]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Remove remove()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index ad14ef49be6c72784ae5ff449734bdfd7b915577..ab3ebb9340626f202b677047dfaed39b1467093e 100644 (file)
@@ -14,42 +14,45 @@ CLASS(Fireball, Weapon)
 /* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
 /* refname   */ ATTRIB(Fireball, netname, string, "fireball");
 /* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bfgdamage, float, PRI) \
+               P(class, prefix, bfgforce, float, PRI) \
+               P(class, prefix, bfgradius, float, PRI) \
+               P(class, prefix, damageforcescale, float, BOTH) \
+               P(class, prefix, damagetime, float, SEC) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, edgedamage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, health, float, PRI) \
+               P(class, prefix, laserburntime, float, BOTH) \
+               P(class, prefix, laserdamage, float, BOTH) \
+               P(class, prefix, laseredgedamage, float, BOTH) \
+               P(class, prefix, laserradius, float, BOTH) \
+               P(class, prefix, lifetime, float, BOTH) \
+               P(class, prefix, radius, float, PRI) \
+               P(class, prefix, refire2, float, PRI) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, speed, float, BOTH) \
+               P(class, prefix, speed_up, float, SEC) \
+               P(class, prefix, speed_z, float, SEC) \
+               P(class, prefix, spread, float, BOTH) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string,NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, Fireball, fireball)
+#undef X
+
 ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, NEW(Fireball));
-
-#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
-#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, damageforcescale) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, lifetime) \
-       w_cvar(id, sn, BOTH, laserburntime) \
-       w_cvar(id, sn, BOTH, laserdamage) \
-       w_cvar(id, sn, BOTH, laseredgedamage) \
-       w_cvar(id, sn, BOTH, laserradius) \
-       w_cvar(id, sn, PRI,  edgedamage) \
-       w_cvar(id, sn, PRI,  force) \
-       w_cvar(id, sn, PRI,  radius) \
-       w_cvar(id, sn, PRI,  health) \
-       w_cvar(id, sn, PRI,  refire2) \
-       w_cvar(id, sn, PRI,  bfgdamage) \
-       w_cvar(id, sn, PRI,  bfgforce) \
-       w_cvar(id, sn, PRI,  bfgradius) \
-       w_cvar(id, sn, SEC,  damagetime) \
-       w_cvar(id, sn, SEC,  speed_up) \
-       w_cvar(id, sn, SEC,  speed_z) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
 
 #ifdef SVQC
-FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
 .float fireball_primarytime;
@@ -59,64 +62,74 @@ FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef SVQC
 spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
 
-void W_Fireball_Explode(void)
-{SELFPARAM();
+void W_Fireball_Explode(entity this, entity directhitentity)
+{
        entity e;
        float dist;
        float points;
        vector dir;
        float d;
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
        // 1. dist damage
-       d = (self.realowner.health + self.realowner.armorvalue);
-       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
-       if(self.realowner.health + self.realowner.armorvalue >= d)
-       if(!self.cnt)
+       d = (this.realowner.health + this.realowner.armorvalue);
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
+       if(this.realowner.health + this.realowner.armorvalue >= d)
+       if(!this.cnt)
        {
-               modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
+               modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
 
                // 2. bfg effect
                // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
-               for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
-               if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
+               for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
+               if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
                {
                        // can we see fireball?
-                       traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
+                       traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
                        if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
                                continue;
                        // can we see player who shot fireball?
-                       traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
-                       if(trace_ent != self.realowner)
+                       traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
+                       if(trace_ent != this.realowner)
                        if(/* trace_startsolid || */ trace_fraction != 1)
                                continue;
-                       dist = vlen(self.origin - e.origin - e.view_ofs);
+                       dist = vlen(this.origin - e.origin - e.view_ofs);
                        points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
                        if(points <= 0)
                                continue;
-                       dir = normalize(e.origin + e.view_ofs - self.origin);
+                       dir = normalize(e.origin + e.view_ofs - this.origin);
 
-                       if(accuracy_isgooddamage(self.realowner, e))
-                               accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+                       if(accuracy_isgooddamage(this.realowner, e))
+                               accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
 
-                       Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
+                       Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
                        Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
                }
        }
 
-       remove(self);
+       delete(this);
+}
+
+void W_Fireball_Explode_think(entity this)
+{
+       W_Fireball_Explode(this, NULL);
 }
 
-void W_Fireball_TouchExplode(void)
+void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
 {
-       PROJECTILE_TOUCH;
-       W_Fireball_Explode();
+       W_Fireball_Explode(this, trigger);
 }
 
