]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Kill use of self in player physics code
authorMario <mario@smbclan.net>
Thu, 26 Nov 2015 10:39:12 +0000 (20:39 +1000)
committerMario <mario@smbclan.net>
Thu, 26 Nov 2015 10:39:12 +0000 (20:39 +1000)
qcsrc/common/mutators/events.qh
qcsrc/common/mutators/mutator/multijump/multijump.qc
qcsrc/common/physics.qc
qcsrc/common/physics.qh
qcsrc/common/viewloc.qc
qcsrc/common/viewloc.qh
qcsrc/lib/math.qh
qcsrc/server/anticheat.qc
qcsrc/server/anticheat.qh
qcsrc/server/playerdemo.qc
qcsrc/server/playerdemo.qh

index 49a2a0761162ce2be18605ac72bdb86eb057b6f8..d050ceb13eddd5ff55c187eb05bad8d0fca191b7 100644 (file)
@@ -65,7 +65,10 @@ MUTATOR_HOOKABLE(WP_Format, EV_WP_Format);
  * called before any player physics, may adjust variables for movement,
  * is run AFTER bot code and idle checking on the server
  */
-MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
+#define EV_PlayerPhysics(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(PlayerPhysics, EV_PlayerPhysics);
 
 /** called when a player presses the jump key */
 #define EV_PlayerJump(i, o) \
@@ -80,6 +83,7 @@ MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
 
 /** called during player physics, allows adjusting the movement type used */
 #define EV_PM_Physics(i, o) \
+    /**/ i(entity, __self) \
     /**/ i(float, pm_maxspeed_mod) \
     /**/
 float pm_maxspeed_mod;
index 2ed1acfda9f9caab6b91048de82729c8562fa1f0..6472c83ae87c4d56639fc66fb8eb085070649a5c 100644 (file)
@@ -109,7 +109,7 @@ bool PM_multijump_checkjump(entity this)
                {
                        if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
                        {
-                               if (this.velocity_z < PHYS_JUMPVELOCITY)
+                               if (this.velocity_z < PHYS_JUMPVELOCITY(this))
                                {
                                        player_multijump = true;
                                        this.velocity_z = 0;
index aab87365408e9c139caf783d20b0b69fec6b6e7d..3d3128680f55b121eac049ebff9b227ea75d7df4 100644 (file)
@@ -13,11 +13,11 @@ bool Physics_Valid(string thecvar)
        return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
 }
 
-float Physics_ClientOption(entity pl, string option)
+float Physics_ClientOption(entity this, string option)
 {
-       if(Physics_Valid(pl.cvar_cl_physics))
+       if(Physics_Valid(this.cvar_cl_physics))
        {
-               string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
+               string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
        }
@@ -105,67 +105,67 @@ void Physics_AddStats()
        addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
 }
 
-void Physics_UpdateStats(float maxspd_mod)
-{SELFPARAM();
+void Physics_UpdateStats(entity this, float maxspd_mod)
+{
        // blah
-       self.stat_pl_view_ofs = PL_VIEW_OFS;
-       self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
+       this.stat_pl_view_ofs = PL_VIEW_OFS;
+       this.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
 
-       self.stat_pl_min = PL_MIN;
-       self.stat_pl_max = PL_MAX;
-       self.stat_pl_crouch_min = PL_CROUCH_MIN;
-       self.stat_pl_crouch_max = PL_CROUCH_MAX;
+       this.stat_pl_min = PL_MIN;
+       this.stat_pl_max = PL_MAX;
+       this.stat_pl_crouch_min = PL_CROUCH_MIN;
+       this.stat_pl_crouch_max = PL_CROUCH_MAX;
 
 
-       self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
-       if(Physics_ClientOption(self, "airstrafeaccel_qw"))
-               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
+       this.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
+       if(Physics_ClientOption(this, "airstrafeaccel_qw"))
+               this.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod);
        else
-               self.stat_sv_airstrafeaccel_qw = 0;
-       self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
-       self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
-       self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
+               this.stat_sv_airstrafeaccel_qw = 0;
+       this.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
+       this.stat_sv_maxspeed = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
+       this.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
 
-       self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
-       self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
-       self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
-       self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
-       self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
-       self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
+       this.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
+       this.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
+       this.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
+       this.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
+       this.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
+       this.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
 
-       self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
+       this.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
 
-       self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
-       self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
+       this.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
+       this.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
 
-       self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
+       this.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
 
 
        // old stats
        // fix some new settings
-       self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
-       self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
-       self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
-       self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
-       self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
-       self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
-       self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
-       self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
-       self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
-       self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
-       self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
-       self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
-       self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
-       self.stat_sv_friction = Physics_ClientOption(self, "friction");
-       self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
-       self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
-       self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
-       self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
-       self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
-
-       self.stat_sv_track_canjump = Physics_ClientOption(self, "track_canjump");
-
-       self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
+       this.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
+       this.stat_sv_maxairstrafespeed = Physics_ClientOption(this, "maxairstrafespeed");
+       this.stat_sv_maxairspeed = Physics_ClientOption(this, "maxairspeed");
+       this.stat_sv_airstrafeaccelerate = Physics_ClientOption(this, "airstrafeaccelerate");
+       this.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(this, "warsowbunny_turnaccel");
+       this.stat_sv_airaccel_sideways_friction = Physics_ClientOption(this, "airaccel_sideways_friction");
+       this.stat_sv_aircontrol = Physics_ClientOption(this, "aircontrol");
+       this.stat_sv_aircontrol_power = Physics_ClientOption(this, "aircontrol_power");
+       this.stat_sv_aircontrol_penalty = Physics_ClientOption(this, "aircontrol_penalty");
+       this.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
+       this.stat_sv_warsowbunny_topspeed = Physics_ClientOption(this, "warsowbunny_topspeed");
+       this.stat_sv_warsowbunny_accel = Physics_ClientOption(this, "warsowbunny_accel");
+       this.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(this, "warsowbunny_backtosideratio");
+       this.stat_sv_friction = Physics_ClientOption(this, "friction");
+       this.stat_sv_accelerate = Physics_ClientOption(this, "accelerate");
+       this.stat_sv_stopspeed = Physics_ClientOption(this, "stopspeed");
+       this.stat_sv_airaccelerate = Physics_ClientOption(this, "airaccelerate");
+       this.stat_sv_airstopaccelerate = Physics_ClientOption(this, "airstopaccelerate");
+       this.stat_sv_jumpvelocity = Physics_ClientOption(this, "jumpvelocity");
+
+       this.stat_sv_track_canjump = Physics_ClientOption(this, "track_canjump");
+
+       this.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
 }
 #endif
 
@@ -384,31 +384,31 @@ void PM_ClientMovement_Move(entity this)
 #endif
 }
 
-void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
-{SELFPARAM();
-       float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
+{
+       float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
        if (k <= 0)
                return;
 
-       k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
+       k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
 
-       float zspeed = self.velocity_z;
-       self.velocity_z = 0;
-       float xyspeed = vlen(self.velocity);
-       self.velocity = normalize(self.velocity);
+       float zspeed = this.velocity_z;
+       this.velocity_z = 0;
+       float xyspeed = vlen(this.velocity);
+       this.velocity = normalize(this.velocity);
 
-       float dot = self.velocity * wishdir;
+       float dot = this.velocity * wishdir;
 
        if (dot > 0) // we can't change direction while slowing down
        {
-               k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
-               xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
-               k *= PHYS_AIRCONTROL;
-               self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
+               k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
+               xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
+               k *= PHYS_AIRCONTROL(this);
+               this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
        }
 
-       self.velocity = self.velocity * xyspeed;
-       self.velocity_z = zspeed;
+       this.velocity = this.velocity * xyspeed;
+       this.velocity_z = zspeed;
 }
 
 float AdjustAirAccelQW(float accelqw, float factor)
@@ -421,8 +421,8 @@ float AdjustAirAccelQW(float accelqw, float factor)
 //   sv_airaccel_sideways_friction 0
 //   prvm_globalset server speedclamp_mode 1
 //     (or 2)
-void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
-{SELFPARAM();
+void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+{
        float speedclamp = stretchfactor > 0 ? stretchfactor
        : accelqw < 0 ? 1 // full clamping, no stretch
        : -1; // no clamping
@@ -432,9 +432,9 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
        if (GAMEPLAYFIX_Q2AIRACCELERATE)
                wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
 
-       float vel_straight = self.velocity * wishdir;
-       float vel_z = self.velocity_z;
-       vector vel_xy = vec2(self.velocity);
+       float vel_straight = this.velocity * wishdir;
+       float vel_z = this.velocity_z;
+       vector vel_xy = vec2(this.velocity);
        vector vel_perpend = vel_xy - vel_straight * wishdir;
 
        float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
@@ -451,18 +451,18 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
                // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
        {
                float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
-               float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
-               // assume: fmin > 1
+               float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
+               // assume: themin > 1
                // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
                // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
                // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
                // obviously, this cannot be
-               if (fmin <= 0)
+               if (themin <= 0)
                        vel_perpend *= f;
                else
                {
-                       fmin = sqrt(fmin);
-                       vel_perpend *= max(fmin, f);
+                       themin = sqrt(themin);
+                       vel_perpend *= max(themin, f);
                }
        }
        else
@@ -482,41 +482,41 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
                }
        }
 
