]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Purge WITHSELF from all non-engine functions
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index faf20a4fb9a05095957e48a84a52545042d2b5b7..2fc64252516bb68871e39bd491035c08b6b7f9bd 100644 (file)
@@ -14,72 +14,75 @@ CLASS(Seeker, Weapon)
 /* wepimg    */ ATTRIB(Seeker, model2, string, "weaponseeker");
 /* refname   */ ATTRIB(Seeker, netname, string, "seeker");
 /* wepname   */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+       P(class, prefix, flac_ammo, float, NONE) \
+       P(class, prefix, flac_animtime, float, NONE) \
+       P(class, prefix, flac_damage, float, NONE) \
+       P(class, prefix, flac_edgedamage, float, NONE) \
+       P(class, prefix, flac_force, float, NONE) \
+       P(class, prefix, flac_lifetime, float, NONE) \
+       P(class, prefix, flac_lifetime_rand, float, NONE) \
+       P(class, prefix, flac_radius, float, NONE) \
+       P(class, prefix, flac_refire, float, NONE) \
+       P(class, prefix, flac_speed, float, NONE) \
+       P(class, prefix, flac_speed_up, float, NONE) \
+       P(class, prefix, flac_speed_z, float, NONE) \
+       P(class, prefix, flac_spread, float, NONE) \
+       P(class, prefix, missile_accel, float, NONE) \
+       P(class, prefix, missile_ammo, float, NONE) \
+       P(class, prefix, missile_animtime, float, NONE) \
+       P(class, prefix, missile_count, float, NONE) \
+       P(class, prefix, missile_damageforcescale, float, NONE) \
+       P(class, prefix, missile_damage, float, NONE) \
+       P(class, prefix, missile_decel, float, NONE) \
+       P(class, prefix, missile_delay, float, NONE) \
+       P(class, prefix, missile_edgedamage, float, NONE) \
+       P(class, prefix, missile_force, float, NONE) \
+       P(class, prefix, missile_health, float, NONE) \
+       P(class, prefix, missile_lifetime, float, NONE) \
+       P(class, prefix, missile_proxy, float, NONE) \
+       P(class, prefix, missile_proxy_delay, float, NONE) \
+       P(class, prefix, missile_proxy_maxrange, float, NONE) \
+       P(class, prefix, missile_radius, float, NONE) \
+       P(class, prefix, missile_refire, float, NONE) \
+       P(class, prefix, missile_smart, float, NONE) \
+       P(class, prefix, missile_smart_mindist, float, NONE) \
+       P(class, prefix, missile_smart_trace_max, float, NONE) \
+       P(class, prefix, missile_smart_trace_min, float, NONE) \
+       P(class, prefix, missile_speed, float, NONE) \
+       P(class, prefix, missile_speed_max, float, NONE) \
+       P(class, prefix, missile_speed_up, float, NONE) \
+       P(class, prefix, missile_speed_z, float, NONE) \
+       P(class, prefix, missile_spread, float, NONE) \
+       P(class, prefix, missile_turnrate, float, NONE) \
+       P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+       P(class, prefix, tag_ammo, float, NONE) \
+       P(class, prefix, tag_animtime, float, NONE) \
+       P(class, prefix, tag_damageforcescale, float, NONE) \
+       P(class, prefix, tag_health, float, NONE) \
+       P(class, prefix, tag_lifetime, float, NONE) \
+       P(class, prefix, tag_refire, float, NONE) \
+       P(class, prefix, tag_speed, float, NONE) \
+       P(class, prefix, tag_spread, float, NONE) \
+       P(class, prefix, tag_tracker_lifetime, float, NONE) \
+               P(class, prefix, type, float, NONE) \
+               P(class, prefix, weaponreplace, string, NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, Seeker, seeker)
+#undef X
 ENDCLASS(Seeker)
-REGISTER_WEAPON(SEEKER, NEW(Seeker));
-
-#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, SEEKER, seeker)
-#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, type) \
-       w_cvar(id, sn, NONE, flac_ammo) \
-       w_cvar(id, sn, NONE, flac_animtime) \
-       w_cvar(id, sn, NONE, flac_damage) \
-       w_cvar(id, sn, NONE, flac_edgedamage) \
-       w_cvar(id, sn, NONE, flac_force) \
-       w_cvar(id, sn, NONE, flac_lifetime) \
-       w_cvar(id, sn, NONE, flac_lifetime_rand) \
-       w_cvar(id, sn, NONE, flac_radius) \
-       w_cvar(id, sn, NONE, flac_refire) \
-       w_cvar(id, sn, NONE, flac_speed) \
-       w_cvar(id, sn, NONE, flac_speed_up) \
-       w_cvar(id, sn, NONE, flac_speed_z) \
-       w_cvar(id, sn, NONE, flac_spread) \
-       w_cvar(id, sn, NONE, missile_accel) \
-       w_cvar(id, sn, NONE, missile_ammo) \
-       w_cvar(id, sn, NONE, missile_animtime) \
-       w_cvar(id, sn, NONE, missile_count) \
-       w_cvar(id, sn, NONE, missile_damage) \
-       w_cvar(id, sn, NONE, missile_damageforcescale) \
-       w_cvar(id, sn, NONE, missile_decel) \
-       w_cvar(id, sn, NONE, missile_delay) \
-       w_cvar(id, sn, NONE, missile_edgedamage) \
-       w_cvar(id, sn, NONE, missile_force) \
-       w_cvar(id, sn, NONE, missile_health) \
-       w_cvar(id, sn, NONE, missile_lifetime) \
-       w_cvar(id, sn, NONE, missile_proxy) \
-       w_cvar(id, sn, NONE, missile_proxy_delay) \
-       w_cvar(id, sn, NONE, missile_proxy_maxrange) \
-       w_cvar(id, sn, NONE, missile_radius) \
-       w_cvar(id, sn, NONE, missile_refire) \
-       w_cvar(id, sn, NONE, missile_smart) \
-       w_cvar(id, sn, NONE, missile_smart_mindist) \
-       w_cvar(id, sn, NONE, missile_smart_trace_max) \
-       w_cvar(id, sn, NONE, missile_smart_trace_min) \
-       w_cvar(id, sn, NONE, missile_speed) \
-       w_cvar(id, sn, NONE, missile_speed_max) \
-       w_cvar(id, sn, NONE, missile_speed_up) \
-       w_cvar(id, sn, NONE, missile_speed_z) \
-       w_cvar(id, sn, NONE, missile_spread) \
-       w_cvar(id, sn, NONE, missile_turnrate) \
-       w_cvar(id, sn, NONE, tag_ammo) \
-       w_cvar(id, sn, NONE, tag_animtime) \
-       w_cvar(id, sn, NONE, tag_damageforcescale) \
-       w_cvar(id, sn, NONE, tag_health) \
-       w_cvar(id, sn, NONE, tag_lifetime) \
-       w_cvar(id, sn, NONE, tag_refire) \
-       w_cvar(id, sn, NONE, tag_speed) \
-       w_cvar(id, sn, NONE, tag_spread) \
-       w_cvar(id, sn, NONE, tag_tracker_lifetime) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
+
 
