return;
}
- if(other.assault_sprite)
+ if(trigger.assault_sprite)
{
- WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
- if(other.classname == "func_assault_destructible")
- other.sprite = world;
+ WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
+ if(trigger.classname == "func_assault_destructible")
+ trigger.sprite = world; // TODO: just unsetting it?!
}
else
return; // already activated! cannot activate again!
- if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
+ if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
{
- if(self.enemy.health - self.dmg > 0.5)
+ if(this.enemy.health - this.dmg > 0.5)
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.dmg);
- self.enemy.health = self.enemy.health - self.dmg;
+ PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
+ this.enemy.health = this.enemy.health - this.dmg;
}
else
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.enemy.health);
+ PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
- self.enemy.health = -1;
+ this.enemy.health = -1;
if(this.enemy.message)
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
void assault_setenemytoobjective(entity this)
{
entity objective;
- for(objective = world; (objective = find(objective, targetname, self.target)); )
+ for(objective = world; (objective = find(objective, targetname, this.target)); )
{
if(objective.classname == "target_objective")
{
- if(self.enemy == world)
- self.enemy = objective;
+ if(this.enemy == world)
+ this.enemy = objective;
else
objerror("more than one objective as target - fix the map!");
break;
}
}
- if(self.enemy == world)
+ if(this.enemy == world)
objerror("no objective as target - fix the map!");
}
{
WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
if(ent.classname == "func_assault_destructible")
- ent.sprite = world;
+ ent.sprite = world; // TODO: just unsetting it?!
}
spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
- setself(it);
- vehicles_clearreturn(self);
- vehicles_spawn();
+ vehicles_clearreturn(it);
+ WITHSELF(it, vehicles_spawn());
));
- setself(this);
-
// up round counter
self.winning = self.winning + 1;
// spawnfuncs
spawnfunc(info_player_attacker)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.team = NUM_TEAM_1; // red, gets swapped every round
+ this.team = NUM_TEAM_1; // red, gets swapped every round
spawnfunc_info_player_deathmatch(this);
}
spawnfunc(info_player_defender)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.team = NUM_TEAM_2; // blue, gets swapped every round
+ this.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch(this);
}
spawnfunc(target_objective_decrease)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.classname = "target_objective_decrease";
+ this.classname = "target_objective_decrease";
- if(!self.dmg)
- self.dmg = 101;
+ if(!this.dmg)
+ this.dmg = 101;
- self.use = assault_objective_decrease_use;
- self.health = ASSAULT_VALUE_INACTIVE;
- self.max_health = ASSAULT_VALUE_INACTIVE;
- self.enemy = world;
+ this.use = assault_objective_decrease_use;
+ this.health = ASSAULT_VALUE_INACTIVE;
+ this.max_health = ASSAULT_VALUE_INACTIVE;
+ this.enemy = world;
- InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
+ InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
}
// destructible walls that can be used to trigger target_objective_decrease
spawnfunc(func_breakable);
spawnfunc(func_assault_destructible)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.spawnflags = 3;
- self.classname = "func_assault_destructible";
+ this.spawnflags = 3;
+ this.classname = "func_assault_destructible";
if(assault_attacker_team == NUM_TEAM_1)
- self.team = NUM_TEAM_2;
+ this.team = NUM_TEAM_2;
else
- self.team = NUM_TEAM_1;
+ this.team = NUM_TEAM_1;
spawnfunc_func_breakable(this);
}
spawnfunc(func_assault_wall)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.classname = "func_assault_wall";
- self.mdl = self.model;
- _setmodel(self, self.mdl);
- self.solid = SOLID_BSP;
- self.think = assault_wall_think;
- self.nextthink = time;
- InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
+ this.classname = "func_assault_wall";
+ this.mdl = this.model;
+ _setmodel(this, this.mdl);
+ this.solid = SOLID_BSP;
+ this.think = assault_wall_think;
+ this.nextthink = time;
+ InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
}
spawnfunc(target_assault_roundend)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.winning = 0; // round not yet won by attackers
- self.classname = "target_assault_roundend";
- self.use = target_assault_roundend_use;
- self.cnt = 0; // first round
- self.reset = target_assault_roundend_reset;
+ this.winning = 0; // round not yet won by attackers
+ this.classname = "target_assault_roundend";
+ this.use = target_assault_roundend_use;
+ this.cnt = 0; // first round
+ this.reset = target_assault_roundend_reset;
}
spawnfunc(target_assault_roundstart)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
assault_attacker_team = NUM_TEAM_1;
- self.classname = "target_assault_roundstart";
- self.use = assault_roundstart_use;
- self.reset2 = assault_roundstart_use_self;
- InitializeEntity(self, assault_roundstart_use_this, INITPRIO_FINDTARGET);
+ this.classname = "target_assault_roundstart";
+ this.use = assault_roundstart_use;
+ this.reset2 = assault_roundstart_use_self;
+ InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
}
// legacy bot code