void W_MineLayer_Stick(entity this, entity to)
{
- spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
+ spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
// in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
entity newmine = spawn();
- newmine.classname = self.classname;
+ newmine.classname = this.classname;
- newmine.bot_dodge = self.bot_dodge;
- newmine.bot_dodgerating = self.bot_dodgerating;
+ newmine.bot_dodge = this.bot_dodge;
+ newmine.bot_dodgerating = this.bot_dodgerating;
- newmine.owner = self.owner;
- newmine.realowner = self.realowner;
+ newmine.owner = this.owner;
+ newmine.realowner = this.realowner;
setsize(newmine, '-4 -4 -4', '4 4 4');
- setorigin(newmine, self.origin);
+ setorigin(newmine, this.origin);
setmodel(newmine, MDL_MINELAYER_MINE);
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
newmine.mine_orientation = -trace_plane_normal;
- newmine.takedamage = self.takedamage;
- newmine.damageforcescale = self.damageforcescale;
- newmine.health = self.health;
- newmine.event_damage = self.event_damage;
- newmine.spawnshieldtime = self.spawnshieldtime;
+ newmine.takedamage = this.takedamage;
+ newmine.damageforcescale = this.damageforcescale;
+ newmine.health = this.health;
+ newmine.event_damage = this.event_damage;
+ newmine.spawnshieldtime = this.spawnshieldtime;
newmine.damagedbycontents = true;
newmine.movetype = MOVETYPE_NONE; // lock the mine in place
- newmine.projectiledeathtype = self.projectiledeathtype;
+ newmine.projectiledeathtype = this.projectiledeathtype;
- newmine.mine_time = self.mine_time;
+ newmine.mine_time = this.mine_time;
settouch(newmine, func_null);
setthink(newmine, W_MineLayer_Think);
newmine.nextthink = time;
- newmine.cnt = self.cnt;
- newmine.flags = self.flags;
+ newmine.cnt = this.cnt;
+ newmine.flags = this.flags;
- remove(self);
+ remove(this);
if(to)
SetMovetypeFollow(newmine, to);
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
+ if(DIFF_TEAM(this.realowner, other))
if(!IS_DEAD(other))
if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
- RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), this.projectiledeathtype, other);
- if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
+ if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
{
entity own = this.realowner;
Weapon w = WEP_MINE_LAYER;
PS(own).m_switchweapon = w_getbestweapon(own);
}
}
- self.realowner.minelayer_mines -= 1;
- remove(self);
+ this.realowner.minelayer_mines -= 1;
+ remove(this);
}
void W_MineLayer_DoRemoteExplode(entity this)
{
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- self.velocity = self.mine_orientation; // particle fx and decals need .velocity
+ if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
+ this.velocity = this.mine_orientation; // particle fx and decals need .velocity
- RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+ RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, world);
- if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
+ if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
{
entity own = this.realowner;
Weapon w = WEP_MINE_LAYER;
}
}
this.realowner.minelayer_mines -= 1;
- remove(self);
+ remove(this);
}
void W_MineLayer_RemoteExplode(entity this)
{
- if(!IS_DEAD(self.realowner))
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
+ if(!IS_DEAD(this.realowner))
+ if((this.spawnshieldtime >= 0)
+ ? (time >= this.spawnshieldtime) // timer
+ : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
)
{
- W_MineLayer_DoRemoteExplode(self);
+ W_MineLayer_DoRemoteExplode(this);
}
}
void W_MineLayer_ProximityExplode(entity this)
{
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
+ if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
{
entity head;
- head = findradius(self.origin, WEP_CVAR(minelayer, radius));
+ head = findradius(this.origin, WEP_CVAR(minelayer, radius));
while(head)
{
- if(head == self.realowner || SAME_TEAM(head, self.realowner))
+ if(head == this.realowner || SAME_TEAM(head, this.realowner))
return;
head = head.chain;
}
}
- self.mine_time = 0;
- W_MineLayer_Explode(self);
+ this.mine_time = 0;
+ W_MineLayer_Explode(this);
}
int W_MineLayer_Count(entity e)
{
entity head;
- self.nextthink = time;
+ this.nextthink = time;
- if(self.movetype == MOVETYPE_FOLLOW)
+ if(this.movetype == MOVETYPE_FOLLOW)
{
- if(LostMovetypeFollow(self))
+ if(LostMovetypeFollow(this))
{
- UnsetMovetypeFollow(self);
- self.movetype = MOVETYPE_NONE;
+ UnsetMovetypeFollow(this);
+ this.movetype = MOVETYPE_NONE;
}
}
// our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
// TODO: replace this mine_trigger.wav sound with a real countdown
- if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
+ if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
{
if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
- spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
- self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
- self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
+ spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
+ this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
+ this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
}
// a player's mines shall explode if he disconnects or dies
// TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
- if(!IS_PLAYER(self.realowner) || IS_DEAD(self.realowner) || STAT(FROZEN, self.realowner))
+ if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
{
other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_MineLayer_Explode(self);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_MineLayer_Explode(this);
return;
}
// set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
