#include "../warpzonelib/common.qh"
float Damage_DamageInfo_SendEntity(entity to, int sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
WriteShort(MSG_ENTITY, self.projectiledeathtype);
WriteCoord(MSG_ENTITY, floor(self.origin.x));
}
void GiveFrags (entity attacker, entity targ, float f, int deathtype)
-{
+{SELFPARAM();
// TODO route through PlayerScores instead
if(gameover) return;
}
// FIXME fix the mess this is (we have REAL points now!)
- entity oldself;
- oldself = self;
- self = attacker;
- if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
+ if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
{
f = frag_score;
- self = oldself;
- }
- else
- {
- self = oldself;
}
attacker.totalfrags += f;
// For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
// Later on you will only be able to make custom messages using DEATH_CUSTOM,
// and there will be a REAL DEATH_VOID implementation which mappers will use.
- /*case DEATH_HURTTRIGGER:
+ case DEATH_HURTTRIGGER:
{
- s1 = targ.netname;
- s2 = inflictor.message;
- if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
+ Obituary_SpecialDeath(targ, false, deathtype,
+ targ.netname,
+ inflictor.message,
+ deathlocation,
+ targ.killcount,
+ 0,
+ 0);
break;
- }*/
+ }
case DEATH_CUSTOM:
{
}
void Ice_Think()
-{
+{SELFPARAM();
if(!self.owner.frozen || self.owner.iceblock != self)
{
remove(self);
}
void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
-{
+{SELFPARAM();
if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
return;
ice.think = Ice_Think;
ice.nextthink = time;
ice.frame = floor(random() * 21); // ice model has 20 different looking frames
- setmodel(ice, "models/ice/ice.md3");
+ setmodel(ice, MDL_ICE);
ice.alpha = 1;
ice.colormod = Team_ColorRGB(targ.team);
ice.glowmod = ice.colormod;
targ.iceblock = ice;
targ.revival_time = 0;
- entity oldself;
- oldself = self;
- self = ice;
- Ice_Think();
- self = oldself;
+ WITH(entity, self, ice, Ice_Think());
RemoveGrapplingHook(targ);
}
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float mirrordamage;
float mirrorforce;
float complainteamdamage = 0;
if (gameover || targ.killcount == -666)
return;
- entity oldself;
- oldself = self;
- self = targ;
+ setself(targ);
damage_targ = targ;
damage_inflictor = inflictor;
damage_attacker = attacker;
if(IS_PLAYER(targ))
if(SAME_TEAM(targ, attacker))
{
- self = oldself;
+ setself(this);
return;
}
}
}
// should this be changed at all? If so, in what way?
- MUTATOR_CALLHOOK(PlayerDamage_Calculate, attacker, targ, deathtype, damage, mirrordamage, force);
+ MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
damage = frag_damage;
mirrordamage = frag_mirrordamage;
force = frag_force;
{
Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
- entity oldself = self;
- self = targ;
+ setself(targ);
entity spot = SelectSpawnPoint (false);
if(spot)
Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
}
- self = oldself;
+ setself(this);
}
if(!g_instagib)
if (damage != 0 || (self.damageforcescale && vlen(force)))
if (self.event_damage)
self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
- self = oldself;
+ setself(this);
// apply mirror damage if any
if(mirrordamage > 0 || mirrorforce > 0)
}
void fireburner_think()
-{
+{SELFPARAM();
// for players, this is done in the regular loop
if(wasfreed(self.owner))
{