]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Remove weapon SELFPARAM
authorTimePath <andrew.hardaker1995@gmail.com>
Sat, 28 May 2016 09:58:43 +0000 (19:58 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Sat, 28 May 2016 10:37:58 +0000 (20:37 +1000)
33 files changed:
qcsrc/common/effects/qc/damageeffects.qc
qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
qcsrc/common/mutators/mutator/nix/nix.qc
qcsrc/common/mutators/mutator/overkill/hmg.qc
qcsrc/common/mutators/mutator/overkill/rpc.qc
qcsrc/common/turrets/turret/machinegun_weapon.qc
qcsrc/common/weapons/weapon.qh
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/hook.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/tuba.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/server/bot/havocbot/havocbot.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc
qcsrc/server/race.qc
qcsrc/server/weapons/weaponsystem.qc
qcsrc/server/weapons/weaponsystem.qh

index 3d67392899d9dceeeaa5ef7c18d8b21397831ff4..30a0a0c9e589e5eeec56602a722e1bbbea8f71a1 100644 (file)
@@ -418,7 +418,7 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
                if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
                {
                        if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep))
-                               hitwep.wr_impacteffect(hitwep);
+                               hitwep.wr_impacteffect(hitwep, this);
                }
        }
 }
index 5063071d63ace47cd77430936fb6b024bc2f8f7f..afa6db93f0a31c84cd9a69bef59c3601e6004427 100644 (file)
@@ -184,7 +184,7 @@ void GiveBall(entity plyr, entity ball)
        plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
        plyr.weapons = WEPSET(NEXBALL);
        Weapon w = WEP_NEXBALL;
-       WITHSELF(plyr, w.wr_resetplayer(w));
+       WITHSELF(plyr, w.wr_resetplayer(w, plyr));
        PS(plyr).m_switchweapon = WEP_NEXBALL;
        WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
 }
@@ -886,7 +886,7 @@ METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity we
     }
 }
 
-METHOD(BallStealer, wr_setup, void(BallStealer this))
+METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
 {
     TC(BallStealer, this);
     //weapon_setup(WEP_PORTO.m_id);
@@ -980,7 +980,7 @@ MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
                        {
                                self.weapons = self.(weaponentity).weapons;
                                Weapon w = WEP_NEXBALL;
-                               w.wr_resetplayer(w);
+                               w.wr_resetplayer(w, self);
                                PS(self).m_switchweapon = self.(weaponentity).m_switchweapon;
                                W_SwitchWeapon(self, PS(self).m_switchweapon);
 
index 0c18993db0514b574a4759b219c919d2c55bec85..e51003204c54e0a949dfde20d580fa1fcadf1845 100644 (file)
@@ -160,7 +160,7 @@ void NIX_GiveCurrentWeapon()
                else
                        Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
 
-               e.wr_resetplayer(e);
+               e.wr_resetplayer(e, self);
 
                // all weapons must be fully loaded when we spawn
                if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
index ee4c85635ec453d80e5bdfc41157251dc33043fe..419123e10477d5e8983402f2e2a8f73dbe4499af 100644 (file)
@@ -89,7 +89,7 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_MachineGun_MuzzleFlash();
+       W_MachineGun_MuzzleFlash(actor);
        W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
 
        if (autocvar_g_casings >= 2) // casing code
@@ -100,9 +100,9 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
 }
 
-METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
+METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
     else
@@ -166,9 +166,9 @@ METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
+METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
index 860e37bccaeafe5f285bae6aff87ef457337162c..145817272011a73d5c2c15f103b7e14ce46e750e 100644 (file)
@@ -150,9 +150,9 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
+METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
 }
 
@@ -218,9 +218,9 @@ METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
 
 #ifdef CSQC
 
-METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
+METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
index 853750f6caf7fd839b3a7d4e50d4d38ec0b23440..34cd32d74279c07a8ebda0744d5cab5e422a1810 100644 (file)
@@ -4,7 +4,7 @@
 
 #ifdef SVQC
 
-void W_MachineGun_MuzzleFlash();
+void W_MachineGun_MuzzleFlash(entity actor);
 SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
 METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
@@ -20,7 +20,7 @@ METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .ent
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
         }
         fireBullet (actor, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
-        W_MachineGun_MuzzleFlash();
+        W_MachineGun_MuzzleFlash(actor);
         setattachment(actor.muzzle_flash, actor.tur_head, "tag_fire");
     }
 }
index c76a88399daff322c5b789dbc81f6b26c7cd03ca..99ff42367fe14bbb38e330f2143425e055ea9676 100644 (file)
@@ -85,7 +85,7 @@ CLASS(Weapon, Object)
     ATTRIB(Weapon, m_pickup, entity, NULL);
 
     /** (SERVER) setup weapon data */
-    METHOD(Weapon, wr_setup, void(Weapon this)) {}
+    METHOD(Weapon, wr_setup, void(Weapon this, entity actor)) {}
     /** (SERVER) logic to run every frame */
     METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {}
     /** (SERVER) checks ammo for weapon primary */
@@ -93,7 +93,7 @@ CLASS(Weapon, Object)
     /** (SERVER) checks ammo for weapon second */
     METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor)) {return false;}
     /** (SERVER) runs bot aiming code for this weapon */
-    METHOD(Weapon, wr_aim, void(Weapon this)) {}
+    METHOD(Weapon, wr_aim, void(Weapon this, entity actor)) {}
     /** (BOTH)   precaches models/sounds used by this weapon, also sets up weapon properties */
     METHOD(Weapon, wr_init, void(Weapon this)) {}
     /** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */
@@ -103,13 +103,13 @@ CLASS(Weapon, Object)
     /** (SERVER) handles reloading for weapon */
     METHOD(Weapon, wr_reload, void(Weapon this, entity actor, .entity weaponentity)) {}
     /** (SERVER) clears fields that the weapon may use */
-    METHOD(Weapon, wr_resetplayer, void(Weapon this)) {}
+    METHOD(Weapon, wr_resetplayer, void(Weapon this, entity actor)) {}
     /** (CLIENT) impact effect for weapon explosion */
-    METHOD(Weapon, wr_impacteffect, void(Weapon this)) {}
+    METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {}
     /** (SERVER) called whenever a player dies */
-    METHOD(Weapon, wr_playerdeath, void(Weapon this)) {}
+    METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor)) {}
     /** (SERVER) logic to run when weapon is lost */
-    METHOD(Weapon, wr_gonethink, void(Weapon this)) {}
+    METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor)) {}
     /** (ALL)    dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
     METHOD(Weapon, wr_config, void(Weapon this)) {}
     /** (CLIENT) weapon specific zoom reticle */
@@ -120,9 +120,9 @@ CLASS(Weapon, Object)
     /** (CLIENT) weapon specific glow */
     METHOD(Weapon, wr_glow, vector(Weapon this)) { return '0 0 0'; }
     /** (SERVER) the weapon is dropped */
-    METHOD(Weapon, wr_drop, void(Weapon this)) {}
+    METHOD(Weapon, wr_drop, void(Weapon this, entity actor)) {}
     /** (SERVER) a weapon is picked up */
-    METHOD(Weapon, wr_pickup, void(Weapon this)) {}
+    METHOD(Weapon, wr_pickup, void(Weapon this, entity actor)) {}
     /** (SERVER) update cvar based properties */
     METHOD(Weapon, wr_update, void(Weapon this)) {}
        METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
index 462bf0aa312e32cc375b1bfcbf3f5d4a03a3289f..e2936bd9599eefbccf03ca58056368d245869d3b 100644 (file)
@@ -231,8 +231,8 @@ void Arc_Player_SetHeat(entity player)
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
-void W_Arc_Bolt_Explode()
-{SELFPARAM();
+void W_Arc_Bolt_Explode(entity this)
+{
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
 
@@ -241,7 +241,7 @@ void W_Arc_Bolt_Explode()
 
