Shared: Avoid use of 'self' in weapon code where applicable. Leftovers from older times.

This commit is contained in:
Marco Cawthorne 2022-08-06 11:39:42 -07:00
parent 7bb5660f09
commit 120e6988c4
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
12 changed files with 42 additions and 43 deletions

View File

@ -218,7 +218,7 @@ w_crossbow_primary(player pl)
entity bolt = spawn();
setmodel(bolt, "models/crossbow_bolt.mdl");
setorigin(bolt, Weapons_GetCameraPos(pl) + (v_forward * 16));
bolt.owner = self;
bolt.owner = pl;
bolt.velocity = v_forward * 2000;
bolt.movetype = MOVETYPE_FLYMISSILE;
bolt.solid = SOLID_BBOX;
@ -248,7 +248,7 @@ w_crossbow_primary(player pl)
Weapons_ViewAnimation(pl, CROSSBOW_FIRE3);
}
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTBOW, 0.25f);
else
Animation_PlayerTop(pl, ANIM_SHOOTBOW, 0.25f);

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@ -100,10 +100,10 @@ w_crowbar_primary(player pl)
src = pl.origin + pl.view_ofs;
/* make sure we can gib corpses */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE;
int oldhitcontents = pl.hitcontentsmaski;
pl.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE;
traceline(src, src + (v_forward * 32), FALSE, pl);
self.hitcontentsmaski = oldhitcontents;
pl.hitcontentsmaski = oldhitcontents;
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.5f;
@ -124,13 +124,13 @@ w_crowbar_primary(player pl)
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK3MISS:CBAR_ATTACK3HIT);
}
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
#ifdef SERVER
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.miss");
Sound_Play(pl, CHAN_WEAPON, "weapon_crowbar.miss");
if (trace_fraction >= 1.0) {
return;
@ -146,10 +146,10 @@ w_crowbar_primary(player pl)
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, pl, Skill_GetValue("plr_crowbar", 10), WEAPON_CROWBAR, DMG_BLUNT);
if (trace_ent.iBleeds) {
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hitbody");
Sound_Play(pl, CHAN_WEAPON, "weapon_crowbar.hitbody");
}
} else {
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hit");
Sound_Play(pl, CHAN_WEAPON, "weapon_crowbar.hit");
}
#endif
}
@ -157,7 +157,6 @@ w_crowbar_primary(player pl)
void
w_crowbar_release(player pl)
{
if (pl.w_idle_next) {
return;
}
@ -169,7 +168,7 @@ w_crowbar_release(player pl)
float
w_crowbar_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void

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@ -278,7 +278,7 @@ void w_egon_crosshair(player pl)
float w_egon_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
}
void w_egon_hudpic(player pl, int selected, vector pos, float a)

View File

@ -188,7 +188,7 @@ w_glock_primary(player pl)
Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY);
}
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
else
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
@ -232,7 +232,7 @@ w_glock_secondary(player pl)
Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY);
}
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
else
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
@ -312,7 +312,7 @@ w_glock_release(player pl)
float
w_glock_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void

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@ -191,7 +191,7 @@ void w_handgrenade_release(player pl)
pl.w_attack_next = 1.0f;
pl.w_idle_next = 0.5f;
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
@ -220,7 +220,7 @@ void w_handgrenade_release(player pl)
float
w_handgrenade_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void

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@ -111,7 +111,7 @@ w_hornetgun_shoothornet(player pl)
entity bolt = spawn();
setmodel(bolt, "models/hornet.mdl");
setorigin(bolt, Weapons_GetCameraPos(pl) + (v_forward * 16) + (v_up * -8));
bolt.owner = self;
bolt.owner = pl;
bolt.velocity = v_forward * 1000;
bolt.movetype = MOVETYPE_FLY;
bolt.solid = SOLID_BBOX;
@ -182,7 +182,7 @@ w_hornetgun_primary(player pl)
pl.ammo_hornet--;
Weapons_ViewAnimation(pl, HORNETGUN_SHOOT);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
@ -212,7 +212,7 @@ w_hornetgun_secondary(player pl)
pl.ammo_hornet--;
Weapons_ViewAnimation(pl, HORNETGUN_SHOOT);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
@ -260,7 +260,7 @@ w_hornetgun_crosshair(player pl)
float
w_hornetgun_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
}
void