-       self.velocity = vel_xy + vel_z * '0 0 1';
+       this.velocity = vel_xy + vel_z * '0 0 1';
 }
 
-void PM_AirAccelerate(vector wishdir, float wishspeed)
-{SELFPARAM();
+void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
+{
        if (wishspeed == 0)
                return;
 
-       vector curvel = self.velocity;
+       vector curvel = this.velocity;
        curvel_z = 0;
        float curspeed = vlen(curvel);
 
        if (wishspeed > curspeed * 1.01)
-               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
        else
        {
-               float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
-               wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
+               float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
+               wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
        }
        vector wishvel = wishdir * wishspeed;
        vector acceldir = wishvel - curvel;
        float addspeed = vlen(acceldir);
        acceldir = normalize(acceldir);
 
-       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
 
-       if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+       if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
        {
                vector curdir = normalize(curvel);
                float dot = acceldir * curdir;
                if (dot < 0)
-                       acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+                       acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
        }
 
-       self.velocity += accelspeed * acceldir;
+       this.velocity += accelspeed * acceldir;
 }
 
 
@@ -528,18 +528,18 @@ When you press the jump key
 returns true if handled
 =============
 */
-bool PlayerJump ()
-{SELFPARAM();
-       if (PHYS_FROZEN(self))
+bool PlayerJump(entity this)
+{
+       if (PHYS_FROZEN(this))
                return true; // no jumping in freezetag when frozen
 
 #ifdef SVQC
-       if (self.player_blocked)
+       if (this.player_blocked)
                return true; // no jumping while blocked
 #endif
 
        bool doublejump = false;
-       float mjumpheight = PHYS_JUMPVELOCITY;
+       float mjumpheight = PHYS_JUMPVELOCITY(this);
 
        if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight))
                return true;
@@ -547,22 +547,22 @@ bool PlayerJump ()
        doublejump = player_multijump;
        mjumpheight = player_jumpheight;
 
-       if (self.waterlevel >= WATERLEVEL_SWIMMING)
+       if (this.waterlevel >= WATERLEVEL_SWIMMING)
        {
-               self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
+               this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
                return true;
        }
 
        if (!doublejump)
-               if (!IS_ONGROUND(self))
-                       return IS_JUMP_HELD(self);
+               if (!IS_ONGROUND(this))
+                       return IS_JUMP_HELD(this);
 
-       bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
-       if(PHYS_TRACK_CANJUMP(self))
+       bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
+       if(PHYS_TRACK_CANJUMP(this))
                track_jump = true;
 
        if (track_jump)
-               if (IS_JUMP_HELD(self))
+               if (IS_JUMP_HELD(this))
                        return true;
 
        // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
@@ -573,82 +573,82 @@ bool PlayerJump ()
        {
                float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
 
-               if (self.velocity_z < minjumpspeed)
-                       mjumpheight += minjumpspeed - self.velocity_z;
+               if (this.velocity_z < minjumpspeed)
+                       mjumpheight += minjumpspeed - this.velocity_z;
        }
 
        if(PHYS_JUMPSPEEDCAP_MAX != "")
        {
                // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
-               tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+               tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
 
                if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
                {
                        float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
 
-                       if (self.velocity_z > maxjumpspeed)
-                               mjumpheight -= self.velocity_z - maxjumpspeed;
+                       if (this.velocity_z > maxjumpspeed)
+                               mjumpheight -= this.velocity_z - maxjumpspeed;
                }
        }
 
-       if (!WAS_ONGROUND(self))
+       if (!WAS_ONGROUND(this))
        {
 #ifdef SVQC
                if(autocvar_speedmeter)
-                       LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+                       LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
 #endif
-               if(self.lastground < time - 0.3)
+               if(this.lastground < time - 0.3)
                {
-                       self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
-                       self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
+                       this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+                       this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
                }
 #ifdef SVQC
-               if(self.jumppadcount > 1)
-                       LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
-               self.jumppadcount = 0;
+               if(this.jumppadcount > 1)
+                       LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+               this.jumppadcount = 0;
 #endif
        }
 
-       self.velocity_z += mjumpheight;
+       this.velocity_z += mjumpheight;
 
-       UNSET_ONGROUND(self);
-       SET_JUMP_HELD(self);
+       UNSET_ONGROUND(this);
+       SET_JUMP_HELD(this);
 
 #ifdef SVQC
 
-       self.oldvelocity_z = self.velocity_z;
+       this.oldvelocity_z = this.velocity_z;
 
-       animdecide_setaction(self, ANIMACTION_JUMP, true);
+       animdecide_setaction(this, ANIMACTION_JUMP, true);
 
        if (autocvar_g_jump_grunt)
-               PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+               WITH(entity, this, this, PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND));
 #endif
        return true;
 }
 
-void CheckWaterJump()
-{SELFPARAM();
+void CheckWaterJump(entity this)
+{
 // check for a jump-out-of-water
-       makevectors(self.v_angle);
-       vector start = self.origin;
+       makevectors(this.v_angle);
+       vector start = this.origin;
        start_z += 8;
        v_forward_z = 0;
        normalize(v_forward);
        vector end = start + v_forward*24;
-       traceline (start, end, true, self);
+       traceline (start, end, true, this);
        if (trace_fraction < 1)
        {       // solid at waist
-               start_z = start_z + self.maxs_z - 8;
+               start_z = start_z + this.maxs_z - 8;
                end = start + v_forward*24;
-               self.movedir = trace_plane_normal * -50;
-               traceline(start, end, true, self);
+               this.movedir = trace_plane_normal * -50;
+               traceline(start, end, true, this);
                if (trace_fraction == 1)
                {       // open at eye level
-                       self.velocity_z = 225;
-                       self.flags |= FL_WATERJUMP;
-                       SET_JUMP_HELD(self);
+                       this.velocity_z = 225;
+                       this.flags |= FL_WATERJUMP;
+                       SET_JUMP_HELD(this);
 #ifdef SVQC
-                       self.teleport_time = time + 2;  // safety net
+                       this.teleport_time = time + 2;  // safety net
 #elif defined(CSQC)
                        pmove_waterjumptime = time + 2;
 #endif
@@ -664,46 +664,46 @@ void CheckWaterJump()
        #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
 #endif
 .float jetpack_stopped;
-void CheckPlayerJump()
-{SELFPARAM();
+void CheckPlayerJump(entity this)
+{
 #ifdef SVQC
-       float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
+       float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
 #endif
-       if (JETPACK_JUMP(self) < 2)
-               ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+       if (JETPACK_JUMP(this) < 2)
+               ITEMS_STAT(this) &= ~IT_USING_JETPACK;
 
-       if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+       if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
        {
-               float air_jump = !PlayerJump() || player_multijump; // PlayerJump() has important side effects
-               float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
-               float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
+               float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
+               float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
+               float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
 
-               if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
-               else if (self.jetpack_stopped) { }
+               if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
+               else if (this.jetpack_stopped) { }
                else if (!has_fuel)
                {
 #ifdef SVQC
                        if (was_flying) // TODO: ran out of fuel message
-                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+                               Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
                        else if (activate)
-                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+                               Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
 #endif
-                       self.jetpack_stopped = true;
-                       ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+                       this.jetpack_stopped = true;
+                       ITEMS_STAT(this) &= ~IT_USING_JETPACK;
                }
-               else if (activate && !PHYS_FROZEN(self))
-                       ITEMS_STAT(self) |= IT_USING_JETPACK;
+               else if (activate && !PHYS_FROZEN(this))
+                       ITEMS_STAT(this) |= IT_USING_JETPACK;
        }
        else
        {
-               self.jetpack_stopped = false;
-               ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+               this.jetpack_stopped = false;
+               ITEMS_STAT(this) &= ~IT_USING_JETPACK;
        }
-       if (!PHYS_INPUT_BUTTON_JUMP(self))
-               UNSET_JUMP_HELD(self);
+       if (!PHYS_INPUT_BUTTON_JUMP(this))
+               UNSET_JUMP_HELD(this);
 
-       if (self.waterlevel == WATERLEVEL_SWIMMING)
-               CheckWaterJump();
+       if (this.waterlevel == WATERLEVEL_SWIMMING)
+               CheckWaterJump(this);
 }
 
 float racecar_angle(float forward, float down)
@@ -734,8 +734,8 @@ void SpecialCommand()
 #endif
 }
 
