]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Cleanse vehicles of SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index 208ae62e59365a347c18e3477c863bca8f506d06..2deab23d76309f527b3e0f535ead32d92e61efb2 100644 (file)
@@ -31,7 +31,7 @@ void UpdateFrags(entity player, float f)
 }
 
 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
-{SELFPARAM();
+{
        // TODO route through PlayerScores instead
        if(gameover) return;
 
@@ -102,9 +102,9 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype)
        }
 
        // FIXME fix the mess this is (we have REAL points now!)
-       if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
+       if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
        {
-               f = frag_score;
+               f = M_ARGV(2, float);
        }
 
        attacker.totalfrags += f;
@@ -328,7 +328,8 @@ void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
                        return;
                }
                LogDeath("suicide", deathtype, targ, targ);
-               GiveFrags(attacker, targ, -1, deathtype);
+               if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
+                       GiveFrags(attacker, targ, -1, deathtype);
        }
 
        // ======
@@ -500,8 +501,8 @@ void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
        if(targ.killcount) { targ.killcount = 0; }
 }
 
-void Ice_Think()
-{SELFPARAM();
+void Ice_Think(entity this)
+{
        if(!STAT(FROZEN, self.owner) || self.owner.iceblock != self)
        {
                remove(self);
@@ -530,7 +531,7 @@ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypo
        entity ice = new(ice);
        ice.owner = targ;
        ice.scale = targ.scale;
-       ice.think = Ice_Think;
+       setthink(ice, Ice_Think);
        ice.nextthink = time;
        ice.frame = floor(random() * 21); // ice model has 20 different looking frames
        setmodel(ice, MDL_ICE);
@@ -540,7 +541,7 @@ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypo
        targ.iceblock = ice;
        targ.revival_time = 0;
 
-       WITHSELF(ice, Ice_Think());
+       WITHSELF(ice, Ice_Think(ice));
 
        RemoveGrapplingHook(targ);
 
@@ -576,7 +577,7 @@ void Unfreeze (entity targ)
 }
 
 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+{
        float mirrordamage;
        float mirrorforce;
        float complainteamdamage = 0;
@@ -587,11 +588,10 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
        if (gameover || targ.killcount == FRAGS_SPECTATOR)
                return;
 
-       setself(targ);
-        damage_targ = targ;
-        damage_inflictor = inflictor;
-        damage_attacker = attacker;
-               attacker_save = attacker;
+    damage_targ = targ;
+    damage_inflictor = inflictor;
+    damage_attacker = attacker;
+       attacker_save = attacker;
 
        if(IS_PLAYER(targ))
                if(targ.hook)
@@ -602,19 +602,17 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
        // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
        if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
        {
-               if(IS_PLAYER(targ))
-                       if(SAME_TEAM(targ, attacker))
-                       {
-                               setself(this);
-                               return;
-                       }
+               if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
+               {
+                       return;
+               }
        }
 
        if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
        {
                // exit the vehicle before killing (fixes a crash)
                if(IS_PLAYER(targ) && targ.vehicle)
-                       vehicles_exit(VHEF_RELEASE);
+                       vehicles_exit(targ.vehicle, VHEF_RELEASE);
 
                // These are ALWAYS lethal
                // No damage modification here
@@ -699,9 +697,9 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
 
                // should this be changed at all? If so, in what way?
                MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
-               damage = frag_damage;
-               mirrordamage = frag_mirrordamage;
-               force = frag_force;
+               damage = M_ARGV(4, float);
+               mirrordamage = M_ARGV(5, float);
+               force = M_ARGV(6, vector);
 
                if(STAT(FROZEN, targ))
                if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
@@ -725,37 +723,34 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
                {
                        Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
 
-                       setself(targ);
-                       entity spot = SelectSpawnPoint (false);
+                       entity spot = SelectSpawnPoint (targ, false);
 
                        if(spot)
                        {
                                damage = 0;
-                               self.deadflag = DEAD_NO;
+                               targ.deadflag = DEAD_NO;
 
-                               self.angles = spot.angles;
+                               targ.angles = spot.angles;
 
