#include "g_damage.qh"
-#include "bot/bot.qh"
+#include "bot/api.qh"
#include "g_hook.qh"
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
#include "scores.qh"
#include "spawnpoints.qh"
#include "../common/state.qh"
#include "../common/physics/player.qh"
#include "../common/t_items.qh"
#include "../common/vehicles/all.qh"
-#include "../common/items/all.qc"
+#include "../common/items/_mod.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "../common/playerstats.qh"
#include "../common/teams.qh"
#include "../common/util.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/common.qh"
-void UpdateFrags(entity player, float f)
+void UpdateFrags(entity player, int f)
{
PlayerTeamScore_AddScore(player, f);
}
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))
- {
- f = frag_score;
- }
+ if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
+ f = M_ARGV(2, float);
attacker.totalfrags += f;
UpdateFrags(attacker, f);
}
+.entity kh_next;
+
string AppendItemcodes(string s, entity player)
{
int w = PS(player).m_weapon.m_id;
s = strcat(s, "S");
if(time < player.invincible_finished)
s = strcat(s, "I");
- if(player.flagcarried != world)
+ if(player.flagcarried != NULL)
s = strcat(s, "F");
if(PHYS_INPUT_BUTTON_CHAT(player))
s = strcat(s, "T");
Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
- Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
// In this case, the death message will ALWAYS be "foo was betrayed by bar"
// No need for specific death/weapon messages...
if(targ.killcount) { targ.killcount = 0; }
}
-void Ice_Think()
-{SELFPARAM();
- if(!STAT(FROZEN, self.owner) || self.owner.iceblock != self)
+void Ice_Think(entity this)
+{
+ if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
{
- remove(self);
+ delete(this);
return;
}
- setorigin(self, self.owner.origin - '0 0 16');
- self.nextthink = time;
+ setorigin(this, this.owner.origin - '0 0 16');
+ this.nextthink = time;
}
void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
-{SELFPARAM();
+{
if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
return;
targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
targ.revive_speed = freeze_time;
- self.bot_attack = false;
+ targ.bot_attack = false;
entity ice = new(ice);
ice.owner = targ;
targ.iceblock = ice;
targ.revival_time = 0;
- WITHSELF(ice, Ice_Think());
+ Ice_Think(ice);
RemoveGrapplingHook(targ);
// add waypoint
if(show_waypoint)
- WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
+ WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
}
void Unfreeze (entity targ)
{
- SELFPARAM();
if(!STAT(FROZEN, targ))
return;
STAT(FROZEN, targ) = 0;
targ.revive_progress = 0;
targ.revival_time = time;
- self.bot_attack = true;
+ targ.bot_attack = true;
WaypointSprite_Kill(targ.waypointsprite_attached);
// remove the ice block
if(targ.iceblock)
- remove(targ.iceblock);
- targ.iceblock = world;
+ delete(targ.iceblock);
+ targ.iceblock = NULL;
}
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
// exit the vehicle before killing (fixes a crash)
if(IS_PLAYER(targ) && targ.vehicle)
- WITHSELF(targ, 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)
Unfreeze(targ);
targ.health = autocvar_g_frozen_revive_falldamage_health;
Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
}
targ.oldvelocity = targ.velocity;
targ.spawnorigin = spot.origin;
- setorigin (targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
+ 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
targ.oldorigin = targ.origin;
targ.prevorigin = targ.origin;
else
victim = targ;
- if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
+ if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
{
if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
{
if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
{
vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
- if(targ.movetype == MOVETYPE_PHYSICS)
+ if(targ.move_movetype == MOVETYPE_PHYSICS)
{
entity farcent = new(farce);
farcent.enemy = targ;
farcent.origin = hitloc;
farcent.forcetype = FORCETYPE_FORCEATPOS;
farcent.nextthink = time + 0.1;
- setthink(farcent, SUB_Remove_self);
+ setthink(farcent, SUB_Remove);
}
else
{
targ.velocity = targ.velocity + farce;
- targ.move_velocity = targ.velocity;
}
UNSET_ONGROUND(targ);
- targ.move_flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(targ);
}
// apply damage
if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
{
force = inflictorvelocity;
- if(vlen(force) == 0)
+ if(force == '0 0 0')
force = '0 0 -1';
else
force = normalize(force);
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))
+ if(wasfreed(this.owner))
{
- remove(self);
+ delete(this);
return;
}
- Fire_ApplyEffect(self.owner);
- if(!Fire_IsBurning(self.owner))
+ Fire_ApplyEffect(this.owner);
+ if(!Fire_IsBurning(this.owner))
{
- self.owner.fire_burner = world;
- remove(self);
+ this.owner.fire_burner = NULL;
+ delete(this);
return;
}
- Fire_ApplyDamage(self.owner);
- self.nextthink = time;
+ Fire_ApplyDamage(this.owner);
+ this.nextthink = time;
}