-float PM_check_specialcommand(float buttons)
-{SELFPARAM();
+float PM_check_specialcommand(entity this, float buttons)
+{
 #ifdef SVQC
        string c;
        if (!buttons)
@@ -755,97 +755,97 @@ float PM_check_specialcommand(float buttons)
        else
                c = "?";
 
-       if (c == substring(specialcommand, self.specialcommand_pos, 1))
+       if (c == substring(specialcommand, this.specialcommand_pos, 1))
        {
-               self.specialcommand_pos += 1;
-               if (self.specialcommand_pos >= strlen(specialcommand))
+               this.specialcommand_pos += 1;
+               if (this.specialcommand_pos >= strlen(specialcommand))
                {
-                       self.specialcommand_pos = 0;
+                       this.specialcommand_pos = 0;
                        SpecialCommand();
                        return true;
                }
        }
-       else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
-               self.specialcommand_pos = 0;
+       else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
+               this.specialcommand_pos = 0;
 #endif
        return false;
 }
 
-void PM_check_nickspam()
-{SELFPARAM();
+void PM_check_nickspam(entity this)
+{
 #ifdef SVQC
-       if (time >= self.nickspamtime)
+       if (time >= this.nickspamtime)
                return;
-       if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
+       if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
        {
                // slight annoyance for nick change scripts
-               self.movement = -1 * self.movement;
-               self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
+               this.movement = -1 * this.movement;
+               this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
 
-               if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
+               if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
                {
-                       self.v_angle_x = random() * 360;
-                       self.v_angle_y = random() * 360;
+                       this.v_angle_x = random() * 360;
+                       this.v_angle_y = random() * 360;
                        // at least I'm not forcing retardedview by also assigning to angles_z
-                       self.fixangle = true;
+                       this.fixangle = true;
                }
        }
 #endif
 }
 
-void PM_check_punch()
-{SELFPARAM();
+void PM_check_punch(entity this)
+{
 #ifdef SVQC
-       if (self.punchangle != '0 0 0')
+       if (this.punchangle != '0 0 0')
        {
-               float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+               float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
                if (f > 0)
-                       self.punchangle = normalize(self.punchangle) * f;
+                       this.punchangle = normalize(this.punchangle) * f;
                else
-                       self.punchangle = '0 0 0';
+                       this.punchangle = '0 0 0';
        }
 
-       if (self.punchvector != '0 0 0')
+       if (this.punchvector != '0 0 0')
        {
-               float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+               float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
                if (f > 0)
-                       self.punchvector = normalize(self.punchvector) * f;
+                       this.punchvector = normalize(this.punchvector) * f;
                else
-                       self.punchvector = '0 0 0';
+                       this.punchvector = '0 0 0';
        }
 #endif
 }
 
 // predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen()
-{SELFPARAM();
-       if (!PHYS_FROZEN(self))
+void PM_check_frozen(entity this)
+{
+       if (!PHYS_FROZEN(this))
                return;
        if (PHYS_DODGING_FROZEN
 #ifdef SVQC
-       && IS_REAL_CLIENT(self)
+       && IS_REAL_CLIENT(this)
 #endif
        )
        {
-               self.movement_x = bound(-5, self.movement.x, 5);
-               self.movement_y = bound(-5, self.movement.y, 5);
-               self.movement_z = bound(-5, self.movement.z, 5);
+               this.movement_x = bound(-5, this.movement.x, 5);
+               this.movement_y = bound(-5, this.movement.y, 5);
+               this.movement_z = bound(-5, this.movement.z, 5);
        }
        else
-               self.movement = '0 0 0';
+               this.movement = '0 0 0';
 
-       vector midpoint = ((self.absmin + self.absmax) * 0.5);
+       vector midpoint = ((this.absmin + this.absmax) * 0.5);
        if (pointcontents(midpoint) == CONTENT_WATER)
        {
-               self.velocity = self.velocity * 0.5;
+               this.velocity = this.velocity * 0.5;
 
                if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
-                       self.velocity_z = 200;
+                       this.velocity_z = 200;
        }
 }
 
-void PM_check_hitground()
-{SELFPARAM();
+void PM_check_hitground(entity this)
+{
 #ifdef SVQC
        if (!IS_PLAYER(this)) return; // no fall sounds for observers thank you very much
        if (!IS_ONGROUND(this)) return;
@@ -859,191 +859,191 @@ void PM_check_hitground()
     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
     if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) return;
     entity fall = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) ? GS_FALL_METAL : GS_FALL;
-    GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+    WITH(entity, self, this, GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND));
 #endif
 }
 
-void PM_check_blocked()
-{SELFPARAM();
+void PM_check_blocked(entity this)
+{
 #ifdef SVQC
-       if (!self.player_blocked)
+       if (!this.player_blocked)
                return;
-       self.movement = '0 0 0';
-       self.disableclientprediction = 1;
+       this.movement = '0 0 0';
+       this.disableclientprediction = 1;
 #endif
 }
 
-void PM_fly(float maxspd_mod)
-{SELFPARAM();
+void PM_fly(entity this, float maxspd_mod)
+{
        // noclipping or flying
-       UNSET_ONGROUND(self);
-
-       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
-       makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
-       vector wishvel = v_forward * self.movement.x
-                                       + v_right * self.movement.y
-                                       + '0 0 1' * self.movement.z;
+       UNSET_ONGROUND(this);
+
+       this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+       makevectors(this.v_angle);
+       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+       vector wishvel = v_forward * this.movement.x
+                                       + v_right * this.movement.y
+                                       + '0 0 1' * this.movement.z;
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
 #ifdef SVQC
-       if (time >= self.teleport_time)
+       if (time >= this.teleport_time)
 #endif
-               PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move(self);
+               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move(this);
 }
 
-void PM_swim(float maxspd_mod)
-{SELFPARAM();
+void PM_swim(entity this, float maxspd_mod)
+{
        // swimming
-       UNSET_ONGROUND(self);
+       UNSET_ONGROUND(this);
 
-       float jump = PHYS_INPUT_BUTTON_JUMP(self);
+       float jump = PHYS_INPUT_BUTTON_JUMP(this);
        // water jump only in certain situations
        // this mimics quakeworld code
-       if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+       if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180)
        {
-               vector yawangles = '0 1 0' * self.v_angle.y;
+               vector yawangles = '0 1 0' * this.v_angle.y;
                makevectors(yawangles);
                vector forward = v_forward;
-               vector spot = self.origin + 24 * forward;
+               vector spot = this.origin + 24 * forward;
                spot_z += 8;
-               traceline(spot, spot, MOVE_NOMONSTERS, self);
+               traceline(spot, spot, MOVE_NOMONSTERS, this);
                if (trace_startsolid)
                {
                        spot_z += 24;
-                       traceline(spot, spot, MOVE_NOMONSTERS, self);
+                       traceline(spot, spot, MOVE_NOMONSTERS, this);
                        if (!trace_startsolid)
                        {
-                               self.velocity = forward * 50;
-                               self.velocity_z = 310;
+                               this.velocity = forward * 50;
+                               this.velocity_z = 310;
                                pmove_waterjumptime = 2;
-                               UNSET_ONGROUND(self);
-                               SET_JUMP_HELD(self);
+                               UNSET_ONGROUND(this);
+                               SET_JUMP_HELD(this);
                        }
                }
        }
-       makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
-       vector wishvel = v_forward * self.movement.x
-                                       + v_right * self.movement.y
-                                       + '0 0 1' * self.movement.z;
+       makevectors(this.v_angle);
+       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+       vector wishvel = v_forward * this.movement.x
+                                       + v_right * this.movement.y
+                                       + '0 0 1' * this.movement.z;
        if (wishvel == '0 0 0')
                wishvel = '0 0 -60'; // drift towards bottom
 
        vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
 
-       if (IS_DUCKED(self))
+       if (IS_DUCKED(this))
        wishspeed *= 0.5;
 
 //     if (pmove_waterjumptime <= 0) // TODO: use
     {
                // water friction
-               float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+               float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
                f = min(max(0, f), 1);
-               self.velocity *= f;
+               this.velocity *= f;
 
-               f = wishspeed - self.velocity * wishdir;
+               f = wishspeed - this.velocity * wishdir;
                if (f > 0)
                {
-                       float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
-                       self.velocity += accelspeed * wishdir;
+                       float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+                       this.velocity += accelspeed * wishdir;
                }
 
                // holding jump button swims upward slowly
                if (jump)
                {
 #if 0
-                       if (self.watertype & CONTENT_LAVA)
-                               self.velocity_z =  50;
-                       else if (self.watertype & CONTENT_SLIME)
-                               self.velocity_z =  80;
+                       if (this.watertype & CONTENT_LAVA)
+                               this.velocity_z =  50;
+                       else if (this.watertype & CONTENT_SLIME)
+                               this.velocity_z =  80;
                        else
                        {
                                if (IS_NEXUIZ_DERIVED(gamemode))
 #endif
-                                       self.velocity_z = 200;
+                                       this.velocity_z = 200;
 #if 0
                                else
-                                       self.velocity_z = 100;
+                                       this.velocity_z = 100;
                        }
 #endif
                }
        }
        // water acceleration
-       PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move(self);
+       PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move(this);
 }
 
