]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
s/world/NULL/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 1e1c924e6d6fa94e3d334ccf53b35ef1ed4d58d2..5f56f19db19b2080d7255318562d150ee2be1787 100644 (file)
@@ -64,54 +64,54 @@ REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
 spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
 spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
 
-void W_Mortar_Grenade_Explode()
-{SELFPARAM();
+void W_Mortar_Grenade_Explode(entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
+                       if(DIFF_TEAM(this.realowner, other))
                                if(!IS_DEAD(other))
                                        if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
+       if(this.movetype == MOVETYPE_NONE)
+               this.velocity = this.oldvelocity;
 
-       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, other);
 
-       remove(self);
+       remove(this);
 }
 
 void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Mortar_Grenade_Explode());
+       W_Mortar_Grenade_Explode(this);
 }
 
-void W_Mortar_Grenade_Explode2()
-{SELFPARAM();
+void W_Mortar_Grenade_Explode2(entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
+                       if(DIFF_TEAM(this.realowner, other))
                                if(!IS_DEAD(other))
                                        if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
+       if(this.movetype == MOVETYPE_NONE)
+               this.velocity = this.oldvelocity;
 
-       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, other);
 
-       remove(self);
+       remove(this);
 }
 
 void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Mortar_Grenade_Explode2());
+       W_Mortar_Grenade_Explode2(this);
 }
 
 void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -128,101 +128,101 @@ void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, flo
                W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
-void W_Mortar_Grenade_Think1()
-{SELFPARAM();
-       self.nextthink = time;
-       if(time > self.cnt)
+void W_Mortar_Grenade_Think1(entity this)
+{
+       this.nextthink = time;
+       if(time > this.cnt)
        {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mortar_Grenade_Explode();
+               other = NULL;
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_Mortar_Grenade_Explode(this);
                return;
        }
-       if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
-               W_Mortar_Grenade_Explode();
+       if(this.gl_detonate_later && this.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
+               W_Mortar_Grenade_Explode(this);
 }
 
-void W_Mortar_Grenade_Touch1()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
+void W_Mortar_Grenade_Touch1(entity this)
+{
+       PROJECTILE_TOUCH(this);
        if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
                this.use(this, NULL, NULL);
        }
        else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
-               Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               self.gl_bouncecnt += 1;
+               spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               this.gl_bouncecnt += 1;
        }
        else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
+               spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
-               self.oldvelocity = self.velocity;
-               self.velocity = '0 0 0';
-               self.movetype = MOVETYPE_NONE; // also disables gravity
-               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
-               UpdateCSQCProjectile(self);
+               this.oldvelocity = this.velocity;
+               this.velocity = '0 0 0';
+               this.movetype = MOVETYPE_NONE; // also disables gravity
+               this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+               UpdateCSQCProjectile(this);
 
                // do not respond to any more touches
-               self.solid = SOLID_NOT;
+               this.solid = SOLID_NOT;
 
-               self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
+               this.nextthink = min(this.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
        }
 }
 
-void W_Mortar_Grenade_Touch2()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
+void W_Mortar_Grenade_Touch2(entity this)
+{
+       PROJECTILE_TOUCH(this);
        if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
                this.use(this, NULL, NULL);
        }
        else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
-               Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               self.gl_bouncecnt += 1;
+               spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               this.gl_bouncecnt += 1;
 
-               if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
-                       self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
+               if(WEP_CVAR_SEC(mortar, lifetime_bounce) && this.gl_bouncecnt == 1)
+                       this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
 
        }
        else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
+               spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
-               self.oldvelocity = self.velocity;
-               self.velocity = '0 0 0';
-               self.movetype = MOVETYPE_NONE; // also disables gravity
-               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
-               UpdateCSQCProjectile(self);
+               this.oldvelocity = this.velocity;
+               this.velocity = '0 0 0';
+               this.movetype = MOVETYPE_NONE; // also disables gravity
+               this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+               UpdateCSQCProjectile(this);
 
                // do not respond to any more touches
-               self.solid = SOLID_NOT;
+               this.solid = SOLID_NOT;
 
-               self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
+               this.nextthink = min(this.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
        }
 }
 
-void W_Mortar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack(Weapon thiswep, entity actor)
+{
        entity gren;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        gren = new(grenade);
-       gren.owner = gren.realowner = self;
+       gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
@@ -235,9 +235,9 @@ void W_Mortar_Attack(Weapon thiswep)
 
        gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
        gren.nextthink = time;
-       gren.think = W_Mortar_Grenade_Think1;
+       setthink(gren, W_Mortar_Grenade_Think1);
        gren.use = W_Mortar_Grenade_Explode_use;
-       gren.touch = W_Mortar_Grenade_Touch1;
+       settouch(gren, W_Mortar_Grenade_Touch1);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_PRI(mortar, health);
@@ -255,22 +255,22 @@ void W_Mortar_Attack(Weapon thiswep)
        else
                CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, gren);
+       MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
-void W_Mortar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack2(Weapon thiswep, entity actor)
+{
        entity gren;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(actor, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        gren = new(grenade);
-       gren.owner = gren.realowner = self;
+       gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
        gren.movetype = MOVETYPE_BOUNCE;
@@ -282,9 +282,9 @@ void W_Mortar_Attack2(Weapon thiswep)
        setsize(gren, '-3 -3 -3', '3 3 3');
 
        gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
-       gren.think = adaptor_think2use_hittype_splash;
+       setthink(gren, adaptor_think2use_hittype_splash);
        gren.use = W_Mortar_Grenade_Explode2_use;
-       gren.touch = W_Mortar_Grenade_Touch2;
+       settouch(gren, W_Mortar_Grenade_Touch2);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(mortar, health);
@@ -302,30 +302,29 @@ void W_Mortar_Attack2(Weapon thiswep)
        else
                CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, gren);
+       MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
 .float bot_secondary_grenademooth;
 
-METHOD(Mortar, wr_aim, void(entity thiswep))
+METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    PHYS_INPUT_BUTTON_ATCK(self) = false;
-    PHYS_INPUT_BUTTON_ATCK2(self) = false;
-    if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+    PHYS_INPUT_BUTTON_ATCK(actor) = false;
+    PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+    if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
     {
-        if(bot_aim(self, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
+        if(bot_aim(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
         {
-            PHYS_INPUT_BUTTON_ATCK(self) = true;
-            if(random() < 0.01) self.bot_secondary_grenademooth = 1;
+            PHYS_INPUT_BUTTON_ATCK(actor) = true;
+            if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
         }
     }
     else
     {
-        if(bot_aim(self, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
+        if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
         {
-            PHYS_INPUT_BUTTON_ATCK2(self) = true;
-            if(random() < 0.02) self.bot_secondary_grenademooth = 0;
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+            if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
         }
     }
 }
@@ -353,7 +352,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
         {
-            W_Mortar_Attack(thiswep);
+            W_Mortar_Attack(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
         }
     }
@@ -363,7 +362,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             bool nadefound = false;
             entity nade;
-            for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+            for(nade = NULL; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
             {
                 if(!nade.gl_detonate_later)
                 {
@@ -376,7 +375,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
         else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
         {
-            W_Mortar_Attack2(thiswep);
+            W_Mortar_Attack2(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
         }
     }
@@ -395,8 +394,7 @@ METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
+    W_Reload(actor, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -416,14 +414,13 @@ METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
 }
 
 #endif