 #ifdef SVQC
-SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .entity tag_target, wps_tag_tracker;
 .float tag_time;
 #endif
@@ -91,23 +94,23 @@ spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
 // ============================
 // Begin: Missile functions, these are general functions to be manipulated by other code
 // ============================
-void W_Seeker_Missile_Explode()
-{SELFPARAM();
+void W_Seeker_Missile_Explode(entity this)
+{
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
 
        remove(self);
 }
 
-void W_Seeker_Missile_Touch()
+void W_Seeker_Missile_Touch(entity this)
 {
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this);
 
-       W_Seeker_Missile_Explode();
+       W_Seeker_Missile_Explode(this);
 }
 
-void W_Seeker_Missile_Think()
-{SELFPARAM();
+void W_Seeker_Missile_Think(entity this)
+{
        entity e;
        vector desireddir, olddir, newdir, eorg;
        float turnrate;
@@ -117,7 +120,7 @@ void W_Seeker_Missile_Think()
        if(time > self.cnt)
        {
                self.projectiledeathtype |= HITTYPE_SPLASH;
-               W_Seeker_Missile_Explode();
+               W_Seeker_Missile_Explode(self);
        }
 
        spd = vlen(self.velocity);
@@ -128,7 +131,7 @@ void W_Seeker_Missile_Think()
        );
 
        if(self.enemy != world)
-               if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+               if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
                        self.enemy = world;
 