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@ -155,7 +155,7 @@ w_python_primary(player pl)
Weapons_ViewPunchAngle(pl, [-10,0,0]);
Weapons_ViewAnimation(pl, PYTHON_FIRE1);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTPYTHON, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTPYTHON, 0.43f);
@ -314,7 +314,7 @@ w_python_crosshair(player pl)
float
w_python_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
}
void

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@ -143,7 +143,7 @@ void w_rpg_primary(player pl)
entity rocket = spawn();
setmodel(rocket, "models/rpgrocket.mdl");
setorigin(rocket, Weapons_GetCameraPos(pl) + (v_forward * 16));
rocket.owner = self;
rocket.owner = pl;
rocket.movetype = MOVETYPE_FLY;
rocket.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
@ -167,7 +167,7 @@ void w_rpg_primary(player pl)
Weapons_ViewAnimation(pl, RPG_FIRE2);
Weapons_ViewPunchAngle(pl, [-10,0,0]);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTRPG, 0.43f);
@ -253,7 +253,7 @@ void w_rpg_secondary(player pl)
float w_rpg_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
}
void w_rpg_hudpic(player pl, int selected, vector pos, float a)

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@ -181,11 +181,11 @@ w_satchel_primary(player pl)
Weapons_MakeVectors(pl);
throw = pl.velocity + (v_forward * 274);
s_satchel_drop(self, pl.origin, throw);
s_satchel_drop(pl, pl.origin, throw);
pl.satchel_chg++;
pl.ammo_satchel--;
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
@ -235,10 +235,10 @@ w_satchel_secondary(player pl)
vector throw;
Weapons_MakeVectors(pl);
throw = pl.velocity + (v_forward * 274);
s_satchel_drop(self, pl.origin, throw);
s_satchel_drop(pl, pl.origin, throw);
#endif
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
@ -275,7 +275,7 @@ w_satchel_release(player pl)
float
w_satchel_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void

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@ -227,7 +227,7 @@ w_shotgun_primary(player pl)
Weapons_ViewAnimation(pl, SHOTGUN_FIRE1);
Weapons_ViewPunchAngle(pl, [-5,0,0]);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
@ -280,7 +280,7 @@ w_shotgun_secondary(player pl)
Weapons_ViewAnimation(pl, SHOTGUN_FIRE2);
Weapons_ViewPunchAngle(pl, [-10,0,0]);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
@ -389,7 +389,7 @@ w_shotgun_crosshair(player pl)
float
w_shotgun_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
}
void

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@ -173,12 +173,12 @@ void w_snark_holster(player pl)
}
#ifdef SERVER
void w_snark_deploy(void)
void w_snark_deploy(entity snark_owner)
{
monster_snark snark = spawn(monster_snark, real_owner: self, goalentity: self, spawnflags: MSF_MULTIPLAYER);
makevectors(self.v_angle);
monster_snark snark = spawn(monster_snark, real_owner: snark_owner, goalentity: snark_owner, spawnflags: MSF_MULTIPLAYER);
makevectors(snark_owner.v_angle);
snark.Respawn();
snark.SetOrigin(self.origin + v_forward * 32);
snark.SetOrigin(snark_owner.origin + v_forward * 32);
}
#endif
@ -196,13 +196,13 @@ void w_snark_primary(player pl)
/* Audio-Visual Bit */
Weapons_ViewAnimation(pl, SNARK_THROW);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
#ifdef SERVER
w_snark_deploy();
w_snark_deploy(pl);
if (pl.ammo_snark <= 0) {
Weapons_RemoveItem(pl, WEAPON_SNARK);
@ -283,7 +283,7 @@ string w_snark_deathmsg(void)
float w_snark_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void w_snark_hud(player pl)

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@ -282,7 +282,7 @@ w_tripmine_primary(player pl)
Weapons_ViewAnimation(pl, TRIPMINE_FIRE2);
if (self.flags & FL_CROUCHING)
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTTRIPMINE, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTTRIPMINE, 0.5f);
@ -343,7 +343,7 @@ w_tripmine_release(player pl)
float
w_tripmine_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMTRIPMINE : ANIM_AIMTRIPMINE;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMTRIPMINE : ANIM_AIMTRIPMINE;
}
void