 = spinner;
+ instance.bomb1.gun1 = spinner;
spinner = new(raptor_spinner);
- spinner.owner = self;
+ spinner.owner = instance;
setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_right");
+ setattachment(spinner, instance, "engine_right");
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 -90 0';
- self.bomb1.gun2 = spinner;
+ instance.bomb1.gun2 = spinner;
// Sigh.
- self.bomb1.think = raptor_rotor_anglefix;
- self.bomb1.nextthink = time;
+ setthink(instance.bomb1, raptor_rotor_anglefix);
+ instance.bomb1.nextthink = time;
- self.mass = 1 ;
+ instance.mass = 1 ;
}
- self.frame = 0;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.movetype = MOVETYPE_TOSS;
- self.solid = SOLID_SLIDEBOX;
- self.vehicle_energy = 1;
+ instance.frame = 0;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ instance.movetype = MOVETYPE_TOSS;
+ instance.solid = SOLID_SLIDEBOX;
+ instance.vehicle_energy = 1;
- self.PlayerPhysplug = raptor_frame;
+ instance.PlayerPhysplug = raptor_frame;
- self.bomb1.gun1.avelocity_y = 90;
- self.bomb1.gun2.avelocity_y = -90;
+ instance.bomb1.gun1.avelocity_y = 90;
+ instance.bomb1.gun2.avelocity_y = -90;
- self.delay = time;
+ instance.delay = time;
- self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
- self.damageforcescale = 0.25;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ instance.damageforcescale = 0.25;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
}
METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
{
- SELFPARAM();
if(autocvar_g_vehicle_raptor_shield)
- self.vehicle_flags |= VHF_HASSHIELD;
+ instance.vehicle_flags |= VHF_HASSHIELD;
if(autocvar_g_vehicle_raptor_shield_regen)
- self.vehicle_flags |= VHF_SHIELDREGEN;
+ instance.vehicle_flags |= VHF_SHIELDREGEN;
if(autocvar_g_vehicle_raptor_health_regen)
- self.vehicle_flags |= VHF_HEALTHREGEN;
+ instance.vehicle_flags |= VHF_HEALTHREGEN;
if(autocvar_g_vehicle_raptor_energy_regen)
- self.vehicle_flags |= VHF_ENERGYREGEN;
+ instance.vehicle_flags |= VHF_ENERGYREGEN;
- self.vehicle_exit = raptor_exit;
- self.respawntime = autocvar_g_vehicle_raptor_respawntime;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.max_health = self.vehicle_health;
+ instance.vehicle_exit = raptor_exit;
+ instance.respawntime = autocvar_g_vehicle_raptor_respawntime;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ instance.max_health = instance.vehicle_health;
}
#endif
"vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
"vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
}
-METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
+METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player))
{
- SELFPARAM();
string crosshair;
switch(weapon2mode)
if(!dropmark)
{
dropmark = spawn();
- dropmark.owner = self;
+ dropmark.owner = player;
dropmark.gravity = 1;
}
{
setorigin(dropmark, pmove_org);
dropmark.velocity = pmove_vel;
- tracetoss(dropmark, self);
+ tracetoss(dropmark, player);
where = project_3d_to_2d(trace_endpos);