 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Arc_Bolt_Explode());
+       WITHSELF(this, W_Arc_Bolt_Explode(this));
 }
 
 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -265,8 +265,9 @@ void W_Arc_Bolt_Touch(entity this)
        self.use(this, NULL, NULL);
 }
 
-void W_Arc_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
+{
+    entity this = actor;
        entity missile;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
@@ -674,8 +675,8 @@ void W_Arc_Beam_Think(entity this)
        self.nextthink = time;
 }
 
-void W_Arc_Beam(float burst)
-{SELFPARAM();
+void W_Arc_Beam(float burst, entity actor)
+{entity this = actor;
 
        // only play fire sound if 1 sec has passed since player let go the fire button
        if(time - self.beam_prev > 1)
@@ -693,9 +694,8 @@ void W_Arc_Beam(float burst)
 
        WITHSELF(beam, getthink(beam)(beam));
 }
-
-void Arc_Smoke()
-{SELFPARAM();
+void Arc_Smoke(entity actor)
+{entity this = actor;
        makevectors(self.v_angle);
        W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
 
@@ -730,9 +730,9 @@ void Arc_Smoke()
        }
 }
 
-METHOD(Arc, wr_aim, void(entity thiswep))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(WEP_CVAR(arc, beam_botaimspeed))
     {
         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
@@ -757,7 +757,7 @@ METHOD(Arc, wr_aim, void(entity thiswep))
 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     Arc_Player_SetHeat(actor);
-    Arc_Smoke();
+    Arc_Smoke(actor);
 
     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
 
@@ -779,7 +779,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
             {
-                W_Arc_Beam(boolean(beam_fire2));
+                W_Arc_Beam(boolean(beam_fire2), actor);
 
                 if(!actor.arc_BUTTON_ATCK_prev)
                 {
@@ -795,7 +795,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
         {
-            W_Arc_Attack_Bolt(thiswep);
+            W_Arc_Attack_Bolt(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
         }
     }
@@ -853,17 +853,17 @@ METHOD(Arc, wr_killmessage, Notification(entity thiswep))
     else
         return WEAPON_ARC_MURDER;
 }
-METHOD(Arc, wr_drop, void(entity thiswep))
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     weapon_dropevent_item.arc_overheat = self.arc_overheat;
     weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
     self.arc_overheat = 0;
     self.arc_cooldown = 0;
 }
-METHOD(Arc, wr_pickup, void(entity thiswep))
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if ( !client_hasweapon(self, thiswep, false, false) &&
         weapon_dropevent_item.arc_overheat > time )
     {
@@ -875,9 +875,9 @@ METHOD(Arc, wr_pickup, void(entity thiswep))
 #ifdef CSQC
 bool autocvar_cl_arcbeam_teamcolor = true;
 
-METHOD(Arc, wr_impacteffect, void(entity thiswep))
+METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(w_deathtype & HITTYPE_SECONDARY)
     {
         vector org2;
index 4da4f826727ec2d01b033af6bfd2292c7e1eb1bf..5b583c1ac647877bdb67e94f5aeab6e87a828720 100644 (file)
@@ -150,9 +150,9 @@ void W_Blaster_Attack(
        }
 }
 
-METHOD(Blaster, wr_aim, void(entity thiswep))
+METHOD(Blaster, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(WEP_CVAR(blaster, secondary))
     {
         if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
@@ -223,9 +223,9 @@ METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponenti
     }
 }
 
-METHOD(Blaster, wr_setup, void(entity thiswep))
+METHOD(Blaster, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.ammo_field = ammo_none;
 }
 
@@ -252,9 +252,9 @@ METHOD(Blaster, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Blaster, wr_impacteffect, void(entity thiswep))
+METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
index 7c9ae5eaf0272452e3ee06f4df3ca3f479ad82aa..fb24bcfdf3cad8e8fc25d34affded63d1d371a4f 100644 (file)
@@ -344,8 +344,8 @@ void W_Crylink_Fadethink(entity this)
        remove(self);
 }
 
-void W_Crylink_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Crylink_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        float counter, shots;
        entity proj, prevproj, firstproj;
        vector s;
@@ -452,8 +452,8 @@ void W_Crylink_Attack(Weapon thiswep)
        }
 }
 
-void W_Crylink_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Crylink_Attack2(Weapon thiswep, entity actor)
+{entity this = actor;
        float counter, shots;
        entity proj, prevproj, firstproj;
        vector s;
@@ -567,9 +567,9 @@ void W_Crylink_Attack2(Weapon thiswep)
        }
 }
 
-METHOD(Crylink, wr_aim, void(entity thiswep))
+METHOD(Crylink, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(random() < 0.10)
         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
     else
@@ -586,7 +586,7 @@ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         if(actor.crylink_waitrelease != 1)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
         {
-            W_Crylink_Attack(thiswep);
+            W_Crylink_Attack(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
         }
     }
@@ -596,7 +596,7 @@ METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         if(actor.crylink_waitrelease != 2)
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
         {
-            W_Crylink_Attack2(thiswep);
+            W_Crylink_Attack2(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
         }
     }
@@ -653,8 +653,7 @@ METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
+    W_Reload(actor, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
 }
 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -666,9 +665,9 @@ METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
 }
 #endif
 #ifdef CSQC
-METHOD(Crylink, wr_impacteffect, void(entity thiswep))
+METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 2;
     if(w_deathtype & HITTYPE_SECONDARY)
index 1c79e2fcb2534ae9d36e122485e0d4c233f5abc0..e04f812be81c097a88bcad4287b17bcdc30045f2 100644 (file)
@@ -72,8 +72,8 @@ spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
 
 .entity lastrocket;
 
-void W_Devastator_Unregister()
-{SELFPARAM();
+void W_Devastator_Unregister(entity this)
+{
        if(self.realowner && self.realowner.lastrocket == self)
        {
                self.realowner.lastrocket = world;
@@ -83,7 +83,7 @@ void W_Devastator_Unregister()
 
 void W_Devastator_Explode(entity this)
 {
-       W_Devastator_Unregister();
+       W_Devastator_Unregister(self);
 
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -123,9 +123,9 @@ void W_Devastator_Explode(entity this)
        remove(self);
 }
 
-void W_Devastator_DoRemoteExplode(.entity weaponentity)
-{SELFPARAM();
-       W_Devastator_Unregister();
+void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
+{
+       W_Devastator_Unregister(self);
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -204,8 +204,8 @@ void W_Devastator_DoRemoteExplode(.entity weaponentity)
        remove(self);
 }
 
-void W_Devastator_RemoteExplode(.entity weaponentity)
-{SELFPARAM();
+void W_Devastator_RemoteExplode(entity this, .entity weaponentity)
+{
        if(!IS_DEAD(self.realowner))
        if(self.realowner.lastrocket)
        {
@@ -214,7 +214,7 @@ void W_Devastator_RemoteExplode(.entity weaponentity)
                        : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(devastator, remote_radius))) // safety device
                )
                {
-                       W_Devastator_DoRemoteExplode(weaponentity);
+                       W_Devastator_DoRemoteExplode(self, weaponentity);
                }
        }
 }
@@ -313,7 +313,7 @@ void W_Devastator_Think(entity this)
 
                .entity weaponentity = weaponentities[0]; // TODO: unhardcode
                if(self.rl_detonate_later)
-                       W_Devastator_RemoteExplode(weaponentity);
+                       W_Devastator_RemoteExplode(self, weaponentity);
        }
 
        if(self.csqcprojectile_clientanimate == 0)
@@ -325,10 +325,10 @@ void W_Devastator_Touch(entity this)
        if(WarpZone_Projectile_Touch())
        {
                if(wasfreed(self))
-                       W_Devastator_Unregister();
+                       W_Devastator_Unregister(self);
                return;
        }
-       W_Devastator_Unregister();
+       W_Devastator_Unregister(self);
        W_Devastator_Explode(this);
 }
 
