}
void GiveFrags (entity attacker, entity targ, float f, int deathtype)
-{SELFPARAM();
+{
// TODO route through PlayerScores instead
if(gameover) return;
}
// 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;
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);
}
// ======
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);
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);
targ.iceblock = ice;
targ.revival_time = 0;
- WITHSELF(ice, Ice_Think());
+ WITHSELF(ice, Ice_Think(ice));
RemoveGrapplingHook(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;
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)
// 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
// 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)
{
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)
}
// 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;
{
// 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;
}
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))
{