spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
void W_RocketMinsta_Explosion(entity actor, vector loc)
-{entity this = actor;
- if(accuracy_canbegooddamage(self))
- accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+{
+ if(accuracy_canbegooddamage(actor))
+ accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
entity dmgent = spawn();
- dmgent.owner = dmgent.realowner = self;
+ dmgent.owner = dmgent.realowner = actor;
setorigin(dmgent, loc);
- RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
+ RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
remove(dmgent);
}
void W_Vaporizer_Attack(Weapon thiswep, entity actor)
-{entity this = actor;
- bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+{
+ bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
- W_SetupShot(self, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
+ W_SetupShot(actor, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
- sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
+ sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+ FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
// do this now, as goodhits is disabled below
- SendCSQCVaporizerBeamParticle(self, damage_goodhits);
+ SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && self.vaporizer_lasthit)
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && actor.vaporizer_lasthit)
{
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
damage_goodhits = 0; // only every second time
}
- self.vaporizer_lasthit = damage_goodhits;
+ actor.vaporizer_lasthit = damage_goodhits;
if(autocvar_g_rm)
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
- W_RocketMinsta_Explosion(self, trace_endpos);
+ W_RocketMinsta_Explosion(actor, trace_endpos);
- W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
void W_RocketMinsta_Laser_Explode (entity this)
{
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_ELECTROBITCH);
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
- RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
- remove(self);
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+ RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, world, world, this.rm_force, this.projectiledeathtype, other);
+ remove(this);
}
void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
{
PROJECTILE_TOUCH(this);
//W_RocketMinsta_Laser_Explode ();
- RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
- remove(self);
+ RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, world, world, this.rm_force, this.projectiledeathtype, other);
+ remove(this);
}
void W_RocketMinsta_Attack2(entity actor)
-{entity this = actor;
- makevectors(self.v_angle);
+{
+ makevectors(actor.v_angle);
entity proj;
float counter = 0;
float spread = autocvar_g_rm_laser_spread;
float rndspread = autocvar_g_rm_laser_spread_random;
- Weapon w = PS(self).m_weapon;
- PS(self).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
- PS(self).m_weapon = w;
+ Weapon w = PS(actor).m_weapon;
+ PS(actor).m_weapon = WEP_ELECTRO;
+ W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ PS(actor).m_weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
while(counter < total)
{
proj = new(plasma_prim);
- proj.owner = proj.realowner = self;
+ proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_rm_laser_damage;
proj.use = W_RocketMinsta_Laser_Explode_use;
CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
counter++;
}
}
void W_RocketMinsta_Attack3 (entity actor)
-{entity this = actor;
- makevectors(self.v_angle);
+{
+ makevectors(actor.v_angle);
entity proj;
float counter = 0;
float total = 1;
- Weapon w = PS(self).m_weapon;
- PS(self).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
- PS(self).m_weapon = w;
+ Weapon w = PS(actor).m_weapon;
+ PS(actor).m_weapon = WEP_ELECTRO;
+ W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ PS(actor).m_weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
while(counter < total)
{
proj = new(plasma_prim);
- proj.owner = proj.realowner = self;
+ proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_rm_laser_damage;
proj.use = W_RocketMinsta_Laser_Explode_use;
CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
counter++;
}
}
METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
- if(self.(thiswep.ammo_field) > 0)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 1, false);
+ if(actor.(thiswep.ammo_field) > 0)
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
}
METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
}
METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.ammo_field = (thiswep.ammo_field);
- self.vaporizer_lasthit = 0;
+ actor.ammo_field = (thiswep.ammo_field);
+ actor.vaporizer_lasthit = 0;
}
METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
{
}
METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.vaporizer_lasthit = 0;
+ actor.vaporizer_lasthit = 0;
}
METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
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); }
}
else
{
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
}
METHOD(Vaporizer, wr_init, void(entity thiswep))