-void PM_ladder(float maxspd_mod)
-{SELFPARAM();
+void PM_ladder(entity this, float maxspd_mod)
+{
        // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-       UNSET_ONGROUND(self);
+       UNSET_ONGROUND(this);
 
        float g;
        g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
-       if (PHYS_ENTGRAVITY(self))
-               g *= PHYS_ENTGRAVITY(self);
+       if (PHYS_ENTGRAVITY(this))
+               g *= PHYS_ENTGRAVITY(this);
        if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
        {
                g *= 0.5;
-               self.velocity_z += g;
+               this.velocity_z += g;
        }
 
-       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
-       makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
-       vector wishvel = v_forward * self.movement_x
-                                       + v_right * self.movement_y
-                                       + '0 0 1' * self.movement_z;
-       self.velocity_z += g;
-       if (self.ladder_entity.classname == "func_water")
+       this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+       makevectors(this.v_angle);
+       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+       vector wishvel = v_forward * this.movement_x
+                                       + v_right * this.movement_y
+                                       + '0 0 1' * this.movement_z;
+       this.velocity_z += g;
+       if (this.ladder_entity.classname == "func_water")
        {
                float f = vlen(wishvel);
-               if (f > self.ladder_entity.speed)
-                       wishvel *= (self.ladder_entity.speed / f);
-
-               self.watertype = self.ladder_entity.skin;
-               f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
-               if ((self.origin_z + self.view_ofs_z) < f)
-                       self.waterlevel = WATERLEVEL_SUBMERGED;
-               else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
-                       self.waterlevel = WATERLEVEL_SWIMMING;
-               else if ((self.origin_z + self.mins_z + 1) < f)
-                       self.waterlevel = WATERLEVEL_WETFEET;
+               if (f > this.ladder_entity.speed)
+                       wishvel *= (this.ladder_entity.speed / f);
+
+               this.watertype = this.ladder_entity.skin;
+               f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
+               if ((this.origin_z + this.view_ofs_z) < f)
+                       this.waterlevel = WATERLEVEL_SUBMERGED;
+               else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
+                       this.waterlevel = WATERLEVEL_SWIMMING;
+               else if ((this.origin_z + this.mins_z + 1) < f)
+                       this.waterlevel = WATERLEVEL_WETFEET;
                else
                {
-                       self.waterlevel = WATERLEVEL_NONE;
-                       self.watertype = CONTENT_EMPTY;
+                       this.waterlevel = WATERLEVEL_NONE;
+                       this.watertype = CONTENT_EMPTY;
                }
        }
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
 #ifdef SVQC
-       if (time >= self.teleport_time)
+       if (time >= this.teleport_time)
 #endif
                // water acceleration
-               PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move(self);
+               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move(this);
 }
 
-void PM_jetpack(float maxspd_mod)
-{SELFPARAM();
-       //makevectors(self.v_angle.y * '0 1 0');
-       makevectors(self.v_angle);
-       vector wishvel = v_forward * self.movement_x
-                                       + v_right * self.movement_y;
+void PM_jetpack(entity this, float maxspd_mod)
+{
+       //makevectors(this.v_angle.y * '0 1 0');
+       makevectors(this.v_angle);
+       vector wishvel = v_forward * this.movement_x
+                                       + v_right * this.movement_y;
        // add remaining speed as Z component
-       float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
+       float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
        // fix speedhacks :P
        wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
        // add the unused velocity as up component
        wishvel_z = 0;
 
-       // if (self.BUTTON_JUMP)
+       // if (this.BUTTON_JUMP)
                wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
 
        // it is now normalized, so...
@@ -1097,11 +1097,11 @@ void PM_jetpack(float maxspd_mod)
        //print("best possible acceleration: ", ftos(best), "\n");
 
        float fxy, fz;
-       fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
+       fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
        if (wishvel_z - PHYS_GRAVITY > 0)
-               fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+               fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
        else
-               fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+               fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 
        float fvel;
        fvel = vlen(wishvel);
@@ -1110,8 +1110,8 @@ void PM_jetpack(float maxspd_mod)
        wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
 
        fvel = min(1, vlen(wishvel) / best);
-       if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
-               f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
+       if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+               f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
        else
                f = 1;
 
@@ -1119,35 +1119,35 @@ void PM_jetpack(float maxspd_mod)
 
        if (f > 0 && wishvel != '0 0 0')
        {
-               self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
-               UNSET_ONGROUND(self);
+               this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+               UNSET_ONGROUND(this);
 
 #ifdef SVQC
-               if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
-                       self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+               if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+                       this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
 
-               ITEMS_STAT(self) |= IT_USING_JETPACK;
+               ITEMS_STAT(this) |= IT_USING_JETPACK;
 
                // jetpack also inhibits health regeneration, but only for 1 second
-               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+               this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
 #endif
        }
 
 #ifdef CSQC
-       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
        if(autocvar_cl_movement != 3)
        {
                if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       self.velocity_z -= g * 0.5;
+                       this.velocity_z -= g * 0.5;
                else
-                       self.velocity_z -= g;
+                       this.velocity_z -= g;
        }
-       PM_ClientMovement_Move(self);
+       PM_ClientMovement_Move(this);
        if(autocvar_cl_movement != 3)
        {
-               if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+               if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
                        if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                               self.velocity_z -= g * 0.5;
+                               this.velocity_z -= g * 0.5;
        }
 #endif
 }
@@ -1189,10 +1189,10 @@ void PM_walk(entity this, float maxspd_mod)
                // apply ground friction
                const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
                        ? PHYS_FRICTION_SLICK
-                       : PHYS_FRICTION;
+                       : PHYS_FRICTION(this);
 
                float f = sqrt(f2);
-               f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+               f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
                f = max(0, f);
                this.velocity *= f;
                /*
@@ -1201,27 +1201,27 @@ void PM_walk(entity this, float maxspd_mod)
                   Our goal is to invert this mess.
 
                   For the two cases we get:
-                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
-                         = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
-                       v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
+                         = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+                       v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
                   and
-                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
-                       v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+                       v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
 
                   These cases would be chosen ONLY if:
-                       v0 < PHYS_STOPSPEED
-                       v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
-                       v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v0 < PHYS_STOPSPEED(this)
+                       v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
+                       v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
                   and, respectively:
-                       v0 >= PHYS_STOPSPEED
-                       v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
-                       v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v0 >= PHYS_STOPSPEED(this)
+                       v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
+                       v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
                 */
        }
        const float addspeed = wishspeed - this.velocity * wishdir;
        if (addspeed > 0)
        {
-               const float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+               const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
                this.velocity += accelspeed * wishdir;
        }
 #ifdef CSQC
@@ -1232,7 +1232,7 @@ void PM_walk(entity this, float maxspd_mod)
                        this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
        }
        if (vdist(this.velocity, >, 0))
-               PM_ClientMovement_Move(self);
+               PM_ClientMovement_Move(this);
        if(autocvar_cl_movement != 3)
        {
                if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
@@ -1242,39 +1242,39 @@ void PM_walk(entity this, float maxspd_mod)
 #endif
 }
 
-void PM_air(float buttons_prev, float maxspd_mod)
-{SELFPARAM();
-       makevectors(self.v_angle.y * '0 1 0');
-       vector wishvel = v_forward * self.movement.x
-                                       + v_right * self.movement.y;
+void PM_air(entity this, float buttons_prev, float maxspd_mod)
+{
+       makevectors(this.v_angle.y * '0 1 0');
+       vector wishvel = v_forward * this.movement.x
+                                       + v_right * this.movement.y;
        // acceleration
        vector wishdir = normalize(wishvel);
        float wishspeed = vlen(wishvel);
 
 #ifdef SVQC
-       if (time >= self.teleport_time)
+       if (time >= this.teleport_time)
 #else
        if (pmove_waterjumptime <= 0)
 #endif
        {
-               float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
+               float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
 
                // apply air speed limit
-               float airaccelqw = PHYS_AIRACCEL_QW(self);
+               float airaccelqw = PHYS_AIRACCEL_QW(this);
                float wishspeed0 = wishspeed;
                wishspeed = min(wishspeed, maxairspd);
-               if (IS_DUCKED(self))
+               if (IS_DUCKED(this))
                        wishspeed *= 0.5;
-               float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+               float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
 
-               float accelerating = (self.velocity * wishdir > 0);
+               float accelerating = (this.velocity * wishdir > 0);
                float wishspeed2 = wishspeed;
 