        if(self.enemy != world)
@@ -144,7 +147,7 @@ void W_Seeker_Missile_Think()
                if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
                {
                        // Is it a better idea (shorter distance) to trace to the target itself?
-                       if( vlen(self.origin + olddir * self.wait) < dist)
+                       if( vdist(self.origin + olddir * self.wait, <, dist))
                                traceline(self.origin, self.origin + olddir * self.wait, false, self);
                        else
                                traceline(self.origin, eorg, false, self);
@@ -175,7 +178,7 @@ void W_Seeker_Missile_Think()
                        {
                                if(self.autoswitch <= time)
                                {
-                                       W_Seeker_Missile_Explode();
+                                       W_Seeker_Missile_Explode(self);
                                        self.autoswitch = 0;
                                }
                        }
@@ -188,7 +191,7 @@ void W_Seeker_Missile_Think()
        }
        ///////////////
 
-       if(self.enemy.deadflag != DEAD_NO)
+       if(IS_DEAD(self.enemy))
        {
                self.enemy = world;
                self.cnt = time + 1 + (random() * 4);
@@ -203,21 +206,21 @@ void W_Seeker_Missile_Think()
 
 
 
-void W_Seeker_Missile_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       if(self.realowner == attacker)
-               self.health = self.health - (damage * 0.25);
+       if(this.realowner == attacker)
+               this.health = this.health - (damage * 0.25);
        else
-               self.health = self.health - damage;
+               this.health = this.health - damage;
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode);
+       if(this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode);
 }
 
 /*
@@ -227,7 +230,7 @@ void W_Seeker_Missile_Animate()
        self.nextthink = time + 0.05;
 
        if(self.enemy != world)
-               if(self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+               if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
                        self.enemy = world;
 
        if(self.frame == 5)
@@ -245,14 +248,14 @@ void W_Seeker_Missile_Animate()
 }
 */
 
-void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
-{SELFPARAM();
+void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target)
+{entity this = actor;
        entity missile;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
 
        makevectors(self.v_angle);
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
        w_shotorg += f_diff;
        Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -263,8 +266,8 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
        missile.bot_dodge       = true;
        missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
 
-       missile.think           = W_Seeker_Missile_Think;
-       missile.touch           = W_Seeker_Missile_Touch;
+       setthink(missile, W_Seeker_Missile_Think);
+       settouch(missile, W_Seeker_Missile_Touch);
        missile.event_damage    = W_Seeker_Missile_Damage;
        missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
        missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
@@ -301,8 +304,8 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
 // ============================
 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
 // ============================
-void W_Seeker_Flac_Explode()
-{SELFPARAM();
+void W_Seeker_Flac_Explode(entity this)
+{
        self.event_damage = func_null;
 
        RadiusDamage(self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
@@ -310,15 +313,13 @@ void W_Seeker_Flac_Explode()
        remove(self);
 }
 
-void W_Seeker_Flac_Touch()
+void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
 {
-       PROJECTILE_TOUCH;
-
-       W_Seeker_Flac_Explode();
+       WITHSELF(this, W_Seeker_Flac_Explode(this));
 }
 
-void W_Seeker_Fire_Flac(Weapon thiswep)
-{SELFPARAM();
+void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
+{entity this = actor;
        entity missile;
        vector f_diff;
        float c;
@@ -342,7 +343,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(FLAC_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
        w_shotorg += f_diff;
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -351,9 +352,9 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
        missile.owner                   = missile.realowner = self;
        missile.bot_dodge               = true;
        missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
-       missile.touch                   = W_Seeker_Flac_Explode;
-       missile.use                     = W_Seeker_Flac_Explode;
-       missile.think                   = adaptor_think2use_hittype_splash;
+       settouch(missile, W_Seeker_Flac_Explode);
+       missile.use                     = W_Seeker_Flac_Explode_use;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
        missile.solid                   = SOLID_BBOX;
        missile.movetype                = MOVETYPE_FLY;
@@ -388,8 +389,8 @@ entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
        return world;
 }
 
-void W_Seeker_Attack()
-{SELFPARAM();
+void W_Seeker_Attack(entity actor)
+{entity this = actor;
        entity tracker, closest_target;
 
        closest_target = world;
@@ -397,7 +398,7 @@ void W_Seeker_Attack()
        {
                if(closest_target)
                {
-                       if(vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+                       if(vlen2(self.origin - tracker.tag_target.origin) < vlen2(self.origin - closest_target.origin))
                                closest_target = tracker.tag_target;
                }
                else
@@ -408,54 +409,54 @@ void W_Seeker_Attack()
        if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
                closest_target = world;
 