@@ -347,8 +347,8 @@ void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float d
                W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode);
 }
 
-void W_Devastator_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Devastator_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        entity missile;
        entity flash;
 
@@ -405,8 +405,9 @@ void W_Devastator_Attack(Weapon thiswep)
 }
 
 #if 0
-METHOD(Devastator, wr_aim, void(entity thiswep))
+METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
 {
+    entity this = actor;
     // aim and decide to fire if appropriate
     PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
@@ -432,9 +433,9 @@ METHOD(Devastator, wr_aim, void(entity thiswep))
     }
 }
 #else
-METHOD(Devastator, wr_aim, void(entity thiswep))
+METHOD(Devastator, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     // aim and decide to fire if appropriate
     PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(devastator, speed), 0, WEP_CVAR(devastator, lifetime), false);
     if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
@@ -530,7 +531,7 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
             if(actor.rl_release || WEP_CVAR(devastator, guidestop))
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(devastator, refire)))
             {
-                W_Devastator_Attack(thiswep);
+                W_Devastator_Attack(thiswep, actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(devastator, animtime), w_ready);
                 actor.rl_release = 0;
             }
@@ -556,9 +557,9 @@ METHOD(Devastator, wr_think, void(entity thiswep, entity actor, .entity weaponen
         }
     }
 }
-METHOD(Devastator, wr_setup, void(entity thiswep))
+METHOD(Devastator, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.rl_release = 1;
 }
 METHOD(Devastator, wr_checkammo1, bool(entity thiswep, entity actor))
@@ -601,16 +602,15 @@ METHOD(Devastator, wr_checkammo2, bool(entity thiswep, entity actor))
 {
     return false;
 }
-METHOD(Devastator, wr_resetplayer, void(entity thiswep))
+METHOD(Devastator, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.lastrocket = NULL; // stop rocket guiding, no revenge from the grave!
     self.rl_release = 0;
 }
 METHOD(Devastator, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, WEP_CVAR(devastator, ammo), SND_RELOAD);
+    W_Reload(actor, WEP_CVAR(devastator, ammo), SND_RELOAD);
 }
 METHOD(Devastator, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -627,9 +627,9 @@ METHOD(Devastator, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Devastator, wr_impacteffect, void(entity thiswep))
+METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
index 37711625a75064c3e8fb62aabf9cb88da9ce049e..37dcf9f07e61e4c4de43d0573e0b3b0b3b89c82a 100644 (file)
@@ -144,8 +144,8 @@ void W_Electro_ExplodeCombo(entity this)
        remove(self);
 }
 
-void W_Electro_Explode()
-{SELFPARAM();
+void W_Electro_Explode(entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
                        if(DIFF_TEAM(self.realowner, other))
@@ -193,13 +193,13 @@ void W_Electro_Explode()
 
 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Electro_Explode());
+       WITHSELF(this, W_Electro_Explode(this));
 }
 
 void W_Electro_TouchExplode(entity this)
 {
        PROJECTILE_TOUCH;
-       W_Electro_Explode();
+       W_Electro_Explode(this);
 }
 
 void W_Electro_Bolt_Think(entity this)
@@ -254,8 +254,8 @@ void W_Electro_Bolt_Think(entity this)
        else { self.nextthink = self.ltime; }
 }
 
-void W_Electro_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
+{entity this = actor;
        entity proj;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
@@ -302,7 +302,7 @@ void W_Electro_Orb_Touch(entity this)
 {
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM)
-               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
+               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(self); } }
        else
        {
                //UpdateCSQCProjectile(self);
@@ -353,8 +353,8 @@ void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float
        }
 }
 
-void W_Electro_Attack_Orb(Weapon thiswep)
-{SELFPARAM();
+void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
+{entity this = actor;
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
 
        W_SetupShot_ProjectileSize(
@@ -414,12 +414,12 @@ void W_Electro_Attack_Orb(Weapon thiswep)
 }
 
 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{SELFPARAM();
+{entity this = actor;
        if(self.electro_count > 1)
        if(PHYS_INPUT_BUTTON_ATCK2(self))
        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
-               W_Electro_Attack_Orb(WEP_ELECTRO);
+               W_Electro_Attack_Orb(WEP_ELECTRO, actor);
                self.electro_count -= 1;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
@@ -430,9 +430,9 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
 
 .float bot_secondary_electromooth;
 
-METHOD(Electro, wr_aim, void(entity thiswep))
+METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
     if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
     if(self.bot_secondary_electromooth == 0)
@@ -480,7 +480,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
         {
-                W_Electro_Attack_Bolt(thiswep);
+                W_Electro_Attack_Bolt(thiswep, actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
     }
@@ -489,7 +489,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         if(time >= actor.electro_secondarytime)
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
         {
-            W_Electro_Attack_Orb(thiswep);
+            W_Electro_Attack_Orb(thiswep, actor);
             actor.electro_count = WEP_CVAR_SEC(electro, count);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
             actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
@@ -517,15 +517,14 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
     }
     return ammo_amount;
 }
-METHOD(Electro, wr_resetplayer, void(entity thiswep))
+METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.electro_secondarytime = time;
 }
 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
+    W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
 }
 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -552,9 +551,9 @@ METHOD(Electro, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Electro, wr_impacteffect, void(entity thiswep))
+METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     if(w_deathtype & HITTYPE_SECONDARY)
index 9aa1d4b0781b605d25689cba0dfd182957710d8b..10a26e4440ab86a5afaaa54000aeacff12586dbf 100644 (file)
@@ -123,8 +123,8 @@ void W_Fireball_TouchExplode(entity this)
        W_Fireball_Explode(this);
 }
 
-void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
-{SELFPARAM();
+void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
+{
        entity e;
        float d;
        vector p;
@@ -167,7 +167,7 @@ void W_Fireball_Think(entity this)
                return;
        }
 
-       W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
+       W_Fireball_LaserPlay(self, 0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
 
        self.nextthink = time + 0.1;
 }
@@ -188,8 +188,8 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam
        }
 }
 
-void W_Fireball_Attack1()
-{SELFPARAM();
+void W_Fireball_Attack1(entity actor)
+{entity this = actor;
        entity proj;
 
        W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
@@ -226,41 +226,41 @@ void W_Fireball_Attack1()
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-void W_Fireball_AttackEffect(float i, vector f_diff)
-{SELFPARAM();
-       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
+void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
+{
+       W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
        Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
 
 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_Attack1();
+       W_Fireball_Attack1(actor);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
+       W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
+       W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
+       W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{SELFPARAM();
-       W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
+{
+       W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
+       sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
 
@@ -285,7 +285,7 @@ void W_Fireball_Firemine_Think(entity this)
                        self.cnt = 0;
        }
 
-       W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
+       W_Fireball_LaserPlay(self, 0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
 
        self.nextthink = time + 0.1;
 }
@@ -302,8 +302,8 @@ void W_Fireball_Firemine_Touch(entity this)
        self.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2()
-{SELFPARAM();
+void W_Fireball_Attack2(entity actor)
+{entity this = actor;
        entity proj;
        vector f_diff;
        float c;
@@ -356,9 +356,9 @@ void W_Fireball_Attack2()
        MUTATOR_CALLHOOK(EditProjectile, self, proj);
 }
 