                // CPM: air control
-               if (PHYS_AIRSTOPACCELERATE)
+               if (PHYS_AIRSTOPACCELERATE(this))
                {
-                       vector curdir = normalize(vec2(self.velocity));
-                       airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+                       vector curdir = normalize(vec2(this.velocity));
+                       airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
                }
                // note that for straight forward jumping:
                // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
@@ -1284,51 +1284,51 @@ void PM_air(float buttons_prev, float maxspd_mod)
                // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
                // log dv/dt = logaccel + logmaxspeed (when slow)
                // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
-               float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
-               if (PHYS_MAXAIRSTRAFESPEED)
-                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
-               if (PHYS_AIRSTRAFEACCELERATE(self))
-                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
-               if (PHYS_AIRSTRAFEACCEL_QW(self))
+               float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
+               if (PHYS_MAXAIRSTRAFESPEED(this))
+                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
+               if (PHYS_AIRSTRAFEACCELERATE(this))
+                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
+               if (PHYS_AIRSTRAFEACCEL_QW(this))
                        airaccelqw =
-               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
                *
-               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
+               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
                // !CPM
 
-               if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
-                       PM_AirAccelerate(wishdir, wishspeed2);
+               if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
+                       PM_AirAccelerate(this, wishdir, wishspeed2);
                else
-                       PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
+                       PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
 
-               if (PHYS_AIRCONTROL)
-                       CPM_PM_Aircontrol(wishdir, wishspeed2);
+               if (PHYS_AIRCONTROL(this))
+                       CPM_PM_Aircontrol(this, wishdir, wishspeed2);
        }
 #ifdef CSQC
-       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
        if(autocvar_cl_movement != 3)
        if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-               self.velocity_z -= g * 0.5;
+               this.velocity_z -= g * 0.5;
        else
-               self.velocity_z -= g;
+               this.velocity_z -= g;
 #endif
-       PM_ClientMovement_Move(self);
+       PM_ClientMovement_Move(this);
 #ifdef CSQC
        if(autocvar_cl_movement != 3)
-       if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+       if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
                if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       self.velocity_z -= g * 0.5;
+                       this.velocity_z -= g * 0.5;
 #endif
 }
 
 // used for calculating airshots
-bool IsFlying(entity a)
+bool IsFlying(entity this)
 {
-       if(IS_ONGROUND(a))
+       if(IS_ONGROUND(this))
                return false;
-       if(a.waterlevel >= WATERLEVEL_SWIMMING)
+       if(this.waterlevel >= WATERLEVEL_SWIMMING)
                return false;
-       traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+       traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
        if(trace_fraction < 1)
                return false;
        return true;
@@ -1363,7 +1363,7 @@ void PM_Main(entity this)
        maxspeed_mod *= PHYS_HIGHSPEED;
 
 #ifdef SVQC
-       Physics_UpdateStats(maxspeed_mod);
+       Physics_UpdateStats(this, maxspeed_mod);
 
        if (this.PlayerPhysplug)
                if (this.PlayerPhysplug())
@@ -1371,10 +1371,10 @@ void PM_Main(entity this)
 #endif
 
 #ifdef SVQC
-       anticheat_physics();
+       anticheat_physics(this);
 #endif
 
-       if (PM_check_specialcommand(buttons))
+       if (PM_check_specialcommand(this, buttons))
                return;
 #ifdef SVQC
        if (sv_maxidle > 0)
@@ -1388,15 +1388,15 @@ void PM_Main(entity this)
        this.movement_old = this.movement;
        this.v_angle_old = this.v_angle;
 
-       PM_check_nickspam();
+       PM_check_nickspam(this);
 
-       PM_check_punch();
+       PM_check_punch(this);
 #ifdef SVQC
        if (IS_BOT_CLIENT(this))
        {
-               if (playerdemo_read())
+               if (playerdemo_read(this))
                        return;
-               bot_think();
+               WITH(entity, self, this, bot_think());
        }
 #endif
 
@@ -1427,11 +1427,11 @@ void PM_Main(entity this)
        this.disableclientprediction = 0;
 #endif
 
-       viewloc_PlayerPhysics();
+       viewloc_PlayerPhysics(this);
 
-       PM_check_frozen();
+       PM_check_frozen(this);
 
-       PM_check_blocked();
+       PM_check_blocked(this);
 
        maxspeed_mod = 1;
 
@@ -1442,7 +1442,7 @@ void PM_Main(entity this)
        if (this.conveyor.state)
                this.velocity -= this.conveyor.movedir;
 
-       MUTATOR_CALLHOOK(PlayerPhysics);
+       MUTATOR_CALLHOOK(PlayerPhysics, this);
 
 #ifdef SVQC
        if (!IS_PLAYER(this))
@@ -1511,13 +1511,13 @@ void PM_Main(entity this)
                this.angles = '0 1 0' * this.v_angle.y;
 #endif
 
-       PM_check_hitground();
+       PM_check_hitground(this);
 
        if(IsFlying(this))
                this.wasFlying = 1;
 
        if (IS_PLAYER(this))
-               CheckPlayerJump();
+               CheckPlayerJump(this);
 
        if (this.flags & FL_WATERJUMP)
        {
@@ -1530,26 +1530,26 @@ void PM_Main(entity this)
                }
        }
 
-       else if (MUTATOR_CALLHOOK(PM_Physics, maxspeed_mod))
+       else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
                { }
 
        else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
-               PM_fly(maxspeed_mod);
+               PM_fly(this, maxspeed_mod);
 
        else if (this.waterlevel >= WATERLEVEL_SWIMMING)
-               PM_swim(maxspeed_mod);
+               PM_swim(this, maxspeed_mod);
 
        else if (time < this.ladder_time)
-               PM_ladder(maxspeed_mod);
+               PM_ladder(this, maxspeed_mod);
 
        else if (ITEMS_STAT(this) & IT_USING_JETPACK)
-               PM_jetpack(maxspeed_mod);
+               PM_jetpack(this, maxspeed_mod);
 
        else if (IS_ONGROUND(this))
                PM_walk(this, maxspeed_mod);
 
        else
-               PM_air(buttons_prev, maxspeed_mod);
+               PM_air(this, buttons_prev, maxspeed_mod);
 
 :end
        if (IS_ONGROUND(this))
index 9d5d4f76c10e87cd547db6fd928bb7f0ed6e5eb7..a9ad9f3eb688b5d7a86a96291be8b493c55ee6f8 100644 (file)
@@ -105,35 +105,35 @@ bool IsFlying(entity a);
 
