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;
remove(self);
}
-void W_Hook_Explode2()
-{SELFPARAM();
+void W_Hook_Explode2(entity this)
+{
self.event_damage = func_null;
- self.touch = func_null;
+ settouch(self, func_null);
self.effects |= EF_NODRAW;
- self.think = W_Hook_ExplodeThink;
+ setthink(self, W_Hook_ExplodeThink);
self.nextthink = time;
self.dmg = WEP_CVAR_SEC(hook, damage);
self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
self.movetype = MOVETYPE_NONE;
}
+void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Hook_Explode2(this));
+}
+
void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(this.health <= 0)
this.health = this.health - damage;
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
+ W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2()
-{SELFPARAM();
- PROJECTILE_TOUCH;
- self.use();
+void W_Hook_Touch2(entity this)
+{
+ PROJECTILE_TOUCH(this);
+ this.use(this, NULL, NULL);
}
void W_Hook_Attack2(Weapon thiswep, entity actor)
setsize(gren, '0 0 0', '0 0 0');
gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
- gren.think = adaptor_think2use_hittype_splash;
- gren.use = W_Hook_Explode2;
- gren.touch = W_Hook_Touch2;
+ setthink(gren, adaptor_think2use_hittype_splash);
+ gren.use = W_Hook_Explode2_use;
+ settouch(gren, W_Hook_Touch2);
gren.takedamage = DAMAGE_YES;
gren.health = WEP_CVAR_SEC(hook, health);
METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- SELFPARAM();
if (fire & 1) {
if(!actor.hook)
if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
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);
- WITH(entity, self, 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();
+ entity this = actor;
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
-METHOD(Hook, wr_checkammo1, bool(Hook thiswep))
+METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
{
- SELFPARAM();
if (!thiswep.ammo_factor) return true;
- if(self.hook)
- return self.ammo_fuel > 0;
+ if(actor.hook)
+ return actor.ammo_fuel > 0;
else
- return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
+ return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
}
-METHOD(Hook, wr_checkammo2, bool(Hook thiswep))
+METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
{
// infinite ammo for now
- return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
+ 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();
+ entity this = actor;
RemoveGrapplingHook(self);
self.hook_time = 0;
self.hook_refire = time;
#endif
#ifdef CSQC
-METHOD(Hook, wr_impacteffect, void(entity thiswep))
+METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
+ entity this = actor;
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
void Remove_GrapplingHook(entity this)
{
sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+
+ if(csqcplayer && csqcplayer.hook == this)
+ csqcplayer.hook = NULL;
}
NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
{
- self.HookType = NET_ENT_CLIENT_HOOK;
+ this.HookType = NET_ENT_CLIENT_HOOK;
int sf = ReadByte();
- self.HookSilent = (sf & 0x80);
- self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
+ this.HookSilent = (sf & 0x80);
+ this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
- InterpolateOrigin_Undo(self);
+ InterpolateOrigin_Undo(this);
if(sf & 1)
{
int myowner = ReadByte();
- self.owner = playerslots[myowner - 1];
- self.sv_entnum = myowner;
- switch(self.HookType)
+ this.owner = playerslots[myowner - 1];
+ this.sv_entnum = myowner;
+ if(csqcplayer && myowner == player_localentnum)
+ csqcplayer.hook = this;
+ switch(this.HookType)
{
default:
case NET_ENT_CLIENT_HOOK:
- self.HookRange = 0;
+ this.HookRange = 0;
break;
case NET_ENT_CLIENT_ARC_BEAM:
- self.HookRange = ReadCoord();
+ this.HookRange = ReadCoord();
break;
}
}
if(sf & 2)
{
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
- setorigin(self, self.origin);
+ this.origin_x = ReadCoord();
+ this.origin_y = ReadCoord();
+ this.origin_z = ReadCoord();
+ setorigin(this, this.origin);
}
if(sf & 4)
{
- self.velocity_x = ReadCoord();
- self.velocity_y = ReadCoord();
- self.velocity_z = ReadCoord();
+ this.velocity_x = ReadCoord();
+ this.velocity_y = ReadCoord();
+ this.velocity_z = ReadCoord();
}
InterpolateOrigin_Note(this);
- if(bIsNew || !self.teleport_time)
+ if(bIsNew || !this.teleport_time)
{
- self.draw = Draw_GrapplingHook;
- self.entremove = Remove_GrapplingHook;
+ this.draw = Draw_GrapplingHook;
+ this.entremove = Remove_GrapplingHook;
- switch(self.HookType)
+ switch(this.HookType)
{
default:
case NET_ENT_CLIENT_HOOK:
// for the model
- setmodel(self, MDL_HOOK);
- self.drawmask = MASK_NORMAL;
+ setmodel(this, MDL_HOOK);
+ this.drawmask = MASK_NORMAL;
break;
case NET_ENT_CLIENT_ARC_BEAM:
- sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
break;
}
}
- self.teleport_time = time + 10;
+ this.teleport_time = time + 10;
return true;
}
-// TODO: hook: temporarily transform self.origin for drawing the model along warpzones!
+// TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
#endif
#endif