-METHOD(Fireball, wr_aim, void(entity thiswep))
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     PHYS_INPUT_BUTTON_ATCK(self) = false;
     PHYS_INPUT_BUTTON_ATCK2(self) = false;
     if(self.bot_primary_fireballmooth == 0)
@@ -393,14 +393,14 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
         {
-            W_Fireball_Attack2();
+            W_Fireball_Attack2(actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
         }
     }
 }
-METHOD(Fireball, wr_setup, void(entity thiswep))
+METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.ammo_field = ammo_none;
 }
 METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
@@ -411,9 +411,9 @@ METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
 {
     return true; // fireball has infinite ammo
 }
-METHOD(Fireball, wr_resetplayer, void(entity thiswep))
+METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.fireball_primarytime = time;
 }
 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
@@ -434,9 +434,9 @@ METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Fireball, wr_impacteffect, void(entity thiswep))
+METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     if(w_deathtype & HITTYPE_SECONDARY)
     {
index d37063a6780c9bf085216b018c9afd6dd4ffa635..e2274faafa6175287c42e5b9dddd16e2753b802b 100644 (file)
@@ -63,8 +63,8 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode()
-{SELFPARAM();
+void W_Hagar_Explode(entity this)
+{
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
 
@@ -73,11 +73,11 @@ void W_Hagar_Explode()
 
 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Hagar_Explode());
+       WITHSELF(this, W_Hagar_Explode(this));
 }
 
-void W_Hagar_Explode2()
-{SELFPARAM();
+void W_Hagar_Explode2(entity this)
+{
        self.event_damage = func_null;
        RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
 
@@ -86,7 +86,7 @@ void W_Hagar_Explode2()
 
 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Hagar_Explode2());
+       WITHSELF(this, W_Hagar_Explode2(this));
 }
 
 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -134,8 +134,8 @@ void W_Hagar_Touch2(entity this)
        }
 }
 
-void W_Hagar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        entity missile;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
@@ -176,8 +176,8 @@ void W_Hagar_Attack(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_Hagar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack2(Weapon thiswep, entity actor)
+{entity this = actor;
        entity missile;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
@@ -220,8 +220,8 @@ void W_Hagar_Attack2(Weapon thiswep)
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(.entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+{entity this = actor;
        // time to release the rockets we've loaded
 
        entity missile;
@@ -299,8 +299,8 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
        self.hagar_load = 0;
 }
 
-void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
+{entity this = actor;
        // loadable hagar secondary attack, must always run each frame
 
        if(time < game_starttime)
@@ -388,7 +388,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
                if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
                        self.(weaponentity).state = WS_READY;
-                       W_Hagar_Attack2_Load_Release(weaponentity);
+                       W_Hagar_Attack2_Load_Release(self, weaponentity);
                }
        }
        else
@@ -423,7 +423,7 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       W_Hagar_Attack(thiswep);
+       W_Hagar_Attack(thiswep, actor);
 
        int slot = weaponslot(weaponentity);
        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
@@ -437,9 +437,9 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
        weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 }
 
-METHOD(Hagar, wr_aim, void(entity thiswep))
+METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(random()>0.15)
         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
@@ -451,7 +451,7 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
 
     if(loadable_secondary)
-        W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+        W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
     if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     }
@@ -464,25 +464,24 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
         {
-            W_Hagar_Attack2(thiswep);
+            W_Hagar_Attack2(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
         }
     }
 }
-METHOD(Hagar, wr_gonethink, void(entity thiswep))
+METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     // we lost the weapon and want to prepare switching away
-    if(self.hagar_load)
+    if(actor.hagar_load)
     {
         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-        self.(weaponentity).state = WS_READY;
-        W_Hagar_Attack2_Load_Release(weaponentity);
+        actor.(weaponentity).state = WS_READY;
+        W_Hagar_Attack2_Load_Release(actor, weaponentity);
     }
 }
-METHOD(Hagar, wr_setup, void(entity thiswep))
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.hagar_loadblock = false;
 
     if(self.hagar_load)
@@ -503,22 +502,21 @@ METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
     ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
     return ammo_amount;
 }
-METHOD(Hagar, wr_resetplayer, void(entity thiswep))
+METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.hagar_load = 0;
 }
-METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     .entity weaponentity = weaponentities[0]; // TODO: unhardcode
     // if we have any rockets loaded when we die, release them
-    if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-        W_Hagar_Attack2_Load_Release(weaponentity);
+    if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+        W_Hagar_Attack2_Load_Release(actor, weaponentity);
 }
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
+    entity this = actor;
     if(!self.hagar_load) // require releasing loaded rockets first
         W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
 }
@@ -537,9 +535,9 @@ METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
index dbcb04deff78d4f4211ba3792cd310c4af631c62..928462a204e697c7e73c0274724eaa067488cf5c 100644 (file)
@@ -69,8 +69,8 @@ void W_HLAC_Touch(entity this)
        remove(self);
 }
 
-void W_HLAC_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_HLAC_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        entity missile;
     float spread;
 
@@ -117,8 +117,8 @@ void W_HLAC_Attack(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_HLAC_Attack2()
-{SELFPARAM();
+void W_HLAC_Attack2(entity actor)
+{entity this = actor;
        entity missile;
     float spread;
 
@@ -181,7 +181,7 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
 
                int slot = weaponslot(weaponentity);
                ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor();
-               W_HLAC_Attack(WEP_HLAC);
+               W_HLAC_Attack(WEP_HLAC, actor);
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
@@ -191,14 +191,14 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
        }
 }
 
-void W_HLAC_Attack2_Frame(Weapon thiswep)
-{SELFPARAM();
+void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor)
+{entity this = actor;
     float i;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hlac, ammo));
 
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
-        W_HLAC_Attack2();
+        W_HLAC_Attack2(actor);
 
        if(!autocvar_g_norecoil)
        {
@@ -207,9 +207,9 @@ void W_HLAC_Attack2_Frame(Weapon thiswep)
        }
 }
 
-METHOD(HLAC, wr_aim, void(entity thiswep))
+METHOD(HLAC, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
 }
 METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
@@ -221,7 +221,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(hlac, refire)))
         {
             actor.misc_bulletcounter = 0;
-            W_HLAC_Attack(thiswep);
+            W_HLAC_Attack(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
         }
     }
@@ -230,7 +230,7 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hlac, refire)))
         {
-            W_HLAC_Attack2_Frame(thiswep);
+            W_HLAC_Attack2_Frame(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
         }
     }
@@ -249,8 +249,7 @@ METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
+    W_Reload(actor, min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), SND_RELOAD);
 }
 METHOD(HLAC, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -264,9 +263,9 @@ METHOD(HLAC, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(HLAC, wr_impacteffect, void(entity thiswep))
+METHOD(HLAC, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
index c4529759a9800835b43ec6441b061857355dfaa7..40f828f58f5a900a25f8e17409f4ed91afb0a4a7 100644 (file)
@@ -277,9 +277,9 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         actor.hook_state &= ~HOOK_REMOVING;
     }
 }
-METHOD(Hook, wr_setup, void(entity thiswep))
+METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
 }
 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
@@ -295,9 +295,9 @@ METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
     // infinite ammo for now
     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
 }
-METHOD(Hook, wr_resetplayer, void(entity thiswep))
+METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     RemoveGrapplingHook(self);
     self.hook_time = 0;
     self.hook_refire = time;
@@ -310,9 +310,9 @@ METHOD(Hook, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Hook, wr_impacteffect, void(entity thiswep))
+METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
index 18934a66f35c1a2242d744bdefb5b02d21f5df2f..10a8c40a181dbcaa5bdb95723e9efc56a778b2f6 100644 (file)
@@ -88,8 +88,8 @@ void W_MachineGun_MuzzleFlash_Think(entity this)
 
 }
 
-void W_MachineGun_MuzzleFlash()
-{SELFPARAM();
+void W_MachineGun_MuzzleFlash(entity actor)
+{entity this = actor;
        if(self.muzzle_flash == world)
                self.muzzle_flash = spawn();
 
@@ -106,8 +106,8 @@ void W_MachineGun_MuzzleFlash()
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
-{SELFPARAM();
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
+{entity this = actor;
        W_SetupShot(self, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
        if(!autocvar_g_norecoil)
        {
@@ -125,7 +125,7 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_MachineGun_MuzzleFlash();
+       W_MachineGun_MuzzleFlash(self);
        W_AttachToShotorg(self, self.muzzle_flash, '5 0 0');
 