        #define PHYS_CL_TRACK_CANJUMP(s)                        getstati(STAT_MOVEVARS_CL_TRACK_CANJUMP)
        #define PHYS_TRACK_CANJUMP(s)                           getstati(STAT_MOVEVARS_TRACK_CANJUMP)
-       #define PHYS_ACCELERATE                                         getstatf(STAT_MOVEVARS_ACCELERATE)
+       #define PHYS_ACCELERATE(s)                                      getstatf(STAT_MOVEVARS_ACCELERATE)
        #define PHYS_AIRACCEL_QW(s)                                     getstatf(STAT_MOVEVARS_AIRACCEL_QW)
        #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)       getstatf(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR)
-       #define PHYS_AIRACCEL_SIDEWAYS_FRICTION         getstatf(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION)
-       #define PHYS_AIRACCELERATE                                      getstatf(STAT_MOVEVARS_AIRACCELERATE)
-       #define PHYS_AIRCONTROL                                         getstatf(STAT_MOVEVARS_AIRCONTROL)
-       #define PHYS_AIRCONTROL_PENALTY                         getstatf(STAT_MOVEVARS_AIRCONTROL_PENALTY)
-       #define PHYS_AIRCONTROL_POWER                           getstatf(STAT_MOVEVARS_AIRCONTROL_POWER)
+       #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s)      getstatf(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION)
+       #define PHYS_AIRACCELERATE(s)                           getstatf(STAT_MOVEVARS_AIRACCELERATE)
+       #define PHYS_AIRCONTROL(s)                                      getstatf(STAT_MOVEVARS_AIRCONTROL)
+       #define PHYS_AIRCONTROL_PENALTY(s)                      getstatf(STAT_MOVEVARS_AIRCONTROL_PENALTY)
+       #define PHYS_AIRCONTROL_POWER(s)                        getstatf(STAT_MOVEVARS_AIRCONTROL_POWER)
        #define PHYS_AIRSPEEDLIMIT_NONQW(s)                     getstatf(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW)
-       #define PHYS_AIRSTOPACCELERATE                          getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
+       #define PHYS_AIRSTOPACCELERATE(s)                       getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
        #define PHYS_AIRSTRAFEACCEL_QW(s)                       getstatf(STAT_MOVEVARS_AIRSTRAFEACCEL_QW)
        #define PHYS_AIRSTRAFEACCELERATE(s)                     getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
        #define PHYS_ENTGRAVITY(s)                                      getstatf(STAT_MOVEVARS_ENTGRAVITY)
-       #define PHYS_FRICTION                                           getstatf(STAT_MOVEVARS_FRICTION)
+       #define PHYS_FRICTION(s)                                        getstatf(STAT_MOVEVARS_FRICTION)
        #define PHYS_FRICTION_SLICK                                     getstatf(STAT_MOVEVARS_FRICTION_SLICK)
        #define PHYS_FRICTION_ONLAND                            getstatf(STAT_MOVEVARS_FRICTION_ONLAND)
        #define PHYS_GRAVITY                                            getstatf(STAT_MOVEVARS_GRAVITY)
        #define PHYS_HIGHSPEED                                          getstatf(STAT_MOVEVARS_HIGHSPEED)
-       #define PHYS_JUMPVELOCITY                                       getstatf(STAT_MOVEVARS_JUMPVELOCITY)
+       #define PHYS_JUMPVELOCITY(s)                            getstatf(STAT_MOVEVARS_JUMPVELOCITY)
        #define PHYS_MAXAIRSPEED(s)                                     getstatf(STAT_MOVEVARS_MAXAIRSPEED)
-       #define PHYS_MAXAIRSTRAFESPEED                          getstatf(STAT_MOVEVARS_MAXAIRSTRAFESPEED)
+       #define PHYS_MAXAIRSTRAFESPEED(s)                       getstatf(STAT_MOVEVARS_MAXAIRSTRAFESPEED)
        #define PHYS_MAXSPEED(s)                                        getstatf(STAT_MOVEVARS_MAXSPEED)
        #define PHYS_STEPHEIGHT                                         getstatf(STAT_MOVEVARS_STEPHEIGHT)
-       #define PHYS_STOPSPEED                                          getstatf(STAT_MOVEVARS_STOPSPEED)
-       #define PHYS_WARSOWBUNNY_ACCEL                          getstatf(STAT_MOVEVARS_WARSOWBUNNY_ACCEL)
-       #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO        getstatf(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO)
-       #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL        getstatf(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL)
-       #define PHYS_WARSOWBUNNY_TOPSPEED                       getstatf(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED)
-       #define PHYS_WARSOWBUNNY_TURNACCEL                      getstatf(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL)
+       #define PHYS_STOPSPEED(s)                                       getstatf(STAT_MOVEVARS_STOPSPEED)
+       #define PHYS_WARSOWBUNNY_ACCEL(s)                       getstatf(STAT_MOVEVARS_WARSOWBUNNY_ACCEL)
+       #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s)     getstatf(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO)
+       #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s)     getstatf(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL)
+       #define PHYS_WARSOWBUNNY_TOPSPEED(s)            getstatf(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED)
+       #define PHYS_WARSOWBUNNY_TURNACCEL(s)           getstatf(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL)
 
        #define PHYS_WALLFRICTION                                       getstati(STAT_MOVEVARS_WALLFRICTION)
 
@@ -272,35 +272,35 @@ bool IsFlying(entity a);
 
        #define PHYS_CL_TRACK_CANJUMP(s)                        s.cvar_cl_movement_track_canjump
        #define PHYS_TRACK_CANJUMP(s)                           s.stat_sv_track_canjump
-       #define PHYS_ACCELERATE                                         self.stat_sv_accelerate
+       #define PHYS_ACCELERATE(s)                                      s.stat_sv_accelerate
        #define PHYS_AIRACCEL_QW(s)                                     s.stat_sv_airaccel_qw
-       #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)       self.stat_sv_airaccel_qw_stretchfactor
-       #define PHYS_AIRACCEL_SIDEWAYS_FRICTION         self.stat_sv_airaccel_sideways_friction
-       #define PHYS_AIRACCELERATE                                      self.stat_sv_airaccelerate
-       #define PHYS_AIRCONTROL                                         self.stat_sv_aircontrol
-       #define PHYS_AIRCONTROL_PENALTY                         self.stat_sv_aircontrol_penalty
-       #define PHYS_AIRCONTROL_POWER                           self.stat_sv_aircontrol_power
+       #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)       s.stat_sv_airaccel_qw_stretchfactor
+       #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s)      s.stat_sv_airaccel_sideways_friction
+       #define PHYS_AIRACCELERATE(s)                           s.stat_sv_airaccelerate
+       #define PHYS_AIRCONTROL(s)                                      s.stat_sv_aircontrol
+       #define PHYS_AIRCONTROL_PENALTY(s)                      s.stat_sv_aircontrol_penalty
+       #define PHYS_AIRCONTROL_POWER(s)                        s.stat_sv_aircontrol_power
        #define PHYS_AIRSPEEDLIMIT_NONQW(s)                     s.stat_sv_airspeedlimit_nonqw
-       #define PHYS_AIRSTOPACCELERATE                          self.stat_sv_airstopaccelerate
+       #define PHYS_AIRSTOPACCELERATE(s)                       s.stat_sv_airstopaccelerate
        #define PHYS_AIRSTRAFEACCEL_QW(s)                       s.stat_sv_airstrafeaccel_qw
        #define PHYS_AIRSTRAFEACCELERATE(s)                     s.stat_sv_airstrafeaccelerate
        #define PHYS_ENTGRAVITY(s)                                      s.gravity
-       #define PHYS_FRICTION                                           self.stat_sv_friction
+       #define PHYS_FRICTION(s)                                        s.stat_sv_friction
        #define PHYS_FRICTION_SLICK                                     autocvar_sv_friction_slick
        #define PHYS_FRICTION_ONLAND                            autocvar_sv_friction_on_land
        #define PHYS_GRAVITY                                            autocvar_sv_gravity
        #define PHYS_HIGHSPEED                                          autocvar_g_movement_highspeed
-       #define PHYS_JUMPVELOCITY                                       self.stat_sv_jumpvelocity
-       #define PHYS_MAXAIRSPEED(s)                                     self.stat_sv_maxairspeed
-       #define PHYS_MAXAIRSTRAFESPEED                          self.stat_sv_maxairstrafespeed
+       #define PHYS_JUMPVELOCITY(s)                            s.stat_sv_jumpvelocity
+       #define PHYS_MAXAIRSPEED(s)                                     s.stat_sv_maxairspeed
+       #define PHYS_MAXAIRSTRAFESPEED(s)                       s.stat_sv_maxairstrafespeed
        #define PHYS_MAXSPEED(s)                                        s.stat_sv_maxspeed
        #define PHYS_STEPHEIGHT                                         autocvar_sv_stepheight
-       #define PHYS_STOPSPEED                                          self.stat_sv_stopspeed
-       #define PHYS_WARSOWBUNNY_ACCEL                          self.stat_sv_warsowbunny_accel
-       #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO        self.stat_sv_warsowbunny_backtosideratio
-       #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL        self.stat_sv_warsowbunny_airforwardaccel
-       #define PHYS_WARSOWBUNNY_TOPSPEED                       self.stat_sv_warsowbunny_topspeed
-       #define PHYS_WARSOWBUNNY_TURNACCEL                      self.stat_sv_warsowbunny_turnaccel
+       #define PHYS_STOPSPEED(s)                                       s.stat_sv_stopspeed
+       #define PHYS_WARSOWBUNNY_ACCEL(s)                       s.stat_sv_warsowbunny_accel
+       #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s)s.stat_sv_warsowbunny_backtosideratio
+       #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s)s.stat_sv_warsowbunny_airforwardaccel
+       #define PHYS_WARSOWBUNNY_TOPSPEED(s)            s.stat_sv_warsowbunny_topspeed
+       #define PHYS_WARSOWBUNNY_TURNACCEL(s)           s.stat_sv_warsowbunny_turnaccel
 
        #define PHYS_WALLFRICTION                                       cvar("sv_wallfriction")
 
index 6371afc4d2c21e51ad17d1b0d6961b24ffdefbd0..0ad4d338218c07b4779c739a530385caf1b3ec8f 100644 (file)
@@ -9,52 +9,52 @@
 #endif
 
 // client movement
-void viewloc_PlayerPhysics()
-{SELFPARAM();
-       if(self.viewloc)
+void viewloc_PlayerPhysics(entity this)
+{
+       if(this.viewloc)
        {
-               vector oldmovement = self.movement;
-               self.movement_x = oldmovement_y;
-               self.movement_y = 0;
+               vector oldmovement = this.movement;
+               this.movement_x = oldmovement_y;
+               this.movement_y = 0;
 
-               if(self.movement_x < 0)
-                       self.movement_x = -self.movement_x;
+               if(this.movement_x < 0)
+                       this.movement_x = -this.movement_x;
 
                vector level_start, level_end;
-               level_start = self.viewloc.enemy.origin;
-               level_end = self.viewloc.goalentity.origin;
+               level_start = this.viewloc.enemy.origin;
+               level_end = this.viewloc.goalentity.origin;
                vector forward, backward;
                forward = vectoangles(normalize(level_end - level_start));
                backward = vectoangles(normalize(level_start - level_end));
 
