spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Blaster_Touch(entity this)
+{
+ PROJECTILE_TOUCH(this);
- self.event_damage = func_null;
+ this.event_damage = func_null;
RadiusDamage(
- self,
- self.realowner,
- self.blaster_damage,
- self.blaster_edgedamage,
- self.blaster_radius,
+ this,
+ this.realowner,
+ this.blaster_damage,
+ this.blaster_edgedamage,
+ this.blaster_radius,
world,
world,
- self.blaster_force,
- self.projectiledeathtype,
+ this.blaster_force,
+ this.projectiledeathtype,
other
);
- remove(self);
+ remove(this);
}
-void W_Blaster_Think()
-{SELFPARAM();
+void W_Blaster_Think(entity this)
+{
this.movetype = MOVETYPE_FLY;
- this.think = SUB_Remove_self;
+ setthink(this, SUB_Remove);
this.nextthink = time + this.blaster_lifetime;
CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
}
float atk_spread,
float atk_delay,
float atk_lifetime)
-{SELFPARAM();
+{
vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
W_SetupShot_Dir(actor, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
- missile.touch = W_Blaster_Touch;
+ settouch(missile, W_Blaster_Touch);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = atk_deathtype;
- missile.think = W_Blaster_Think;
+ setthink(missile, W_Blaster_Think);
missile.nextthink = time + atk_delay;
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
if (time >= missile.nextthink)
{
- WITHSELF(missile, missile.think());
+ getthink(missile)(missile);
}
}
-METHOD(Blaster, wr_aim, void(entity thiswep))
+METHOD(Blaster, wr_aim, void(entity thiswep, entity actor))
{
- SELFPARAM();
if(WEP_CVAR(blaster, secondary))
{
if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
- { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
}
METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire))
}
}
-METHOD(Blaster, wr_setup, void(entity thiswep))
+METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
{
- SELFPARAM();
- self.ammo_field = ammo_none;
+ actor.ammo_field = ammo_none;
}
-METHOD(Blaster, wr_checkammo1, bool(entity thiswep))
+METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor))
{
return true; // infinite ammo
}
-METHOD(Blaster, wr_checkammo2, bool(entity thiswep))
+METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor))
{
return true; // blaster has infinite ammo
}
#endif
#ifdef CSQC
-METHOD(Blaster, wr_impacteffect, void(entity thiswep))
+METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
#endif