        // casing code
@@ -156,7 +156,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
                        return;
                }
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
+               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
@@ -198,7 +198,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_MachineGun_MuzzleFlash();
+       W_MachineGun_MuzzleFlash(actor);
        W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
 
        if(autocvar_g_casings >= 2) // casing code
@@ -222,7 +222,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_MachineGun_MuzzleFlash();
+       W_MachineGun_MuzzleFlash(actor);
        W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
 
        if(autocvar_g_casings >= 2) // casing code
@@ -242,9 +242,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
 }
 
-METHOD(MachineGun, wr_aim, void(entity thiswep))
+METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
     else
@@ -288,7 +288,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
         {
             actor.misc_bulletcounter = 1;
-            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
         }
 
@@ -296,7 +296,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
         {
             actor.misc_bulletcounter = 1;
-            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
         }
     }
@@ -337,8 +337,7 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
+    W_Reload(actor, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
 }
 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -355,9 +354,9 @@ METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
+METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
index 66c6d021e4d8c7962c4f078a895c672bec1cf019..ecb5059b53a4556c56dc2c7f12472597179c7af8 100644 (file)
@@ -63,8 +63,8 @@ void W_MineLayer_Think(entity this);
 #ifdef SVQC
 spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
 
-void W_MineLayer_Stick(entity to)
-{SELFPARAM();
+void W_MineLayer_Stick(entity this, entity to)
+{
        spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
@@ -138,8 +138,8 @@ void W_MineLayer_Explode(entity this)
        remove(self);
 }
 
-void W_MineLayer_DoRemoteExplode()
-{SELFPARAM();
+void W_MineLayer_DoRemoteExplode(entity this)
+{
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
 
@@ -164,20 +164,20 @@ void W_MineLayer_DoRemoteExplode()
        remove(self);
 }
 
-void W_MineLayer_RemoteExplode()
-{SELFPARAM();
+void W_MineLayer_RemoteExplode(entity this)
+{
        if(!IS_DEAD(self.realowner))
                if((self.spawnshieldtime >= 0)
                        ? (time >= self.spawnshieldtime) // timer
                        : (vdist(NearestPointOnBox(self.realowner, self.origin) - self.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
                )
                {
-                       W_MineLayer_DoRemoteExplode();
+                       W_MineLayer_DoRemoteExplode(self);
                }
 }
 
-void W_MineLayer_ProximityExplode()
-{SELFPARAM();
+void W_MineLayer_ProximityExplode(entity this)
+{
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
        if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
        {
@@ -257,7 +257,7 @@ void W_MineLayer_Think(entity this)
        // explode if it's time to
        if(self.mine_time && time >= self.mine_time)
        {
-               W_MineLayer_ProximityExplode();
+               W_MineLayer_ProximityExplode(self);
                return;
        }
 
@@ -265,7 +265,7 @@ void W_MineLayer_Think(entity this)
        if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
        if(!IS_DEAD(self.realowner))
        if(self.minelayer_detonate)
-               W_MineLayer_RemoteExplode();
+               W_MineLayer_RemoteExplode(self);
 }
 
 void W_MineLayer_Touch(entity this)
@@ -287,7 +287,7 @@ void W_MineLayer_Touch(entity this)
        }
        else
        {
-               W_MineLayer_Stick(other);
+               W_MineLayer_Stick(self, other);
        }
 }
 
@@ -308,8 +308,8 @@ void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float da
                W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode);
 }
 
-void W_MineLayer_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_MineLayer_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        entity mine;
        entity flash;
 
@@ -401,9 +401,9 @@ float W_MineLayer_PlacedMines(entity this, float detonate)
        return minfound;
 }
 
-METHOD(MineLayer, wr_aim, void(entity thiswep))
+METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     // aim and decide to fire if appropriate
     if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
         PHYS_INPUT_BUTTON_ATCK(self) = false;
@@ -513,7 +513,7 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
         {
-            W_MineLayer_Attack(thiswep);
+            W_MineLayer_Attack(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
         }
     }
@@ -543,15 +543,13 @@ METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
     else
         return false;
 }
-METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
+METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.minelayer_mines = 0;
+    actor.minelayer_mines = 0;
 }
 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, WEP_CVAR(minelayer, ammo), SND_RELOAD);
+    W_Reload(actor, WEP_CVAR(minelayer, ammo), SND_RELOAD);
 }
 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -565,9 +563,9 @@ METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
+METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
index 5fa2447a784a7d0304ad5b567f87d92fe6467670..ddff4a35d52d645c567b8cecd9d463b1cef38718 100644 (file)
@@ -64,8 +64,8 @@ REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
 spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
 spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
 
-void W_Mortar_Grenade_Explode()
-{SELFPARAM();
+void W_Mortar_Grenade_Explode(entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
                        if(DIFF_TEAM(self.realowner, other))
@@ -86,11 +86,11 @@ void W_Mortar_Grenade_Explode()
 
 void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Mortar_Grenade_Explode());
+       WITHSELF(this, W_Mortar_Grenade_Explode(this));
 }
 
-void W_Mortar_Grenade_Explode2()
-{SELFPARAM();
+void W_Mortar_Grenade_Explode2(entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
                        if(DIFF_TEAM(self.realowner, other))
@@ -111,7 +111,7 @@ void W_Mortar_Grenade_Explode2()
 
 void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Mortar_Grenade_Explode2());
+       WITHSELF(this, W_Mortar_Grenade_Explode2(this));
 }
 
 void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -135,11 +135,11 @@ void W_Mortar_Grenade_Think1(entity this)
        {
                other = world;
                self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mortar_Grenade_Explode();
+               W_Mortar_Grenade_Explode(self);
                return;
        }
        if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
-               W_Mortar_Grenade_Explode();
+               W_Mortar_Grenade_Explode(self);
 }
 
 void W_Mortar_Grenade_Touch1(entity this)
@@ -210,8 +210,8 @@ void W_Mortar_Grenade_Touch2(entity this)
        }
 }
 
-void W_Mortar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack(Weapon thiswep, entity actor)
+{entity this = actor;
        entity gren;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
@@ -258,8 +258,8 @@ void W_Mortar_Attack(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, gren);
 }
 
-void W_Mortar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack2(Weapon thiswep, entity actor)
+{entity this = actor;
        entity gren;
 
        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
@@ -307,9 +307,9 @@ void W_Mortar_Attack2(Weapon thiswep)
 
 .float bot_secondary_grenademooth;
 
-METHOD(Mortar, wr_aim, void(entity thiswep))
+METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     PHYS_INPUT_BUTTON_ATCK(self) = false;
     PHYS_INPUT_BUTTON_ATCK2(self) = false;
     if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
@@ -353,7 +353,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
         {
-            W_Mortar_Attack(thiswep);
+            W_Mortar_Attack(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
         }
     }
@@ -376,7 +376,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
         else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
         {
-            W_Mortar_Attack2(thiswep);
+            W_Mortar_Attack2(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
         }
     }
@@ -395,8 +395,7 @@ METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
+    W_Reload(actor, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -416,9 +415,9 @@ METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
index d1bd519eecd4d18d9c8107b38692c5661432bdf6..c029c220d0cbaddd06e24eee1d8d70bf18e334f4 100644 (file)
@@ -53,8 +53,8 @@ MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
        FOREACH_CLIENT(IS_PLAYER(it), it.porto_forbidden = max(0, it.porto_forbidden - 1));
 }
 
-void W_Porto_Success()
-{SELFPARAM();
+void W_Porto_Success(entity this)
+{
        if(self.realowner == world)
        {
                objerror("Cannot succeed successfully: no owner\n");
@@ -66,8 +66,8 @@ void W_Porto_Success()
 }
 