-       W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
+       W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target);
 }
 
-void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
-{SELFPARAM();
+void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
+{
        float c;
        entity oldenemy;
-       self.cnt = self.cnt - 1;
+       this.cnt = this.cnt - 1;
 
-       if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
+       Weapon thiswep = WEP_SEEKER;
+       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER))
        {
-               remove(self);
+               remove(this);
                return;
        }
 
-       self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
+       this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
 
-       setself(self.realowner);
+       entity own = this.realowner;
 
-       oldenemy = self.enemy;
-       self.enemy = this.enemy;
+       oldenemy = own.enemy;
+       own.enemy = this.enemy;
 
-       c = self.cnt % 4;
+       c = own.cnt % 4;
        switch(c)
        {
                case 0:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.enemy);
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy));
                        break;
                case 1:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', self.enemy);
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy));
                        break;
                case 2:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', self.enemy);
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy));
                        break;
                case 3:
                default:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', self.enemy);
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy));
                        break;
        }
 
-       self.enemy = oldenemy;
-       setself(this);
+       own.enemy = oldenemy;
 }
 
-void W_Seeker_Tracker_Think()
-{SELFPARAM();
+void W_Seeker_Tracker_Think(entity this)
+{
        // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
-       if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
+       if((IS_DEAD(self.realowner)) || (IS_DEAD(self.tag_target)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)
        || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
        {
                if(self)
@@ -473,31 +474,31 @@ void W_Seeker_Tracker_Think()
 // ============================
 // Begin: Tag projectile
 // ============================
-void W_Seeker_Tag_Explode()
-{SELFPARAM();
-       //if(other==self.realowner)
+void W_Seeker_Tag_Explode(entity this)
+{
+       //if(other==this.realowner)
        //    return;
-       Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, self);
+       Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this);
 
-       remove(self);
+       remove(this);
 }
 
-void W_Seeker_Tag_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
-       self.health = self.health - damage;
-       if(self.health <= 0)
-               W_Seeker_Tag_Explode();
+       this.health = this.health - damage;
+       if(this.health <= 0)
+               W_Seeker_Tag_Explode(this);
 }
 
-void W_Seeker_Tag_Touch()
-{SELFPARAM();
+void W_Seeker_Tag_Touch(entity this)
+{
        vector dir;
        vector org2;
        entity e;
 
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this);
 
        dir     = normalize(self.realowner.origin - self.origin);
        org2    = findbetterlocation(self.origin, 8);
@@ -507,7 +508,7 @@ void W_Seeker_Tag_Touch()
        self.event_damage = func_null;
        Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
 
-       if(other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+       if(other.takedamage == DAMAGE_AIM && !IS_DEAD(other))
        {
                // check to see if this person is already tagged by me
                entity tag = W_Seeker_Tagged_Info(self.realowner, other);
@@ -531,12 +532,12 @@ void W_Seeker_Tag_Touch()
                        {
                                e.tag_target  = other;
                                e.tag_time    = time;
-                               e.think       = W_Seeker_Tracker_Think;
+                               setthink(e, W_Seeker_Tracker_Think);
                        }
                        else
                        {
                                e.enemy     = other;
-                               e.think     = W_Seeker_Vollycontroller_Think;
+                               setthink(e, W_Seeker_Vollycontroller_Think);
                        }
 
                        e.nextthink   = time;
@@ -553,19 +554,19 @@ void W_Seeker_Tag_Touch()
        return;
 }
 
-void W_Seeker_Fire_Tag(Weapon thiswep)
-{SELFPARAM();
+void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
+{entity this = actor;
        entity missile;
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
 
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(TAG_FIRE), CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
 
        missile                 = new(seeker_tag);
        missile.owner           = missile.realowner = self;
        missile.bot_dodge       = true;
        missile.bot_dodgerating = 50;
-       missile.touch           = W_Seeker_Tag_Touch;
-       missile.think           = SUB_Remove;
+       settouch(missile, W_Seeker_Tag_Touch);
+       setthink(missile, SUB_Remove);
        missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
        missile.movetype        = MOVETYPE_FLY;
        missile.solid           = SOLID_BBOX;
@@ -594,157 +595,150 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
 // Begin: Genereal weapon functions
 // ============================
 
