spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
-void W_Hook_ExplodeThink()
-{SELFPARAM();
+void W_Hook_ExplodeThink(entity this)
+{
float dt, dmg_remaining_next, f;
- dt = time - self.teleport_time;
- dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
+ dt = time - this.teleport_time;
+ dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
- f = self.dmg_last - dmg_remaining_next;
- self.dmg_last = dmg_remaining_next;
+ f = this.dmg_last - dmg_remaining_next;
+ this.dmg_last = dmg_remaining_next;
- RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+ RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
- if(dt < self.dmg_duration)
- self.nextthink = time + 0.05; // soon
+ if(dt < this.dmg_duration)
+ this.nextthink = time + 0.05; // soon
else
- remove(self);
+ remove(this);
}
-void W_Hook_Explode2()
-{SELFPARAM();
- self.event_damage = func_null;
- settouch(self, func_null);
- self.effects |= EF_NODRAW;
-
- self.think = W_Hook_ExplodeThink;
- self.nextthink = time;
- self.dmg = WEP_CVAR_SEC(hook, damage);
- self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
- self.dmg_radius = WEP_CVAR_SEC(hook, radius);
- self.dmg_force = WEP_CVAR_SEC(hook, force);
- self.dmg_power = WEP_CVAR_SEC(hook, power);
- self.dmg_duration = WEP_CVAR_SEC(hook, duration);
- self.teleport_time = time;
- self.dmg_last = 1;
- self.movetype = MOVETYPE_NONE;
+void W_Hook_Explode2(entity this)
+{
+ this.event_damage = func_null;
+ settouch(this, func_null);
+ this.effects |= EF_NODRAW;
+
+ setthink(this, W_Hook_ExplodeThink);
+ this.nextthink = time;
+ this.dmg = WEP_CVAR_SEC(hook, damage);
+ this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
+ this.dmg_radius = WEP_CVAR_SEC(hook, radius);
+ this.dmg_force = WEP_CVAR_SEC(hook, force);
+ this.dmg_power = WEP_CVAR_SEC(hook, power);
+ this.dmg_duration = WEP_CVAR_SEC(hook, duration);
+ this.teleport_time = time;
+ this.dmg_last = 1;
+ this.movetype = MOVETYPE_NONE;
}
void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Hook_Explode2());
+ W_Hook_Explode2(this);
}
void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Hook_Touch2(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
this.use(this, NULL, NULL);
}
setsize(gren, '0 0 0', '0 0 0');
gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
- gren.think = adaptor_think2use_hittype_splash;
+ setthink(gren, adaptor_think2use_hittype_splash);
gren.use = W_Hook_Explode2_use;
settouch(gren, W_Hook_Touch2);
if(actor.hook)
{
// if hooked, no bombs, and increase the timer
- actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
// hook also inhibits health regeneration, but only for 1 second
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
if (actor.hook)
RemoveGrapplingHook(actor);
- WITHSELF(actor, FireGrapplingHook());
+ FireGrapplingHook(actor);
actor.hook_state &= ~HOOK_FIRING;
- actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
+ actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
}
else if (actor.hook_state & HOOK_REMOVING)
{
actor.hook_state &= ~HOOK_REMOVING;
}
}
-METHOD(Hook, wr_setup, void(entity thiswep))
+METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
{
- SELFPARAM();
- self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
{
// infinite ammo for now
return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
-METHOD(Hook, wr_resetplayer, void(entity thiswep))
+METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
{
- SELFPARAM();
- RemoveGrapplingHook(self);
- self.hook_time = 0;
- self.hook_refire = time;
+ RemoveGrapplingHook(actor);
+ actor.hook_time = 0;
+ actor.hook_refire = time;
}
METHOD(Hook, wr_killmessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
-METHOD(Hook, wr_impacteffect, void(entity thiswep))
+METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
}
#endif
InterpolateOrigin_Do(this);
- int s = W_GetGunAlignment(world);
+ int s = W_GetGunAlignment(NULL);
switch(this.HookType)
{
b = view_origin + view_forward * this.HookRange;
else
b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
- WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
+ WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
break;
Draw_GrapplingHook_trace_callback_rnd = offset;
Draw_GrapplingHook_trace_callback_rgb = rgb;
Draw_GrapplingHook_trace_callback_a = intensity;
- WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
+ WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), NULL, NULL, Draw_GrapplingHook_trace_callback);
Draw_GrapplingHook_trace_callback_tex = string_null;
atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);