]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
Remove weapon SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / nexball / nexball.qc
index 2acc4faf6d061c60d322ac13a1acc5cd3af30817..afa6db93f0a31c84cd9a69bef59c3601e6004427 100644 (file)
@@ -40,9 +40,9 @@ float autocvar_g_balance_nexball_secondary_lifetime;
 float autocvar_g_balance_nexball_secondary_refire;
 float autocvar_g_balance_nexball_secondary_speed;
 
-void basketball_touch();
-void football_touch();
-void ResetBall();
+void basketball_touch(entity this);
+void football_touch(entity this);
+void ResetBall(entity this);
 const int NBM_NONE = 0;
 const int NBM_FOOTBALL = 2;
 const int NBM_BASKETBALL = 4;
@@ -84,24 +84,23 @@ void ball_restart(entity this)
 {
        if(this.owner)
                DropBall(this, this.owner.origin, '0 0 0');
-       ResetBall();
+       ResetBall(this);
 }
 
 void nexball_setstatus()
 {SELFPARAM();
-       self.items &= ~IT_KEY1;
-       if(self.ballcarried)
+       this.items &= ~IT_KEY1;
+       if(this.ballcarried)
        {
-               if(self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
+               if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
                {
-                       bprint("The ", Team_ColoredFullName(self.team), " held the ball for too long.\n");
-                       setself(self.ballcarried);
-                       DropBall(self, self.owner.origin, '0 0 0');
-                       ResetBall();
-                       setself(this);
+                       bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
+                       DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
+                       entity e = this.ballcarried;
+                       WITHSELF(e, ResetBall(e));
                }
                else
-                       self.items |= IT_KEY1;
+                       this.items |= IT_KEY1;
        }
 }
 
@@ -122,8 +121,8 @@ void relocate_nexball(entity this)
        }
 }
 
-void DropOwner()
-{SELFPARAM();
+void DropOwner(entity this)
+{
        entity ownr;
        ownr = this.owner;
        DropBall(this, ownr.origin, ownr.velocity);
@@ -133,7 +132,7 @@ void DropOwner()
 }
 
 void GiveBall(entity plyr, entity ball)
-{SELFPARAM();
+{
        .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
        entity ownr = ball.owner;
        if(ownr)
@@ -168,7 +167,7 @@ void GiveBall(entity plyr, entity ball)
 
        ball.velocity = '0 0 0';
        ball.movetype = MOVETYPE_NONE;
-       ball.touch = func_null;
+       settouch(ball, func_null);
        ball.effects |= EF_NOSHADOW;
        ball.scale = 1; // scale down.
 
@@ -177,19 +176,17 @@ void GiveBall(entity plyr, entity ball)
 
        if(autocvar_g_nexball_basketball_delay_hold)
        {
-               ball.think = DropOwner;
+               setthink(ball, DropOwner);
                ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
        }
 
        plyr.(weaponentity).weapons = plyr.weapons;
        plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
        plyr.weapons = WEPSET(NEXBALL);
-       setself(plyr);
        Weapon w = WEP_NEXBALL;
-       w.wr_resetplayer(w);
+       WITHSELF(plyr, w.wr_resetplayer(w, plyr));
        PS(plyr).m_switchweapon = WEP_NEXBALL;
-       W_SwitchWeapon(plyr, WEP_NEXBALL);
-       setself(this);
+       WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
 }
 
 void DropBall(entity ball, vector org, vector vel)
@@ -205,8 +202,8 @@ void DropBall(entity ball, vector org, vector vel)
        ball.scale = ball_scale;
        ball.velocity = vel;
        ball.nb_droptime = time;
-       ball.touch = basketball_touch;
-       ball.think = ResetBall;
+       settouch(ball, basketball_touch);
+       setthink(ball, ResetBall);
        ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
 
        if(ball.owner.metertime)
@@ -224,17 +221,17 @@ void DropBall(entity ball, vector org, vector vel)
        ball.owner = world;
 }
 
-void InitBall()
-{SELFPARAM();
+void InitBall(entity this)
+{
        if(gameover) return;
        UNSET_ONGROUND(this);
        this.movetype = MOVETYPE_BOUNCE;
        if(this.classname == "nexball_basketball")
-               this.touch = basketball_touch;
+               settouch(this, basketball_touch);
        else if(this.classname == "nexball_football")
-               this.touch = football_touch;
+               settouch(this, football_touch);
        this.cnt = 0;
-       this.think = ResetBall;
+       setthink(this, ResetBall);
        this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
        this.teamtime = 0;
        this.pusher = world;
@@ -244,14 +241,14 @@ void InitBall()
        LogNB("init", world);
 }
 