-               METHOD(Seeker, wr_aim, void(entity thiswep))
-               {
-                       if(WEP_CVAR(seeker, type) == 1)
-                               if(W_Seeker_Tagged_Info(self, self.enemy) != world)
-                                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
-                               else
-                                       self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
-                       else
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
-               }
-               METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       } else if(fire & 1)
-                       {
-                               if(WEP_CVAR(seeker, type) == 1)
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
-                                       {
-                                               W_Seeker_Attack();
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
-                                       }
-                               }
-                               else
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
-                                       {
-                                               W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
-                                       }
-                               }
-                       }
-
-                       else if(fire & 2)
-                       {
-                               if(WEP_CVAR(seeker, type) == 1)
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
-                                       {
-                                               W_Seeker_Fire_Tag(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
-                                       }
-                               }
-                               else
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
-                                       {
-                                               W_Seeker_Fire_Flac(thiswep);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
-                                       }
-                               }
-                       }
-               }
-               METHOD(Seeker, wr_init, void(entity thiswep))
-               {
-                       SEEKER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(seeker, type) == 1)
-                       {
-                               ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, missile_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
-                       }
-                       else
-                       {
-                               ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(seeker, type) == 1)
-                       {
-                               ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, tag_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
-                       }
-                       else
-                       {
-                               ammo_amount = self.WEP_AMMO(SEEKER) >= WEP_CVAR(seeker, flac_ammo);
-                               ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(Seeker, wr_config, void(entity thiswep))
-               {
-                       SEEKER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Seeker, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND(RELOAD));
-               }
-               METHOD(Seeker, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_SEEKER_SUICIDE;
-               }
-               METHOD(Seeker, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_SEEKER_MURDER_TAG;
-                       else
-                               return WEAPON_SEEKER_MURDER_SPRAY;
-               }
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    if(WEP_CVAR(seeker, type) == 1)
+        if(W_Seeker_Tagged_Info(self, self.enemy) != world)
+            PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+        else
+            PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+    else
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+}
+METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else if(fire & 1)
+    {
+        if(WEP_CVAR(seeker, type) == 1)
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
+            {
+                W_Seeker_Attack(actor);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+            }
+        }
+        else
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+            {
+                W_Seeker_Fire_Tag(thiswep, actor);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+            }
+        }
+    }
+
+    else if(fire & 2)
+    {
+        if(WEP_CVAR(seeker, type) == 1)
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
+            {
+                W_Seeker_Fire_Tag(thiswep, actor);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+            }
+        }
+        else
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
+            {
+                W_Seeker_Fire_Flac(thiswep, actor);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+            }
+        }
+    }
+}
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    float ammo_amount;
+    if(WEP_CVAR(seeker, type) == 1)
+    {
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
+        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+    }
+    else
+    {
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    float ammo_amount;
+    if(WEP_CVAR(seeker, type) == 1)
+    {
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+    }
+    else
+    {
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
+        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
+}
+METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_SEEKER_SUICIDE;
+}
+METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_SEEKER_MURDER_TAG;
+    else
+        return WEAPON_SEEKER_MURDER_SPRAY;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Seeker, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       if(w_deathtype & HITTYPE_BOUNCE)
-                       {
-                               if(w_deathtype & HITTYPE_SECONDARY)
-                               {
-                                       if(!w_issilent)
-                                               sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
-                               }
-                               else
-                               {
-                                       pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
-                                       if(!w_issilent)
-                                       {
-                                               if(w_random<0.15)
-                                                       sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
-                                               else if(w_random<0.7)
-                                                       sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
-                                               else
-                                                       sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
-                               if(!w_issilent)
-                               {
-                                       if(w_random<0.15)
-                                               sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
-                                       else if(w_random<0.7)
-                                               sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
-                                       else
-                                               sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
-                               }
-                       }
-               }
+METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    vector org2;
+    org2 = w_org + w_backoff * 6;
+    if(w_deathtype & HITTYPE_BOUNCE)
+    {
+        if(w_deathtype & HITTYPE_SECONDARY)
+        {
+            if(!w_issilent)
+                sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
+        }
+        else
+        {
+            pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+            if(!w_issilent)
+            {
+                if(w_random<0.15)
+                    sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+                else if(w_random<0.7)
+                    sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
+                else
+                    sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
+            }
+        }
+    }
+    else
+    {
+        pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
+        if(!w_issilent)
+        {
+            if(w_random<0.15)
+                sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
+            else if(w_random<0.7)
+                sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
+            else
+                sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
+        }
+    }
+}
 
 #endif
 #endif