 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
-void W_Porto_Fail(float failhard)
-{SELFPARAM();
+void W_Porto_Fail(entity this, float failhard)
+{
        if(self.realowner == world)
        {
                objerror("Cannot fail successfully: no owner\n");
@@ -105,7 +105,7 @@ void W_Porto_Remove(entity p)
 {
        if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
        {
-               WITHSELF(p.porto_current, W_Porto_Fail(1));
+               WITHSELF(p.porto_current, W_Porto_Fail(p.porto_current, 1));
        }
 }
 
@@ -115,7 +115,7 @@ void W_Porto_Think(entity this)
        if(self.realowner.playerid != self.playerid)
                remove(self);
        else
-               W_Porto_Fail(0);
+               W_Porto_Fail(self, 0);
 }
 
 void W_Porto_Touch(entity this)
@@ -155,7 +155,7 @@ void W_Porto_Touch(entity this)
        else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
        {
                sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
-               W_Porto_Fail(0);
+               W_Porto_Fail(self, 0);
                if(self.cnt < 0)
                        Portal_ClearAll_PortalsOnly(self.realowner);
        }
@@ -167,13 +167,13 @@ void W_Porto_Touch(entity this)
                        sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
                        trace_plane_normal = norm;
                        Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN);
-                       W_Porto_Success();
+                       W_Porto_Success(self);
                }
                else
                {
                        sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
                        trace_plane_normal = norm;
-                       W_Porto_Fail(0);
+                       W_Porto_Fail(self, 0);
                }
        }
        else if(self.cnt == 1)
@@ -184,13 +184,13 @@ void W_Porto_Touch(entity this)
                        sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
                        trace_plane_normal = norm;
                        Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
-                       W_Porto_Success();
+                       W_Porto_Success(self);
                }
                else
                {
                        sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
                        trace_plane_normal = norm;
-                       W_Porto_Fail(0);
+                       W_Porto_Fail(self, 0);
                }
        }
        else if(self.effects & EF_RED)
@@ -210,7 +210,7 @@ void W_Porto_Touch(entity this)
                        sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
                        trace_plane_normal = norm;
                        Portal_ClearAll_PortalsOnly(self.realowner);
-                       W_Porto_Fail(0);
+                       W_Porto_Fail(self, 0);
                }
        }
        else
@@ -222,26 +222,26 @@ void W_Porto_Touch(entity this)
                                sound(self, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM);
                                trace_plane_normal = norm;
                                Send_Notification(NOTIF_ONE, self.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT);
-                               W_Porto_Success();
+                               W_Porto_Success(self);
                        }
                        else
                        {
                                sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
                                Portal_ClearAll_PortalsOnly(self.realowner);
-                               W_Porto_Fail(0);
+                               W_Porto_Fail(self, 0);
                        }
                }
                else
                {
                        sound(self, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM);
                        Portal_ClearAll_PortalsOnly(self.realowner);
-                       W_Porto_Fail(0);
+                       W_Porto_Fail(self, 0);
                }
        }
 }
 
-void W_Porto_Attack(float type)
-{SELFPARAM();
+void W_Porto_Attack(entity actor, float type)
+{entity this = actor;
        entity gren;
 
        W_SetupShot(self, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0);
@@ -292,9 +292,9 @@ void W_Porto_Attack(float type)
        MUTATOR_CALLHOOK(EditProjectile, self, gren);
 }
 
-METHOD(PortoLaunch, wr_aim, void(entity thiswep))
+METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     PHYS_INPUT_BUTTON_ATCK(self) = false;
     PHYS_INPUT_BUTTON_ATCK2(self) = false;
     if(!WEP_CVAR(porto, secondary))
@@ -310,7 +310,7 @@ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weapone
         if(!actor.porto_forbidden)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
         {
-            W_Porto_Attack(0);
+            W_Porto_Attack(actor, 0);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
         }
 
@@ -319,7 +319,7 @@ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weapone
         if(!actor.porto_forbidden)
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(porto, refire)))
         {
-            W_Porto_Attack(1);
+            W_Porto_Attack(actor, 1);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
         }
     }
@@ -352,7 +352,7 @@ METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weapone
         if(!actor.porto_forbidden)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(porto, refire)))
         {
-            W_Porto_Attack(-1);
+            W_Porto_Attack(actor, -1);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
         }
     }
@@ -367,19 +367,19 @@ METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this))
     // always allow infinite ammo
     return true;
 }
-METHOD(PortoLaunch, wr_setup, void(entity thiswep))
+METHOD(PortoLaunch, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.ammo_field = ammo_none;
 }
-METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep))
+METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.porto_current = world;
 }
 #endif
 #ifdef CSQC
-METHOD(PortoLaunch, wr_impacteffect, void(entity this)) {
+METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) {
     LOG_WARNING("Since when does Porto send DamageInfo?\n");
 }
 #endif
index e11bdd85b78b5d8356ba430f7c3ef63cc5e64856..7381172aacf48bdfd0bf19e95638bf08280ab0ac 100644 (file)
@@ -56,8 +56,8 @@ spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
 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);
@@ -79,17 +79,17 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor
                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;
@@ -107,7 +107,7 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
                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
@@ -116,10 +116,10 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
        }
 }
 
-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
@@ -138,9 +138,9 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFR
 
 .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))
@@ -174,7 +174,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         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)
@@ -189,7 +189,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                     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);
                     }
                 }
@@ -209,15 +209,14 @@ METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor))
     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))
 {
@@ -244,9 +243,9 @@ METHOD(Rifle, wr_killmessage, 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);
index d1a9368142edbe24640be51cee3c15f54f468fed..5af840505dba1f432e1565dad6a5f02cc97d6a2e 100644 (file)
@@ -248,8 +248,8 @@ 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));
@@ -318,16 +318,8 @@ void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
        WITHSELF(this, W_Seeker_Flac_Explode(this));
 }
 
-void W_Seeker_Flac_Touch()
-{
-    SELFPARAM();
-       PROJECTILE_TOUCH;
-
-       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;
@@ -397,8 +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;
@@ -417,7 +409,7 @@ 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(entity this) // TODO: Merge this with W_Seeker_Attack
@@ -444,17 +436,17 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
        switch(c)
        {
                case 0:
-                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', own.enemy));
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy));
                        break;
                case 1:
-                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 -3.75 0', own.enemy));
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy));
                        break;
                case 2:
-                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 +3.75 0', own.enemy));
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy));
                        break;
                case 3:
                default:
-                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, '+1.25 +3.75 0', own.enemy));
+                       WITHSELF(own, W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy));
                        break;
        }
 
@@ -562,8 +554,8 @@ void W_Seeker_Tag_Touch(entity this)
        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));
 
@@ -603,9 +595,9 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
 // Begin: Genereal weapon functions
 // ============================
 
-METHOD(Seeker, wr_aim, void(entity thiswep))
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    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);
@@ -624,7 +616,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
             {
-                W_Seeker_Attack();
+                W_Seeker_Attack(actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
             }
         }
@@ -632,7 +624,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
             {
-                W_Seeker_Fire_Tag(thiswep);
+                W_Seeker_Fire_Tag(thiswep, actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
             }
         }
@@ -644,7 +636,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
             {
-                W_Seeker_Fire_Tag(thiswep);
+                W_Seeker_Fire_Tag(thiswep, actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
             }
         }
@@ -652,7 +644,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
             {
-                W_Seeker_Fire_Flac(thiswep);
+                W_Seeker_Fire_Flac(thiswep, actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
             }
         }
@@ -690,8 +682,7 @@ METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
+    W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
 }
 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -708,9 +699,9 @@ METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Seeker, wr_impacteffect, void(entity thiswep))
+METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     if(w_deathtype & HITTYPE_BOUNCE)
index 47d33fc5e56e873095ea8948ea2a47b361a6ebb2..a39e7697b96dcb07c6127f3d86d9cd665bee4636 100644 (file)
@@ -276,11 +276,12 @@ float W_Shockwave_Attack_CheckSpread(
 }
 
 float W_Shockwave_Attack_IsVisible(
+       entity actor,
        entity head,
        vector nearest_on_line,
        vector sw_shotorg,
        vector attack_endpos)
-{SELFPARAM();
+{entity this = actor;
        vector nearest_to_attacker = head.WarpZone_findradius_nearest;
        vector center = (head.origin + (head.mins + head.maxs) * 0.5);
        vector corner;
@@ -339,8 +340,8 @@ float W_Shockwave_Attack_CheckHit(
        return true;
 }
 