-void ResetBall()
-{SELFPARAM();
+void ResetBall(entity this)
+{
        if(this.cnt < 2)        // step 1
        {
                if(time == this.teamtime)
                        bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
 
-               this.touch = func_null;
+               settouch(this, func_null);
                this.movetype = MOVETYPE_NOCLIP;
                this.velocity = '0 0 0'; // just in case?
                if(!this.cnt)
@@ -275,13 +272,13 @@ void ResetBall()
                this.velocity = '0 0 0';
                setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
                this.movetype = MOVETYPE_NONE;
-               this.think = InitBall;
+               setthink(this, InitBall);
                this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
        }
 }
 
-void football_touch()
-{SELFPARAM();
+void football_touch(entity this)
+{
        if(other.solid == SOLID_BSP)
        {
                if(time > self.lastground + 0.1)
@@ -326,11 +323,11 @@ void football_touch()
        self.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
 }
 
-void basketball_touch()
-{SELFPARAM();
+void basketball_touch(entity this)
+{
        if(other.ballcarried)
        {
-               football_touch();
+               football_touch(this);
                return;
        }
        if(!self.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
@@ -348,8 +345,8 @@ void basketball_touch()
        }
 }
 
-void GoalTouch()
-{SELFPARAM();
+void GoalTouch(entity this)
+{
        entity ball;
        float isclient, pscore, otherteam;
        string pname;
@@ -431,9 +428,9 @@ void GoalTouch()
        WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
 
        ball.cnt = 1;
-       ball.think = ResetBall;
+       setthink(ball, ResetBall);
        if(ball.classname == "nexball_basketball")
-               ball.touch = football_touch; // better than func_null: football control until the ball gets reset
+               settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
        ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
 }
 
@@ -560,7 +557,7 @@ void SpawnBall(entity this)
        WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
 
        this.reset = ball_restart;
-       this.think = InitBall;
+       setthink(this, InitBall);
        this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
 }
 
@@ -627,7 +624,7 @@ void SpawnGoal(entity this)
        if(this.noise == "")
                this.noise = "ctf/respawn.wav";
        precache_sound(this.noise);
-       this.touch = GoalTouch;
+       settouch(this, GoalTouch);
 }
 
 spawnfunc(nexball_redgoal)
@@ -706,8 +703,8 @@ spawnfunc(ball_bound)
 //=======================//
 
 
-void W_Nexball_Think()
-{SELFPARAM();
+void W_Nexball_Think(entity this)
+{
        //dprint("W_Nexball_Think\n");
        //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
        vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
@@ -721,8 +718,8 @@ void W_Nexball_Think()
        this.nextthink = time;
 }
 
-void W_Nexball_Touch()
-{SELFPARAM();
+void W_Nexball_Touch(entity this)
+{
        entity ball, attacker;
        attacker = self.owner;
        //self.think = func_null;
@@ -797,7 +794,7 @@ void W_Nexball_Attack2()
                entity _ball = self.ballcarried;
                W_SetupShot(self, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
                DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
-               _ball.think = W_Nexball_Think;
+               setthink(_ball, W_Nexball_Think);
                _ball.nextthink = time;
                return;
        }
@@ -819,8 +816,8 @@ void W_Nexball_Attack2()
 
        W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
        missile.angles = vectoangles(missile.velocity);
-       missile.touch = W_Nexball_Touch;
-       missile.think = SUB_Remove_self;
+       settouch(missile, W_Nexball_Touch);
+       setthink(missile, SUB_Remove);
        missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
 
        missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
@@ -889,7 +886,7 @@ METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity we
     }
 }
 
-METHOD(BallStealer, wr_setup, void(BallStealer this))
+METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
 {
     TC(BallStealer, this);
     //weapon_setup(WEP_PORTO.m_id);
@@ -983,7 +980,7 @@ MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
                        {
                                self.weapons = self.(weaponentity).weapons;
                                Weapon w = WEP_NEXBALL;
-                               w.wr_resetplayer(w);
+                               w.wr_resetplayer(w, self);
                                PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
                                W_SwitchWeapon(self, PS(self).m_switchweapon);