spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
-void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound)
-{SELFPARAM();
+void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
+{entity this = actor;
float i;
W_DecreaseAmmo(thiswep, self, pAmmo);
}
for(i = 0; i < pShots; ++i)
- fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+ fireBullet(self, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
if(autocvar_g_casings >= 2)
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
}
-void W_Rifle_Attack()
+void W_Rifle_Attack(entity actor)
{
- W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE);
+ W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
}
-void W_Rifle_Attack2()
+void W_Rifle_Attack2(entity actor)
{
- W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2);
+ W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
}
-.void() rifle_bullethail_attackfunc;
+.void(entity actor) rifle_bullethail_attackfunc;
.WFRAME rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
PS(actor).m_switchweapon = sw;
if(r)
{
- actor.rifle_bullethail_attackfunc();
+ actor.rifle_bullethail_attackfunc(actor);
weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
}
else
}
}
-void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
-{SELFPARAM();
+void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor) AttackFunc, WFRAME fr, float animtime, float refire)
+{entity this = actor;
// if we get here, we have at least one bullet to fire
- AttackFunc();
+ AttackFunc(actor);
if(mode)
{
// continue hail
.float bot_secondary_riflemooth;
-METHOD(Rifle, wr_aim, void(entity thiswep))
+METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
{
- SELFPARAM();
+ entity this = actor;
PHYS_INPUT_BUTTON_ATCK(self) = false;
PHYS_INPUT_BUTTON_ATCK2(self) = false;
if(vdist(self.origin - self.enemy.origin, >, 1000))
self.bot_secondary_riflemooth = 0;
if(self.bot_secondary_riflemooth == 0)
{
- if(bot_aim(1000000, 0, 0.001, false))
+ if(bot_aim(self, 1000000, 0, 0.001, false))
{
PHYS_INPUT_BUTTON_ATCK(self) = true;
if(random() < 0.01) self.bot_secondary_riflemooth = 1;
}
else
{
- if(bot_aim(1000000, 0, 0.001, false))
+ if(bot_aim(self, 1000000, 0, 0.001, false))
{
PHYS_INPUT_BUTTON_ATCK2(self) = true;
if(random() < 0.03) self.bot_secondary_riflemooth = 0;
if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
- W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
if(fire & 2)
if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
- W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}
}
}
-METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
+METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor))
{
- SELFPARAM();
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
- ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
return ammo_amount;
}
-METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
+METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor))
{
- SELFPARAM();
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
- ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
return ammo_amount;
}
-METHOD(Rifle, wr_resetplayer, void(entity thiswep))
+METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
{
- SELFPARAM();
+ entity this = actor;
self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
}
METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- SELFPARAM();
- W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
+ W_Reload(actor, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
}
METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
-METHOD(Rifle, wr_impacteffect, void(entity thiswep))
+METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
+ entity this = actor;
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);