// CaptureShield Functions
// =======================
-bool ons_CaptureShield_Customize()
-{SELFPARAM();
+bool ons_CaptureShield_Customize(entity this)
+{
entity e = WaypointSprite_getviewentity(other);
if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, e.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return false; }
return true;
}
-void ons_CaptureShield_Touch()
-{SELFPARAM();
+void ons_CaptureShield_Touch(entity this)
+{
if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, other.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return; }
if(!IS_PLAYER(other)) { return; }
if(SAME_TEAM(other, self)) { return; }
shield.team = generator.team;
shield.colormap = generator.colormap;
shield.reset = ons_CaptureShield_Reset;
- shield.touch = ons_CaptureShield_Touch;
- shield.customizeentityforclient = ons_CaptureShield_Customize;
+ settouch(shield, ons_CaptureShield_Touch);
+ setcefc(shield, ons_CaptureShield_Customize);
shield.effects = EF_ADDITIVE;
shield.movetype = MOVETYPE_NOCLIP;
shield.solid = SOLID_TRIGGER;
return true;
}
-void ons_Link_CheckUpdate()
-{SELFPARAM();
+void ons_Link_CheckUpdate(entity this)
+{
// TODO check if the two sides have moved (currently they won't move anyway)
float cc = 0, cc1 = 0, cc2 = 0;
LOG_DEBUG(strcat(etos(this.goalentity), " linked with ", etos(this.enemy), "\n"));
this.SendFlags |= 3;
- this.think = ons_Link_CheckUpdate;
+ setthink(this, ons_Link_CheckUpdate);
this.nextthink = time;
}
this.SendFlags |= CPSF_STATUS;
}
-void ons_ControlPoint_Icon_Think()
-{SELFPARAM();
+void ons_ControlPoint_Icon_Think(entity this)
+{
this.nextthink = time + ONS_CP_THINKRATE;
if(autocvar_g_onslaught_cp_proxydecap)
}
}
-void ons_ControlPoint_Icon_BuildThink()
-{SELFPARAM();
+void ons_ControlPoint_Icon_BuildThink(entity this)
+{
int a;
this.nextthink = time + ONS_CP_THINKRATE;
{
this.health = this.max_health;
this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
- this.think = ons_ControlPoint_Icon_Think;
+ setthink(this, ons_ControlPoint_Icon_Think);
sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
this.owner.iscaptured = true;
this.solid = SOLID_BBOX;
Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
}
-void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
+void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
{
}
}
-void ons_ControlPoint_Touch()
-{SELFPARAM();
+void ons_ControlPoint_Touch(entity this)
+{
entity toucher = other;
int attackable;
onslaught_updatelinks();
}
-void ons_ControlPoint_Think()
-{SELFPARAM();
+void ons_ControlPoint_Think(entity this)
+{
self.nextthink = time + ONS_CP_THINKRATE;
CSQCMODEL_AUTOUPDATE(self);
}
this.iscaptured = false;
this.islinked = false;
this.isshielded = true;
- this.think = ons_ControlPoint_Think;
+ setthink(this, ons_ControlPoint_Think);
this.ons_toucher = world;
this.nextthink = time + ONS_CP_THINKRATE;
setmodel_fixsize(this, MDL_ONS_CP_PAD1);
cp.team = 0;
cp.solid = SOLID_BBOX;
cp.movetype = MOVETYPE_NONE;
- cp.touch = ons_ControlPoint_Touch;
- cp.think = ons_ControlPoint_Think;
+ settouch(cp, ons_ControlPoint_Touch);
+ setthink(cp, ons_ControlPoint_Think);
cp.nextthink = time + ONS_CP_THINKRATE;
cp.reset = ons_ControlPoint_Reset;
cp.colormap = 1024;
{
setorigin(cp, cp.origin + '0 0 20');
cp.noalign = false;
- WITHSELF(cp, droptofloor());
+ droptofloor(cp);
cp.movetype = MOVETYPE_TOSS;
}
this.takedamage = DAMAGE_NO; // can't be hurt anymore
this.event_damage = func_null; // won't do anything if hurt
this.count = 0; // reset counter
- this.think = func_null;
+ setthink(this, func_null);
this.nextthink = 0;
//this.think(); // do the first explosion now
this.SendFlags |= GSF_STATUS;
}
-void ons_GeneratorThink()
-{SELFPARAM();
+void ons_GeneratorThink(entity this)
+{
this.nextthink = time + GEN_THINKRATE;
if (!gameover)
{
this.islinked = true;
this.isshielded = true;
this.event_damage = ons_GeneratorDamage;
- this.think = ons_GeneratorThink;
+ setthink(this, ons_GeneratorThink);
this.nextthink = time + GEN_THINKRATE;
Net_LinkEntity(this, false, 0, generator_send);
}
-void onslaught_generator_touch()
-{SELFPARAM();
+void onslaught_generator_touch(entity this)
+{
if ( IS_PLAYER(other) )
if ( SAME_TEAM(self,other) )
