]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Purge self from the damage/death mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 8aaf68cda69dac1753364cfe1e84cd07c10129c3..3b04a492217d062c5188859dea37909cc8b612f3 100644 (file)
@@ -37,16 +37,16 @@ void Drop_Special_Items(entity player)
        MUTATOR_CALLHOOK(DropSpecialItems, player);
 }
 
-void CopyBody_Think()
-{SELFPARAM();
+void CopyBody_Think(entity this)
+{
        if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
        {
-               this.CopyBody_think();
+               this.CopyBody_think(this);
                if(wasfreed(this))
                        return;
                this.CopyBody_nextthink = this.nextthink;
-               this.CopyBody_think = this.think;
-               this.think = CopyBody_Think;
+               this.CopyBody_think = getthink(this);
+               setthink(this, CopyBody_Think);
        }
        CSQCMODEL_AUTOUPDATE(this);
        this.nextthink = time;
@@ -95,7 +95,7 @@ void CopyBody(entity this, float keepvelocity)
        clone.solid = this.solid;
        clone.ballistics_density = this.ballistics_density;
        clone.takedamage = this.takedamage;
-       clone.customizeentityforclient = this.customizeentityforclient;
+       setcefc(clone, getcefc(this));
        clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
        clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
        if (keepvelocity == 1)
@@ -118,9 +118,9 @@ void CopyBody(entity this, float keepvelocity)
 
        CSQCMODEL_AUTOINIT(clone);
        clone.CopyBody_nextthink = this.nextthink;
-       clone.CopyBody_think = this.think;
+       clone.CopyBody_think = getthink(this);
        clone.nextthink = time;
-       clone.think = CopyBody_Think;
+       setthink(clone, CopyBody_Think);
        // "bake" the current animation frame for clones (they don't get clientside animation)
        animdecide_load_if_needed(clone);
        animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
@@ -384,10 +384,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                save = v.y;
        }
 
-       frag_damage = damage;
-       MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
-       take = bound(0, damage_take, this.health);
-       save = bound(0, damage_save, this.armorvalue);
+       MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
+       take = bound(0, M_ARGV(4, float), this.health);
+       save = bound(0, M_ARGV(5, float), this.armorvalue);
        excess = max(0, damage - take - save);
 
        if(sound_allowed(MSG_BROADCAST, attacker))
@@ -552,11 +551,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        if(accuracy_isgooddamage(attacker, this))
         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
 
-               MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
-               excess = frag_damage;
+               MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, excess);
+               excess = M_ARGV(4, float);
 
                Weapon wep = PS(this).m_weapon;
-               WITHSELF(this, wep.wr_playerdeath(wep));
+               WITHSELF(this, wep.wr_playerdeath(wep, this));
 
                RemoveGrapplingHook(this);
 
@@ -622,10 +621,10 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                // set up to fade out later
                SUB_SetFade (this, time + 6 + random (), 1);
                // reset body think wrapper broken by SUB_SetFade
-               if(this.classname == "body" && this.think != CopyBody_Think) {
-                       this.CopyBody_think = this.think;
+               if(this.classname == "body" && getthink(this) != CopyBody_Think) {
+                       this.CopyBody_think = getthink(this);
                        this.CopyBody_nextthink = this.nextthink;
-                       this.think = CopyBody_Think;
+                       setthink(this, CopyBody_Think);
                        this.nextthink = time;
                }
 
@@ -637,7 +636,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                // reset fields the weapons may use just in case
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       WITHSELF(this, it.wr_resetplayer(it));
+                       WITHSELF(this, it.wr_resetplayer(it, this));
                        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                        {
                                ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
@@ -675,7 +674,7 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc
        if (!teamsay && !privatesay) if (substring(msgin, 0, 1) == " ")
         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
 
-       msgin = formatmessage(msgin);
+       msgin = formatmessage(source, msgin);
 
     string colorstr;
        if (!IS_PLAYER(source))