-               if(self.movement_x < 0) // left
-                       self.angles_y = backward_y;
-               if(self.movement_x > 0) // right
-                       self.angles_y = forward_y;
+               if(this.movement_x < 0) // left
+                       this.angles_y = backward_y;
+               if(this.movement_x > 0) // right
+                       this.angles_y = forward_y;
 
                if(oldmovement_x > 0)
 #ifdef CSQC
                        input_angles_x =
 #endif
-                       self.v_angle_x = self.angles_x = -50;
+                       this.v_angle_x = this.angles_x = -50;
                else if(oldmovement_x < 0)
 #ifdef CSQC
                        input_angles_x =
 #endif
-                       self.v_angle_x = self.angles_x = 50;
+                       this.v_angle_x = this.angles_x = 50;
 
-               //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self))
+               //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
 #ifdef SVQC
-                       //self.BUTTON_CROUCH = (oldmovement_x < 0);
+                       //this.BUTTON_CROUCH = (oldmovement_x < 0);
                        if (oldmovement.x < 0)
-                               self.BUTTON_CROUCH = true;
+                               this.BUTTON_CROUCH = true;
 #elif defined(CSQC)
                        if (oldmovement.x < 0)
                        {
                                input_buttons |= BIT(4);
-                               self.flags |= FL_DUCKED;
+                               this.flags |= FL_DUCKED;
                        }
-                       //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
+                       //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
 #endif
        }
 }
index a86d8b4a42e6ef1acd94db79408dc5e2ab47d0e5..ceebe9c02caee4677c813ed3ee4ce74de6d0d232 100644 (file)
@@ -3,7 +3,7 @@
 
 .entity viewloc;
 
-void viewloc_PlayerPhysics();
+void viewloc_PlayerPhysics(entity this);
 
 #ifdef CSQC
 
index a32e9b47c7bed891127f9da79479388d10c89541..e49300c9615799921b7fe3930ca99c1d51769943 100644 (file)
@@ -16,8 +16,8 @@ float mean_evaluate(entity e, .float a, .float c, float mean)
        else return pow(e.(a) / e.(c), 1.0 / mean);
 }
 
-#define MEAN_ACCUMULATE(prefix, v, w) mean_accumulate(self, prefix##_accumulator, prefix##_count, prefix##_mean, v, w)
-#define MEAN_EVALUATE(prefix) mean_evaluate(self, prefix##_accumulator, prefix##_count, prefix##_mean)
+#define MEAN_ACCUMULATE(s, prefix, v, w) mean_accumulate(s, prefix##_accumulator, prefix##_count, prefix##_mean, v, w)
+#define MEAN_EVALUATE(s, prefix) mean_evaluate(s, prefix##_accumulator, prefix##_count, prefix##_mean)
 #define MEAN_DECLARE(prefix, m) float prefix##_mean = m; .float prefix##_count, prefix##_accumulator
 
 /** Returns a random number between -1.0 and 1.0 */
index 61bb611fdc01cda06692cb77e537f35d46a92326..739695e77ea5aa9ff13d7a3887a37fa00762d9a2 100644 (file)
@@ -60,39 +60,39 @@ float movement_oddity(vector m0, vector m1)
                // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
 }
 
-void anticheat_physics()
-{SELFPARAM();
+void anticheat_physics(entity this)
+{
        float f;
 
        // div0_evade -> SPECTATORS
-       makevectors(self.v_angle);
-       if(self.anticheat_div0_evade_offset == 0)
+       makevectors(this.v_angle);
+       if(this.anticheat_div0_evade_offset == 0)
        {
                f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
-               self.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
-               self.anticheat_div0_evade_v_angle = self.v_angle;
-               self.anticheat_div0_evade_forward_initial = v_forward;
-               MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
+               this.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
+               this.anticheat_div0_evade_v_angle = this.v_angle;
+               this.anticheat_div0_evade_forward_initial = v_forward;
+               MEAN_ACCUMULATE(this, anticheat_div0_evade, 0, 1);
        }
        else
        {
-               if(time < self.anticheat_div0_evade_offset)
-                       self.anticheat_div0_evade_v_angle = self.v_angle;
-               MEAN_ACCUMULATE(anticheat_div0_evade, 0.5 - 0.5 * (self.anticheat_div0_evade_forward_initial * v_forward), 1);
+               if(time < this.anticheat_div0_evade_offset)
+                       this.anticheat_div0_evade_v_angle = this.v_angle;
+               MEAN_ACCUMULATE(this, anticheat_div0_evade, 0.5 - 0.5 * (this.anticheat_div0_evade_forward_initial * v_forward), 1);
        }
 
-       MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), 1);
-       self.anticheat_div0_strafebot_movement_prev = self.movement;
+       MEAN_ACCUMULATE(this, anticheat_div0_strafebot_old, movement_oddity(this.movement, this.anticheat_div0_strafebot_movement_prev), 1);
+       this.anticheat_div0_strafebot_movement_prev = this.movement;
 
        // Note: this actually tries to detect snap-aim.
-       if(vlen(self.anticheat_div0_strafebot_forward_prev) && time > self.anticheat_fixangle_endtime) {
-               float cosangle = self.anticheat_div0_strafebot_forward_prev * v_forward;
+       if(vlen(this.anticheat_div0_strafebot_forward_prev) && time > this.anticheat_fixangle_endtime) {
+               float cosangle = this.anticheat_div0_strafebot_forward_prev * v_forward;
                float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
                /*
                if (angle >= 10 * M_PI / 180)
-                       printf("SNAP %s: %f for %f, %f since fixangle\n", self.netname, angle * 180 / M_PI, cosangle, time - self.anticheat_fixangle_endtime);
+                       printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - this.anticheat_fixangle_endtime);
                */
-               MEAN_ACCUMULATE(anticheat_div0_strafebot_new, angle / M_PI, 1);
+               MEAN_ACCUMULATE(this, anticheat_div0_strafebot_new, angle / M_PI, 1);
 
                if (autocvar_slowmo > 0) {
                        // Technically this is a NOP, as the engine should be ensuring
@@ -101,49 +101,49 @@ void anticheat_physics()
                        float dt = max(0.001, frametime) / autocvar_slowmo;
 
                        float anglespeed = angle / dt;
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_signal, anglespeed, dt);
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_noise, anglespeed, dt);
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_m2, anglespeed, dt);
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_m3, anglespeed, dt);
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_m4, anglespeed, dt);
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_m7, anglespeed, dt);
-                       MEAN_ACCUMULATE(anticheat_idle_snapaim_m10, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_signal, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_noise, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m2, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m3, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m4, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m7, anglespeed, dt);
+                       MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m10, anglespeed, dt);
                }
        }
-       self.anticheat_div0_strafebot_forward_prev = v_forward;
+       this.anticheat_div0_strafebot_forward_prev = v_forward;
 
        // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
-       self.anticheat_speedhack_movetime_frac += frametime;
-       f = floor(self.anticheat_speedhack_movetime_frac);
-       self.anticheat_speedhack_movetime_frac -= f;
-       self.anticheat_speedhack_movetime_count += f;
-       self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
-       f = self.anticheat_speedhack_movetime - servertime;
-       if(self.anticheat_speedhack_offset == 0)
-               self.anticheat_speedhack_offset = f;
+       this.anticheat_speedhack_movetime_frac += frametime;
+       f = floor(this.anticheat_speedhack_movetime_frac);
+       this.anticheat_speedhack_movetime_frac -= f;
+       this.anticheat_speedhack_movetime_count += f;
+       this.anticheat_speedhack_movetime = this.anticheat_speedhack_movetime_frac + this.anticheat_speedhack_movetime_count;
+       f = this.anticheat_speedhack_movetime - servertime;
+       if(this.anticheat_speedhack_offset == 0)
+               this.anticheat_speedhack_offset = f;
        else
        {
-               MEAN_ACCUMULATE(anticheat_speedhack, max(0, f - self.anticheat_speedhack_offset), 1);
-               self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
+               MEAN_ACCUMULATE(this, anticheat_speedhack, max(0, f - this.anticheat_speedhack_offset), 1);
+               this.anticheat_speedhack_offset += (f - this.anticheat_speedhack_offset) * frametime * 0.1;
        }
 