if ( self.iscaptured )
gen.bot_attack = true;
gen.event_damage = ons_GeneratorDamage;
gen.reset = ons_GeneratorReset;
- gen.think = ons_GeneratorThink;
+ setthink(gen, ons_GeneratorThink);
gen.nextthink = time + GEN_THINKRATE;
gen.iscaptured = true;
gen.islinked = true;
gen.isshielded = true;
- gen.touch = onslaught_generator_touch;
+ settouch(gen, onslaught_generator_touch);
// appearence
// model handled by CSQC
gen.colormap = 1024 + (teamnumber - 1) * 17;
// generator placement
- WITHSELF(gen, droptofloor());
+ droptofloor(gen);
// waypointsprites
WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
* Find control point or generator owned by the same team self which is nearest to pos
* if max_dist is positive, only control points within this range will be considered
*/
-entity ons_Nearest_ControlPoint(vector pos, float max_dist)
-{SELFPARAM();
+entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
+{
entity tmp_entity, closest_target = world;
tmp_entity = findchain(classname, "onslaught_controlpoint");
while(tmp_entity)
{
- if(SAME_TEAM(tmp_entity, self))
+ if(SAME_TEAM(tmp_entity, this))
if(tmp_entity.iscaptured)
if(max_dist <= 0 || vdist(tmp_entity.origin - pos, <=, max_dist))
if(vlen2(tmp_entity.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == world)
tmp_entity = findchain(classname, "onslaught_generator");
while(tmp_entity)
{
- if(SAME_TEAM(tmp_entity, self))
+ if(SAME_TEAM(tmp_entity, this))
if(max_dist <= 0 || vdist(tmp_entity.origin - pos, <, max_dist))
if(vlen2(tmp_entity.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == world)
closest_target = tmp_entity;
* if max_dist is positive, only control points within this range will be considered
* This function only check distances on the XY plane, disregarding Z
*/
-entity ons_Nearest_ControlPoint_2D(vector pos, float max_dist)
-{SELFPARAM();
+entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
+{
entity tmp_entity, closest_target = world;
vector delta;
float smallest_distance = 0, distance;
delta_z = 0;
distance = vlen(delta);
- if(SAME_TEAM(tmp_entity, self))
+ if(SAME_TEAM(tmp_entity, this))
if(tmp_entity.iscaptured)
if(max_dist <= 0 || distance <= max_dist)
if(closest_target == world || distance <= smallest_distance )
delta_z = 0;
distance = vlen(delta);
- if(SAME_TEAM(tmp_entity, self))
+ if(SAME_TEAM(tmp_entity, this))
if(max_dist <= 0 || distance <= max_dist)
if(closest_target == world || distance <= smallest_distance )
{
// ==============
MUTATOR_HOOKFUNCTION(ons, reset_map_global)
-{SELFPARAM();
+{
FOREACH_CLIENT(IS_PLAYER(it), {
it.ons_roundlost = false;
it.ons_deathloc = '0 0 0';
}
MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
-{SELFPARAM();
+{
+ entity player = M_ARGV(0, entity);
+
if(!round_handler_IsRoundStarted())
{
- self.player_blocked = true;
+ player.player_blocked = true;
return false;
}
l.sprite.SendFlags |= 16;
}
- if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
+ if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
if ( autocvar_g_onslaught_spawn_choose )
- if ( self.ons_spawn_by )
- if ( ons_Teleport(self,self.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
+ if ( player.ons_spawn_by )
+ if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
{
- self.ons_spawn_by = world;
+ player.ons_spawn_by = world;
return false;
}
{
float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
entity tmp_entity, closest_target = world;
- vector spawn_loc = self.ons_deathloc;
+ vector spawn_loc = player.ons_deathloc;
// new joining player or round reset, don't bother checking
if(spawn_loc == '0 0 0') { return false; }
for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
{
- if(SAME_TEAM(tmp_entity, self))
+ if(SAME_TEAM(tmp_entity, player))
if(random_target)
RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
else if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
iteration_scale -= i / 10;
loc = closest_target.origin + '0 0 96' * iteration_scale;
loc += ('0 1 0' * random()) * 128 * iteration_scale;
- tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, self);
+ tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
if(trace_fraction == 1.0 && !trace_startsolid)