-void W_Shockwave_Send()
-{SELFPARAM();
+void W_Shockwave_Send(entity actor)
+{
        WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
        WriteCoord(MSG_BROADCAST, w_shotorg.x);
        WriteCoord(MSG_BROADCAST, w_shotorg.y);
@@ -351,11 +352,11 @@ void W_Shockwave_Send()
        WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
        WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
        WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
-       WriteByte(MSG_BROADCAST, etof(self));
+       WriteByte(MSG_BROADCAST, etof(actor));
 }
 
-void W_Shockwave_Attack()
-{SELFPARAM();
+void W_Shockwave_Attack(entity actor)
+{entity this = actor;
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
        float final_damage;
@@ -374,7 +375,7 @@ void W_Shockwave_Attack()
        //entity transform = WarpZone_trace_transform;
 
        // do the firing effect now
-       W_Shockwave_Send();
+       W_Shockwave_Send(self);
        Damage_DamageInfo(
                attack_hitpos,
                WEP_CVAR(shockwave, blast_splash_damage),
@@ -570,7 +571,7 @@ void W_Shockwave_Attack()
                        vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
 
                        if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
-                               && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
+                               && (W_Shockwave_Attack_IsVisible(self, head, nearest_on_line, w_shotorg, attack_endpos)))
                        {
                                // calculate importance of distance and accuracy for this attack
                                multiplier_from_accuracy = (1 -
@@ -671,9 +672,9 @@ void W_Shockwave_Attack()
        }
 }
 
-METHOD(Shockwave, wr_aim, void(entity thiswep))
+METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
         { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false); }
     else
@@ -687,7 +688,7 @@ METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponent
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
             {
-                W_Shockwave_Attack();
+                W_Shockwave_Attack(actor);
                 actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
             }
@@ -853,7 +854,7 @@ void Net_ReadShockwaveParticle()
        shockwave.sw_time = time;
 }
 
-METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
+METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
 {
     // handled by Net_ReadShockwaveParticle
     //vector org2;
index 1cf1fe07f0c36b5dceaf5fc3de37a4163b3f9ecd..2440ea42ede70009ce04de04918cf0f539a50ce3 100644 (file)
@@ -58,8 +58,8 @@ REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
 #ifdef SVQC
 spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
-void W_Shotgun_Attack(Weapon thiswep, float isprimary)
-{SELFPARAM();
+void W_Shotgun_Attack(Weapon thiswep, entity actor, float isprimary)
+{entity this = actor;
        float   sc;
        entity flash;
 
@@ -207,7 +207,7 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, true); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -220,15 +220,15 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                return;
        }
 
-       W_Shotgun_Attack(WEP_SHOTGUN, false);
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, false);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
 .float shotgun_primarytime;
 
-METHOD(Shotgun, wr_aim, void(entity thiswep))
+METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
         PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
     else
@@ -251,7 +251,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, true);
+                    W_Shotgun_Attack(thiswep, actor, true);
                     actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                 }
@@ -263,7 +263,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, false);
+                    W_Shotgun_Attack(thiswep, actor, false);
                     actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                 }
@@ -280,9 +280,9 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
     }
 }
-METHOD(Shotgun, wr_setup, void(entity thiswep))
+METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.ammo_field = ammo_none;
 }
 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor))
@@ -310,8 +310,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
+    W_Reload(actor, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -329,9 +328,9 @@ METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
 #ifdef CSQC
 .float prevric;
 
-METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
+METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
     if(!w_issilent && time - self.prevric > 0.25)
index 1c0a5bb8ef7ac4db71bdd06cfc9369929374b50f..3dd1c26289f3a74e6c5c5190a04c051c06306a97 100644 (file)
@@ -309,8 +309,8 @@ void W_Tuba_NoteThink(entity this)
        });
 }
 
-void W_Tuba_NoteOn(float hittype)
-{SELFPARAM();
+void W_Tuba_NoteOn(entity actor, float hittype)
+{entity this = actor;
        vector o;
        float n;
 
@@ -359,9 +359,8 @@ void W_Tuba_NoteOn(float hittype)
 #endif
 
 #ifdef SVQC
-METHOD(Tuba, wr_aim, void(Tuba this))
+METHOD(Tuba, wr_aim, void(Tuba this, entity actor))
 {
-       entity actor = self;
        // bots cannot play the Tuba well yet
        // I think they should start with the recorder first
        if (vdist((actor.origin - actor.enemy.origin), <, WEP_CVAR(tuba, radius)))
@@ -378,13 +377,13 @@ METHOD(Tuba, wr_think, void(Tuba this, entity actor, .entity weaponentity, int f
        if (fire & 1)
        if (weapon_prepareattack(this, actor, weaponentity, false, WEP_CVAR(tuba, refire)))
        {
-               W_Tuba_NoteOn(0);
+               W_Tuba_NoteOn(actor, 0);
                weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
        }
        if (fire & 2)
        if (weapon_prepareattack(this, actor, weaponentity, true, WEP_CVAR(tuba, refire)))
        {
-               W_Tuba_NoteOn(HITTYPE_SECONDARY);
+               W_Tuba_NoteOn(actor, HITTYPE_SECONDARY);
                weapon_thinkf(actor, weaponentity, WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
        }
        if (actor.tuba_note)
@@ -396,9 +395,8 @@ METHOD(Tuba, wr_think, void(Tuba this, entity actor, .entity weaponentity, int f
        }
 }
 
-METHOD(Tuba, wr_setup, void(Tuba this))
+METHOD(Tuba, wr_setup, void(Tuba this, entity actor))
 {
-       entity actor = self;
        actor.ammo_field = ammo_none;
        actor.tuba_instrument = 0;
 }
index d0125ed342fb3a014935beb77756fd0e4644520e..4fd81eb309c5a76ae531579e8c0e4f27767137bb 100644 (file)
@@ -167,8 +167,8 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
 
-void W_RocketMinsta_Explosion(vector loc)
-{SELFPARAM();
+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);
        entity dmgent = spawn();
@@ -178,8 +178,8 @@ void W_RocketMinsta_Explosion(vector loc)
        remove(dmgent);
 }
 
-void W_Vaporizer_Attack(Weapon thiswep)
-{SELFPARAM();
+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
        float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
 
@@ -207,13 +207,13 @@ void W_Vaporizer_Attack(Weapon thiswep)
 
        if(autocvar_g_rm)
        if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
-               W_RocketMinsta_Explosion(trace_endpos);
+               W_RocketMinsta_Explosion(self, trace_endpos);
 
        W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
 }
 
-void W_RocketMinsta_Laser_Explode ()
-{SELFPARAM();
+void W_RocketMinsta_Laser_Explode (entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
                        if(DIFF_TEAM(self.realowner, other))
@@ -229,7 +229,7 @@ void W_RocketMinsta_Laser_Explode ()
 
 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_RocketMinsta_Laser_Explode());
+       WITHSELF(this, W_RocketMinsta_Laser_Explode(this));
 }
 
 void W_RocketMinsta_Laser_Touch (entity this)
@@ -240,8 +240,8 @@ void W_RocketMinsta_Laser_Touch (entity this)
        remove(self);
 }
 