        // new generic speedhack detection
-       if (self.anticheat_speedhack_lasttime > 0) {
-               float dt = servertime - self.anticheat_speedhack_lasttime;
+       if (this.anticheat_speedhack_lasttime > 0) {
+               float dt = servertime - this.anticheat_speedhack_lasttime;
                const float falloff = 0.2;
-               self.anticheat_speedhack_accu *= exp(-dt * falloff);
-               self.anticheat_speedhack_accu += frametime * falloff;
+               this.anticheat_speedhack_accu *= exp(-dt * falloff);
+               this.anticheat_speedhack_accu += frametime * falloff;
                // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
                // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
-               self.anticheat_speedhack_lasttime = servertime;
-               MEAN_ACCUMULATE(anticheat_speedhack_m1, self.anticheat_speedhack_accu, frametime);
-               MEAN_ACCUMULATE(anticheat_speedhack_m2, self.anticheat_speedhack_accu, frametime);
-               MEAN_ACCUMULATE(anticheat_speedhack_m3, self.anticheat_speedhack_accu, frametime);
-               MEAN_ACCUMULATE(anticheat_speedhack_m4, self.anticheat_speedhack_accu, frametime);
-               MEAN_ACCUMULATE(anticheat_speedhack_m5, self.anticheat_speedhack_accu, frametime);
+               this.anticheat_speedhack_lasttime = servertime;
+               MEAN_ACCUMULATE(this, anticheat_speedhack_m1, this.anticheat_speedhack_accu, frametime);
+               MEAN_ACCUMULATE(this, anticheat_speedhack_m2, this.anticheat_speedhack_accu, frametime);
+               MEAN_ACCUMULATE(this, anticheat_speedhack_m3, this.anticheat_speedhack_accu, frametime);
+               MEAN_ACCUMULATE(this, anticheat_speedhack_m4, this.anticheat_speedhack_accu, frametime);
+               MEAN_ACCUMULATE(this, anticheat_speedhack_m5, this.anticheat_speedhack_accu, frametime);
        } else {
-               self.anticheat_speedhack_accu = 1;
-               self.anticheat_speedhack_lasttime = servertime;
+               this.anticheat_speedhack_accu = 1;
+               this.anticheat_speedhack_lasttime = servertime;
        }
 }
 
@@ -176,46 +176,46 @@ void anticheat_report()
                return;
        // TODO(divVerent): Use xonstat to acquire good thresholds.
        GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
-       GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
-       GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 1.01, 1.25)));
-       GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 1.01, 1.25)));
-       GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 1.01, 1.25)));
-       GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 1.01, 1.25)));
-       GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 240, 1.01, 1.25)));
-       GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
-       GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
-       GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.2, 0.5)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0, 9999)));
-       GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
+       GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m1), 240, 1.01, 1.25)));
+       GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m2), 240, 1.01, 1.25)));
+       GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m3), 240, 1.01, 1.25)));
+       GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m4), 240, 1.01, 1.25)));
+       GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m5), 240, 1.01, 1.25)));
+       GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
+       GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
+       GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_evade), 120, 0.2, 0.5)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_signal) - MEAN_EVALUATE(self, anticheat_idle_snapaim_noise), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_signal), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_noise), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m2), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m3), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m4), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m7), 120, 0, 9999)));
+       GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m10), 120, 0, 9999)));
 }
 
 float anticheat_getvalue(string id)
 {SELFPARAM();
        switch(id) {
                case "_time": return servertime - self.anticheat_jointime;
-               case "speedhack": return MEAN_EVALUATE(anticheat_speedhack);
-               case "speedhack_m1": return MEAN_EVALUATE(anticheat_speedhack_m1);
-               case "speedhack_m2": return MEAN_EVALUATE(anticheat_speedhack_m2);
-               case "speedhack_m3": return MEAN_EVALUATE(anticheat_speedhack_m3);
-               case "speedhack_m4": return MEAN_EVALUATE(anticheat_speedhack_m4);
-               case "speedhack_m5": return MEAN_EVALUATE(anticheat_speedhack_m5);
-               case "div0_strafebot_old": return MEAN_EVALUATE(anticheat_div0_strafebot_old);
-               case "div0_strafebot_new": return MEAN_EVALUATE(anticheat_div0_strafebot_new);
-               case "div0_evade": return MEAN_EVALUATE(anticheat_div0_evade);
-               case "idle_snapaim": return MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise);
-               case "idle_snapaim_signal": return MEAN_EVALUATE(anticheat_idle_snapaim_signal);
-               case "idle_snapaim_noise": return MEAN_EVALUATE(anticheat_idle_snapaim_noise);
-               case "idle_snapaim_m2": return MEAN_EVALUATE(anticheat_idle_snapaim_m2);
-               case "idle_snapaim_m3": return MEAN_EVALUATE(anticheat_idle_snapaim_m3);
-               case "idle_snapaim_m4": return MEAN_EVALUATE(anticheat_idle_snapaim_m4);
-               case "idle_snapaim_m7": return MEAN_EVALUATE(anticheat_idle_snapaim_m7);
-               case "idle_snapaim_m10": return MEAN_EVALUATE(anticheat_idle_snapaim_m10);
+               case "speedhack": return MEAN_EVALUATE(self, anticheat_speedhack);
+               case "speedhack_m1": return MEAN_EVALUATE(self, anticheat_speedhack_m1);
+               case "speedhack_m2": return MEAN_EVALUATE(self, anticheat_speedhack_m2);
+               case "speedhack_m3": return MEAN_EVALUATE(self, anticheat_speedhack_m3);
+               case "speedhack_m4": return MEAN_EVALUATE(self, anticheat_speedhack_m4);
+               case "speedhack_m5": return MEAN_EVALUATE(self, anticheat_speedhack_m5);
+               case "div0_strafebot_old": return MEAN_EVALUATE(self, anticheat_div0_strafebot_old);
+               case "div0_strafebot_new": return MEAN_EVALUATE(self, anticheat_div0_strafebot_new);
+               case "div0_evade": return MEAN_EVALUATE(self, anticheat_div0_evade);
+               case "idle_snapaim": return MEAN_EVALUATE(self, anticheat_idle_snapaim_signal) - MEAN_EVALUATE(self, anticheat_idle_snapaim_noise);
+               case "idle_snapaim_signal": return MEAN_EVALUATE(self, anticheat_idle_snapaim_signal);
+               case "idle_snapaim_noise": return MEAN_EVALUATE(self, anticheat_idle_snapaim_noise);
+               case "idle_snapaim_m2": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m2);
+               case "idle_snapaim_m3": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m3);
+               case "idle_snapaim_m4": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m4);
+               case "idle_snapaim_m7": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m7);
+               case "idle_snapaim_m10": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m10);
        }
        return -1;
 }
index 6b9e4e3858c8ddd8ade6a24a913f6b7c43e8717a..9d2aa94050b0af16e39de8cabbf64493117afe30 100644 (file)
@@ -5,7 +5,7 @@ void anticheat_init();
 void anticheat_report();
 void anticheat_shutdown();
 
-void anticheat_physics();
+void anticheat_physics(entity this);
 void anticheat_spectatecopy(entity spectatee);
 void anticheat_prethink();
 
index 082356ae2d86084f2b8ad8d6ffe624f9e9a43936..f3e03424b18eb4f5f4e7c2eb2b7228aea92784da 100644 (file)
@@ -133,32 +133,32 @@ void playerdemo_read_float(.float f, string name)
 {SELFPARAM();
        self.(f) = stof(fgets(self.playerdemo_fh));
 }
-float playerdemo_read()
-{SELFPARAM();
-       if(self.playerdemo_mode != PLAYERDEMO_MODE_READING)
+float playerdemo_read(entity this)
+{
+       if(this.playerdemo_mode != PLAYERDEMO_MODE_READING)
                return 0;
-       if(self.playerdemo_time < 0)
+       if(this.playerdemo_time < 0)
                return 1;
        float t;
        t = time;
-       while(time >= self.playerdemo_time)
+       while(time >= this.playerdemo_time)
        {
                PLAYERDEMO_FIELDS(playerdemo_read_)
                {
-                       time = self.playerdemo_time;
-                       PlayerPreThink();
+                       time = this.playerdemo_time;
+                       WITH(entity, this, this, PlayerPreThink());
                        // not running physics though... this is just so we can run weapon stuff
-                       PlayerPostThink();
+                       WITH(entity, this, this, PlayerPostThink());
                }
-               self.playerdemo_time = stof(fgets(self.playerdemo_fh));
-               if(self.playerdemo_time == 0)
+               this.playerdemo_time = stof(fgets(this.playerdemo_fh));
+               if(this.playerdemo_time == 0)
                {
-                       self.playerdemo_time = -1;
+                       this.playerdemo_time = -1;
                        return 1;
                }
-               self.playerdemo_time += self.playerdemo_starttime;
+               this.playerdemo_time += this.playerdemo_starttime;
        }
-       self.velocity = '0 0 0';
+       this.velocity = '0 0 0';
        time = t;
        return 1;
 }
index 8aecd483ed0f71057442b001f104fc973e4552c9..05e012aa6e771d2865ea97a64945ff4436b47705 100644 (file)
@@ -4,7 +4,7 @@
 void playerdemo_init();
 void playerdemo_shutdown();
 void playerdemo_write();
-float playerdemo_read();
+float playerdemo_read(entity this);
 
 void playerdemo_open_read(string f);
 void playerdemo_open_write(string f);