-                               self.effects = 0;
-                               self.effects |= EF_TELEPORT_BIT;
+                               targ.effects = 0;
+                               targ.effects |= EF_TELEPORT_BIT;
 
-                               self.angles_z = 0; // never spawn tilted even if the spot says to
-                               self.fixangle = true; // turn this way immediately
-                               self.velocity = '0 0 0';
-                               self.avelocity = '0 0 0';
-                               self.punchangle = '0 0 0';
-                               self.punchvector = '0 0 0';
-                               self.oldvelocity = self.velocity;
+                               targ.angles_z = 0; // never spawn tilted even if the spot says to
+                               targ.fixangle = true; // turn this way immediately
+                               targ.velocity = '0 0 0';
+                               targ.avelocity = '0 0 0';
+                               targ.punchangle = '0 0 0';
+                               targ.punchvector = '0 0 0';
+                               targ.oldvelocity = targ.velocity;
 
-                               self.spawnorigin = spot.origin;
-                               setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
+                               targ.spawnorigin = spot.origin;
+                               setorigin (targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
                                // don't reset back to last position, even if new position is stuck in solid
-                               self.oldorigin = self.origin;
-                               self.prevorigin = self.origin;
+                               targ.oldorigin = targ.origin;
+                               targ.prevorigin = targ.origin;
 
-                               Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
+                               Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
                        }
-
-                       setself(this);
                }
 
                if(!g_instagib)
@@ -840,39 +835,39 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
        }
 
        // apply push
-       if (self.damageforcescale)
+       if (targ.damageforcescale)
        if (vlen(force))
-       if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
+       if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
        {
-               vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
-               if(self.movetype == MOVETYPE_PHYSICS)
+               vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
+               if(targ.movetype == MOVETYPE_PHYSICS)
                {
                        entity farcent = new(farce);
-                       farcent.enemy = self;
+                       farcent.enemy = targ;
                        farcent.movedir = farce * 10;
-                       if(self.mass)
-                               farcent.movedir = farcent.movedir * self.mass;
+                       if(targ.mass)
+                               farcent.movedir = farcent.movedir * targ.mass;
                        farcent.origin = hitloc;
                        farcent.forcetype = FORCETYPE_FORCEATPOS;
                        farcent.nextthink = time + 0.1;
-                       farcent.think = SUB_Remove_self;
+                       setthink(farcent, SUB_Remove);
                }
                else
                {
-                       self.velocity = self.velocity + farce;
-                       self.move_velocity = self.velocity;
+                       targ.velocity = targ.velocity + farce;
+                       targ.move_velocity = targ.velocity;
                }
-               UNSET_ONGROUND(self);
-               self.move_flags &= ~FL_ONGROUND;
-               UpdateCSQCProjectile(self);
+               UNSET_ONGROUND(targ);
+               targ.move_flags &= ~FL_ONGROUND;
+               UpdateCSQCProjectile(targ);
        }
        // apply damage
-       if (damage != 0 || (self.damageforcescale && vlen(force)))
-       if (self.event_damage)
-               self.event_damage (self, inflictor, attacker, damage, deathtype, hitloc, force);
-       setself(this);
+       if (damage != 0 || (targ.damageforcescale && vlen(force)))
+       if (targ.event_damage)
+               targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
 
        // apply mirror damage if any
+       if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
        if(mirrordamage > 0 || mirrorforce > 0)
        {
                attacker = attacker_save;
@@ -1097,7 +1092,7 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
                {
                        // print("adding a fire burner to ", e.classname, "\n");
                        e.fire_burner = new(fireburner);
-                       e.fire_burner.think = fireburner_think;
+                       setthink(e.fire_burner, fireburner_think);
                        e.fire_burner.nextthink = time;
                        e.fire_burner.owner = e;
                }
@@ -1256,8 +1251,8 @@ void Fire_ApplyEffect(entity e)
                e.effects &= ~EF_FLAME;
 }
 
-void fireburner_think()
-{SELFPARAM();
+void fireburner_think(entity this)
+{
        // for players, this is done in the regular loop
        if(wasfreed(self.owner))
        {