+ head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
while(head)
{
if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
- if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
- if(!self.mine_time)
+ if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
+ if(!this.mine_time)
{
- spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
- self.mine_time = time + WEP_CVAR(minelayer, time);
+ spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
+ this.mine_time = time + WEP_CVAR(minelayer, time);
}
head = head.chain;
}
// explode if it's time to
- if(self.mine_time && time >= self.mine_time)
+ if(this.mine_time && time >= this.mine_time)
{
- W_MineLayer_ProximityExplode(self);
+ W_MineLayer_ProximityExplode(this);
return;
}
// remote detonation
- if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
- if(!IS_DEAD(self.realowner))
- if(self.minelayer_detonate)
- W_MineLayer_RemoteExplode(self);
+ if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
+ if(!IS_DEAD(this.realowner))
+ if(this.minelayer_detonate)
+ W_MineLayer_RemoteExplode(this);
}
void W_MineLayer_Touch(entity this)
{
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
+ if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
- if(WarpZone_Projectile_Touch(self))
+ if(WarpZone_Projectile_Touch(this))
{
- if(wasfreed(self))
- self.realowner.minelayer_mines -= 1;
+ if(wasfreed(this))
+ this.realowner.minelayer_mines -= 1;
return;
}
}
else
{
- W_MineLayer_Stick(self, other);
+ W_MineLayer_Stick(this, other);
}
}
}
void W_MineLayer_Attack(Weapon thiswep, entity actor)
-{entity this = actor;
+{
entity mine;
entity flash;
// scan how many mines we placed, and return if we reached our limit
if(WEP_CVAR(minelayer, limit))
{
- if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
{
// the refire delay keeps this message from being spammed
- Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
- play2(self, SND(UNAVAILABLE));
+ Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
+ play2(actor, SND(UNAVAILABLE));
return;
}
}
- W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo));
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+ W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- mine = WarpZone_RefSys_SpawnSameRefSys(self);
- mine.owner = mine.realowner = self;
+ mine = WarpZone_RefSys_SpawnSameRefSys(actor);
+ mine.owner = mine.realowner = actor;
if(WEP_CVAR(minelayer, detonatedelay) >= 0)
mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
else
setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(self, flash, '5 0 0');
+ W_AttachToShotorg(actor, flash, '5 0 0');
// common properties
- MUTATOR_CALLHOOK(EditProjectile, self, mine);
+ MUTATOR_CALLHOOK(EditProjectile, actor, mine);
- self.minelayer_mines = W_MineLayer_Count(self);
+ actor.minelayer_mines = W_MineLayer_Count(actor);
}
float W_MineLayer_PlacedMines(entity this, float detonate)
METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
// aim and decide to fire if appropriate
- if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
- PHYS_INPUT_BUTTON_ATCK(self) = false;
+ if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ PHYS_INPUT_BUTTON_ATCK(actor) = false;
else
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
entity mine = find(world, classname, "mine");
while(mine)
{
- if(mine.realowner != self)
+ if(mine.realowner != actor)
{
mine = find(mine, classname, "mine");
continue;
d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
// count potential damage according to type of target
- if(targ == self)
+ if(targ == actor)
selfdamage = selfdamage + d;
- else if(targ.team == self.team && teamplay)
+ else if(targ.team == actor.team && teamplay)
teamdamage = teamdamage + d;
- else if(bot_shouldattack(self, targ))
+ else if(bot_shouldattack(actor, targ))
enemydamage = enemydamage + d;
targ = targ.chain;
}
}
float desirabledamage;
desirabledamage = enemydamage;
- if(time > self.invincible_finished && time > self.spawnshieldtime)
+ if(time > actor.invincible_finished && time > actor.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if(teamplay && self.team)
+ if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;
mine = find(world, classname, "mine");
while(mine)
{
- if(mine.realowner != self)
+ if(mine.realowner != actor)
{
mine = find(mine, classname, "mine");
continue;
if(
(v_forward * normalize(mine.origin - targ.origin)< 0.1)
&& desirabledamage > 0.1*coredamage
- ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
targ = targ.chain;
}
}else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
//As the distance gets larger, a correct detonation gets near imposible
//Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
- if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
+ if(v_forward * normalize(mine.origin - actor.enemy.origin)< 0.1)
+ if(IS_PLAYER(actor.enemy))
if(desirabledamage >= 0.1*coredamage)
if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
// dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
}
// if we would be doing at X percent of the core damage, detonate it
// but don't fire a new shot at the same time!
if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if((skill > 6.5) && (selfdamage > self.health))
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if((skill > 6.5) && (selfdamage > actor.health))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
// dprint(ftos(desirabledamage),"\n");
- if(PHYS_INPUT_BUTTON_ATCK2(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+ if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
}
}
METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
vector org2;
org2 = w_org + w_backoff * 12;
pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
}
#endif