-void W_RocketMinsta_Attack2()
-{SELFPARAM();
+void W_RocketMinsta_Attack2(entity actor)
+{entity this = actor;
        makevectors(self.v_angle);
 
        entity proj;
@@ -294,8 +294,8 @@ void W_RocketMinsta_Attack2()
     }
 }
 
-void W_RocketMinsta_Attack3 ()
-{SELFPARAM();
+void W_RocketMinsta_Attack3 (entity actor)
+{entity this = actor;
        makevectors(self.v_angle);
 
        entity proj;
@@ -344,9 +344,9 @@ void W_RocketMinsta_Attack3 ()
     }
 }
 
-METHOD(Vaporizer, wr_aim, void(entity thiswep))
+METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(self.(thiswep.ammo_field) > 0)
         PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 1, false);
     else
@@ -365,7 +365,7 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
         {
-            W_Vaporizer_Attack(thiswep);
+            W_Vaporizer_Attack(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
         }
     }
@@ -381,13 +381,13 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
                 actor.jump_interval = time + autocvar_g_rm_laser_refire;
                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
                 damage_goodhits = 0;
-                W_RocketMinsta_Attack2();
+                W_RocketMinsta_Attack2(actor);
             }
             else if(rapid && actor.jump_interval2 <= time && actor.held_down)
             {
                 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
                 damage_goodhits = 0;
-                W_RocketMinsta_Attack3();
+                W_RocketMinsta_Attack3(actor);
                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
             }
         }
@@ -426,9 +426,9 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
     else
         actor.held_down = false;
 }
-METHOD(Vaporizer, wr_setup, void(entity thiswep))
+METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.ammo_field = (thiswep.ammo_field);
     self.vaporizer_lasthit = 0;
 }
@@ -447,14 +447,13 @@ METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
     ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
     return ammo_amount;
 }
-METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
+METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     self.vaporizer_lasthit = 0;
 }
 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
     float used_ammo;
     if(WEP_CVAR_SEC(vaporizer, ammo))
@@ -462,7 +461,7 @@ METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponen
     else
         used_ammo = vaporizer_ammo;
 
-    W_Reload(self, used_ammo, SND_RELOAD);
+    W_Reload(actor, used_ammo, SND_RELOAD);
 }
 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -476,9 +475,9 @@ METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
+METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2 = w_org + w_backoff * 6;
     if(w_deathtype & HITTYPE_SECONDARY)
     {
index d0d0025ec28c73e01953ed529b0223e4a87853eb..6459ad7a8da2a5b41eaacfdad0ee2737651950fc 100644 (file)
@@ -155,8 +155,8 @@ MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
        }
 }
 
-void W_Vortex_Attack(Weapon thiswep, float issecondary)
-{SELFPARAM();
+void W_Vortex_Attack(Weapon thiswep, entity actor, float issecondary)
+{entity this = actor;
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
 
        mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
@@ -210,9 +210,9 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary)
 
 .float vortex_chargepool_pauseregen_finished;
 
-METHOD(Vortex, wr_aim, void(entity thiswep))
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if(bot_aim(self, 1000000, 0, 1, false))
         PHYS_INPUT_BUTTON_ATCK(self) = true;
     else
@@ -242,7 +242,7 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
             {
-                W_Vortex_Attack(thiswep, 0);
+                W_Vortex_Attack(thiswep, actor, 0);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
             }
         }
@@ -314,17 +314,16 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
                 {
-                    W_Vortex_Attack(thiswep, 1);
+                    W_Vortex_Attack(thiswep, actor, 1);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
                 }
             }
         }
     }
 }
-METHOD(Vortex, wr_setup, void(entity thiswep))
+METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.vortex_lasthit = 0;
+    actor.vortex_lasthit = 0;
 }
 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
 {
@@ -346,9 +345,9 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
         return false; // zoom is not a fire mode
     }
 }
-METHOD(Vortex, wr_resetplayer, void(entity thiswep))
+METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     if (WEP_CVAR(vortex, charge)) {
         if (WEP_CVAR_SEC(vortex, chargepool)) {
             self.vortex_chargepool_ammo = 1;
@@ -359,8 +358,7 @@ METHOD(Vortex, wr_resetplayer, void(entity thiswep))
 }
 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+    W_Reload(actor, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
 }
 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -374,9 +372,9 @@ METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Vortex, wr_impacteffect, void(entity thiswep))
+METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
+    entity this = actor;
     vector org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
     if(!w_issilent)
index 3163c21f5cac9cf748bca14c2d089dc9a820d223..2ddeb639182a3664a1315a2a41aedf19dd742f38 100644 (file)
@@ -107,7 +107,7 @@ void havocbot_ai(entity this)
                if(this.weapons)
                {
                        Weapon w = PS(this).m_weapon;
-                       w.wr_aim(w);
+                       w.wr_aim(w, this);
                        if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
                        {
                                PHYS_INPUT_BUTTON_ATCK(this) = false;
index e9fbdbdc865db312736cdf14eaf945402ed81946..7fc618f4be2925f186fba7f9c90345c1fd099fc7 100644 (file)
@@ -619,7 +619,7 @@ void PutClientInServer()
 
                // reset fields the weapons may use
                FOREACH(Weapons, true, LAMBDA(
-                       it.wr_resetplayer(it);
+                       it.wr_resetplayer(it, this);
                        // reload all reloadable weapons
                        if (it.spawnflags & WEP_FLAG_RELOADABLE) {
                                this.weapon_load[it.m_id] = it.reloading_ammo;
index b1ca51987ae648ea8c3ad8dca6ca08086298a442..85044c27409c948609d42a47f7aec70d0983816c 100644 (file)
@@ -556,7 +556,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                excess = frag_damage;
 
                Weapon wep = PS(this).m_weapon;
-               WITHSELF(this, wep.wr_playerdeath(wep));
+               WITHSELF(this, wep.wr_playerdeath(wep, this));
 
                RemoveGrapplingHook(this);
 
@@ -637,7 +637,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                // reset fields the weapons may use just in case
                FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       WITHSELF(this, it.wr_resetplayer(it));
+                       WITHSELF(this, it.wr_resetplayer(it, this));
                        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                        {
                                ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
index 3d4bb782f3dfbb024559a246285fde9f26e18901..34a3d8a2aa6f90685e4bf862fb0c1628e0c82ed6 100644 (file)
@@ -22,7 +22,7 @@ void race_InitSpectator()
                        race_SendNextCheckpoint(msg_entity.enemy, 1);
 }
 
-void W_Porto_Fail(float failhard);
+void W_Porto_Fail(entity this, float failhard);
 
 float race_readTime(string map, float pos)
 {
@@ -570,7 +570,7 @@ void checkpoint_passed(entity this, entity player)
        {
                // do not allow portalling through checkpoints
                trace_plane_normal = normalize(-1 * player.velocity);
-               WITHSELF(player, W_Porto_Fail(0));
+               WITHSELF(player, W_Porto_Fail(player, 0));
                return;
        }
 
index 97e008cc0ee487b21219d7bd23e35201769eb8e6..d5a89b3a1e5b84088276fe94d2e5c9153660a766 100644 (file)
@@ -469,7 +469,7 @@ void W_WeaponFrame(Player actor)
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
-                               newwep.wr_setup(newwep);
+                               newwep.wr_setup(newwep, actor);
                                this.state = WS_RAISE;
 
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
@@ -564,7 +564,7 @@ void W_WeaponFrame(Player actor)
                        }
                        else if (e)
                        {
-                               e.wr_gonethink(e);
+                               e.wr_gonethink(e, actor);
                        }
                }
 
@@ -764,9 +764,9 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
        actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
 }
 
-void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
 {
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITHSELF(player, w.event(w));
+       WITHSELF(player, w.event(w, player));
 }
index 74d120150fc788e917a591beeb98e2c1f7655818..a43a40c2f95d0567d73d932f647b0315abcfe877 100644 (file)
@@ -14,7 +14,7 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset);
 
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
 
-void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item);
+void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item);
 
 void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound);