]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Purge WITHSELF from all non-engine functions
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index 4a32779289d12c54f10da05bb6e357b4c8266a89..04766c155dd89ed8cbbfc862f423217c8d6994fe 100644 (file)
@@ -8,6 +8,8 @@
 #include "cl_player.qh"
 #include "command/common.qh"
 #include "round_handler.qh"
+#include "../common/state.qh"
+#include "../common/physics/player.qh"
 #include "../common/vehicles/all.qh"
 #include "../common/constants.qh"
 #include "../common/util.qh"
@@ -88,19 +90,19 @@ void GrapplingHookReset(entity this)
                remove(this);
 }
 
-void GrapplingHookThink();
-void GrapplingHook_Stop()
-{SELFPARAM();
-       Send_Effect(EFFECT_HOOK_IMPACT, self.origin, '0 0 0', 1);
-       sound (self, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
-
-       self.state = 1;
-       self.think = GrapplingHookThink;
-       self.nextthink = time;
-       self.touch = func_null;
-       self.velocity = '0 0 0';
-       self.movetype = MOVETYPE_NONE;
-       self.hook_length = -1;
+void GrapplingHookThink(entity this);
+void GrapplingHook_Stop(entity this)
+{
+       Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
+       sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
+
+       this.state = 1;
+       setthink(this, GrapplingHookThink);
+       this.nextthink = time;
+       settouch(this, func_null);
+       this.velocity = '0 0 0';
+       this.movetype = MOVETYPE_NONE;
+       this.hook_length = -1;
 }
 
 .vector hook_start, hook_end;
@@ -108,32 +110,32 @@ bool GrapplingHookSend(entity this, entity to, int sf)
 {
        WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
        sf = sf & 0x7F;
-       if(sound_allowed(MSG_BROADCAST, self.realowner))
+       if(sound_allowed(MSG_BROADCAST, this.realowner))
                sf |= 0x80;
        WriteByte(MSG_ENTITY, sf);
        if(sf & 1)
        {
-               WriteByte(MSG_ENTITY, etof(self.realowner));
+               WriteByte(MSG_ENTITY, etof(this.realowner));
        }
        if(sf & 2)
        {
-               WriteCoord(MSG_ENTITY, self.hook_start.x);
-               WriteCoord(MSG_ENTITY, self.hook_start.y);
-               WriteCoord(MSG_ENTITY, self.hook_start.z);
+               WriteCoord(MSG_ENTITY, this.hook_start.x);
+               WriteCoord(MSG_ENTITY, this.hook_start.y);
+               WriteCoord(MSG_ENTITY, this.hook_start.z);
        }
        if(sf & 4)
        {
-               WriteCoord(MSG_ENTITY, self.hook_end.x);
-               WriteCoord(MSG_ENTITY, self.hook_end.y);
-               WriteCoord(MSG_ENTITY, self.hook_end.z);
+               WriteCoord(MSG_ENTITY, this.hook_end.x);
+               WriteCoord(MSG_ENTITY, this.hook_end.y);
+               WriteCoord(MSG_ENTITY, this.hook_end.z);
        }
        return true;
 }
 
 int autocvar_g_grappling_hook_tarzan;
 
-void GrapplingHookThink()
-{SELFPARAM();
+void GrapplingHookThink(entity this)
+{
        float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
        vector dir, org, end, v0, dv, v, myorg, vs;
        if(self.realowner.hook != self) // how did that happen?
@@ -165,9 +167,9 @@ void GrapplingHookThink()
        entity pull_entity = self.realowner;
        float velocity_multiplier = 1;
        MUTATOR_CALLHOOK(GrappleHookThink, self, tarzan, pull_entity, velocity_multiplier);
-       tarzan = hook_tarzan;
-       pull_entity = hook_pullentity;
-       velocity_multiplier = hook_velmultiplier;
+       tarzan = M_ARGV(1, int);
+       pull_entity = M_ARGV(2, entity);
+       velocity_multiplier = M_ARGV(3, float);
 
        if(self.state == 1)
        {
@@ -251,7 +253,7 @@ void GrapplingHookThink()
                                                        self.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
                                                aim_ent.pusher = self.realowner;
                                                aim_ent.pushltime = time + autocvar_g_maxpushtime;
-                                               aim_ent.istypefrag = aim_ent.BUTTON_CHAT;
+                                               aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
                                        }
                                }
 
@@ -299,13 +301,13 @@ void GrapplingHookThink()
        }
 }
 
-void GrapplingHookTouch ()
-{SELFPARAM();
+void GrapplingHookTouch (entity this)
+{
        if(other.movetype == MOVETYPE_FOLLOW)
                return;
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this);
 
-       GrapplingHook_Stop();
+       GrapplingHook_Stop(this);
 
        if(other)
                if(other.movetype != MOVETYPE_NONE)
@@ -333,38 +335,38 @@ void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float
                {
                        this.realowner.pusher = attacker;
                        this.realowner.pushltime = time + autocvar_g_maxpushtime;
-                       this.realowner.istypefrag = this.realowner.BUTTON_CHAT;
+                       this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
                }
                RemoveGrapplingHook(this.realowner);
        }
 }
 
-void FireGrapplingHook ()
-{SELFPARAM();
+void FireGrapplingHook(entity actor)
+{
        entity missile;
        vector org;
        vector vs;
 
-       if(forbidWeaponUse(self)) return;
-       if(self.vehicle) return;
+       if(forbidWeaponUse(actor)) return;
+       if(actor.vehicle) return;
 
-       makevectors(self.v_angle);
+       makevectors(actor.v_angle);
 
-       int s = W_GetGunAlignment(self);
+       int s = W_GetGunAlignment(actor);
        vs = hook_shotorigin[s];
 
        // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
-       sound (self, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
-       org = self.origin + self.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
+       sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
+       org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
 
-       tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
+       tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
        org = trace_endpos;
 
        Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
 
-       missile = WarpZone_RefSys_SpawnSameRefSys(self);
-       missile.owner = missile.realowner = self;
-       self.hook = missile;
+       missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+       missile.owner = missile.realowner = actor;
+       actor.hook = missile;
        missile.reset = GrapplingHookReset;
        missile.classname = "grapplinghook";
        missile.flags = FL_PROJECTILE;
@@ -383,8 +385,8 @@ void FireGrapplingHook ()
        missile.angles = vectoangles (missile.velocity);
        //missile.glow_color = 250; // 244, 250
        //missile.glow_size = 120;
-       missile.touch = GrapplingHookTouch;
-       missile.think = GrapplingHookThink;
+       settouch(missile, GrapplingHookTouch);
+       setthink(missile, GrapplingHookThink);
        missile.nextthink = time;
 
        missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;