{
traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
if(trace_fraction == 1.0 && !trace_startsolid)
{
- setorigin(self, loc);
- self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
+ setorigin(player, loc);
+ player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
return false;
}
}
{
float random_target = autocvar_g_onslaught_spawn_at_generator_random;
entity tmp_entity, closest_target = world;
- vector spawn_loc = self.ons_deathloc;
+ vector spawn_loc = player.ons_deathloc;
// new joining player or round reset, don't bother checking
if(spawn_loc == '0 0 0') { return false; }
RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
else
{
- if(SAME_TEAM(tmp_entity, self))
+ if(SAME_TEAM(tmp_entity, player))
if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
closest_target = tmp_entity;
}
iteration_scale -= i / 10;
loc = closest_target.origin + '0 0 128' * iteration_scale;
loc += ('0 1 0' * random()) * 256 * iteration_scale;
- tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, self);
+ tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
if(trace_fraction == 1.0 && !trace_startsolid)
{
traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
if(trace_fraction == 1.0 && !trace_startsolid)
{
- setorigin(self, loc);
- self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
+ setorigin(player, loc);
+ player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
return false;
}
}
MUTATOR_HOOKFUNCTION(ons, PlayerDies)
{
+ entity frag_target = M_ARGV(2, entity);
+
frag_target.ons_deathloc = frag_target.origin;
entity l;
for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
}
MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
-{SELFPARAM();
+{
if(MUTATOR_RETURNVALUE) // command was already handled?
return false;
+ entity player = M_ARGV(0, entity);
+ string cmd_name = M_ARGV(1, string);
+ int cmd_argc = M_ARGV(2, int);
+
if ( cmd_name == "ons_spawn" )
{
- vector pos = self.origin;
+ vector pos = player.origin;
if(cmd_argc > 1)
pos_x = stof(argv(1));
if(cmd_argc > 2)
if(cmd_argc > 3)
pos_z = stof(argv(3));
- if ( IS_PLAYER(self) )
+ if ( IS_PLAYER(player) )
{
- if ( !STAT(FROZEN, self) )
+ if ( !STAT(FROZEN, player) )
{
- entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
+ entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
- if ( !source_point && self.health > 0 )
+ if ( !source_point && player.health > 0 )
{
- sprint(self, "\nYou need to be next to a control point\n");
- return 1;
+ sprint(player, "\nYou need to be next to a control point\n");
+ return true;
}
- entity closest_target = ons_Nearest_ControlPoint_2D(pos, autocvar_g_onslaught_click_radius);
+ entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
if ( closest_target == world )
{
- sprint(self, "\nNo control point found\n");
- return 1;
+ sprint(player, "\nNo control point found\n");
+ return true;
}
- if ( self.health <= 0 )
+ if ( player.health <= 0 )
{
- self.ons_spawn_by = closest_target;
- self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+ player.ons_spawn_by = closest_target;
+ player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
}
else
{
if ( source_point == closest_target )
{
- sprint(self, "\nTeleporting to the same point\n");
- return 1;
+ sprint(player, "\nTeleporting to the same point\n");
+ return true;
}
- if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,true) )
- sprint(self, "\nUnable to teleport there\n");
+ if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
+ sprint(player, "\nUnable to teleport there\n");
}
- return 1;
+ return true;
}
- sprint(self, "\nNo teleportation for you\n");
+ sprint(player, "\nNo teleportation for you\n");
}
- return 1;
+ return true;
}
- return 0;
+ return false;
}
MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
if((time > self.teleport_antispam) && (!IS_DEAD(self)) && !self.vehicle)
{
- entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
+ entity source_point = ons_Nearest_ControlPoint(self, self.origin, autocvar_g_onslaught_teleport_radius);
if ( source_point )
{
stuffcmd(self, "qc_cmd_cl hud clickradar\n");
}
if(self.team != self.tur_head.team)
- turret_respawn();
+ turret_respawn(self);
return false;
}