-void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
-{SELFPARAM();
+void W_Fireball_TouchExplode(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       W_Fireball_Explode(this, toucher);
+}
+
+void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
+{
        entity e;
        float d;
        vector p;
@@ -125,14 +138,14 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
                return;
 
        RandomSelection_Init();
-       for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain)
-       if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
+       for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
+       if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
        {
                p = e.origin;
                p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
                p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
                p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
-               d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
+               d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
                if(d < dist)
                {
                        e.fireball_impactvec = p;
@@ -141,64 +154,63 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
        }
        if(RandomSelection_chosen_ent)
        {
-               d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
+               d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
                d = damage + (edgedamage - damage) * (d / dist);
-               Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
-               //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
-               Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
+               Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
+               //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
+               Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
        }
 }
 
-void W_Fireball_Think(void)
-{SELFPARAM();
-       if(time > self.pushltime)
+void W_Fireball_Think(entity this)
+{
+       if(time > this.pushltime)
        {
-               self.cnt = 1;
-               self.projectiledeathtype |= HITTYPE_SPLASH;
-               W_Fireball_Explode();
+               this.cnt = 1;
+               this.projectiledeathtype |= HITTYPE_SPLASH;
+               W_Fireball_Explode(this, NULL);
                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(this, 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;
+       this.nextthink = time + 0.1;
 }
 
-void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
-       if(self.health <= 0)
+       this.health = this.health - damage;
+       if(this.health <= 0)
        {
-               self.cnt = 1;
-               W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
+               this.cnt = 1;
+               W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
        }
 }
 
-void W_Fireball_Attack1(void)
-{SELFPARAM();
+void W_Fireball_Attack1(entity 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));
+       W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn();
-       proj.classname = "plasma_prim";
-       proj.owner = proj.realowner = self;
+       proj = new(plasma_prim);
+       proj.owner = proj.realowner = actor;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
        proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
-       proj.use = W_Fireball_Explode;
-       proj.think = W_Fireball_Think;
+       proj.use = W_Fireball_Explode_use;
+       setthink(proj, W_Fireball_Think);
        proj.nextthink = time;
        proj.health = WEP_CVAR_PRI(fireball, health);
-       proj.team = self.team;
+       proj.team = actor.team;
        proj.event_damage = W_Fireball_Damage;
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
@@ -206,102 +218,102 @@ void W_Fireball_Attack1(void)
        proj.projectiledeathtype = WEP_FIREBALL.m_id;
        setorigin(proj, w_shotorg);
 
-       proj.movetype = MOVETYPE_FLY;
+       set_movetype(proj, MOVETYPE_FLY);
        W_SetupProjVelocity_PRI(proj, fireball);
        proj.angles = vectoangles(proj.velocity);
-       proj.touch = W_Fireball_TouchExplode;
+       settouch(proj, W_Fireball_TouchExplode);
        setsize(proj, '-16 -16 -16', '16 16 16');
        proj.flags = FL_PROJECTILE;
     proj.missile_flags = MIF_SPLASH | MIF_PROXY;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, proj);
+       MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-void W_Fireball_AttackEffect(float i, vector f_diff)
-{SELFPARAM();
-       W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 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, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_Attack1();
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+       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, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+       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, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+       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, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+       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, bool fire1, bool fire2)
-{SELFPARAM();
-       W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
-       sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       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);
 }
 
-void W_Fireball_Firemine_Think(void)
-{SELFPARAM();
-       if(time > self.pushltime)
+void W_Fireball_Firemine_Think(entity this)
+{
+       if(time > this.pushltime)
        {
-               remove(self);
+               delete(this);
                return;
        }
 
        // make it "hot" once it leaves its owner
-       if(self.owner)
+       if(this.owner)
        {
-               if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
+               if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
                {
-                       self.cnt += 1;
-                       if(self.cnt == 3)
-                               self.owner = world;
+                       this.cnt += 1;
+                       if(this.cnt == 3)
+                               this.owner = NULL;
                }
                else
-                       self.cnt = 0;
+                       this.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(this, 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;
+       this.nextthink = time + 0.1;
 }
 
-void W_Fireball_Firemine_Touch(void)
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       if(other.takedamage == DAMAGE_AIM)
-       if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
+void W_Fireball_Firemine_Touch(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       if(toucher.takedamage == DAMAGE_AIM)
+       if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
        {
-               remove(self);
+               delete(this);
                return;
        }
-       self.projectiledeathtype |= HITTYPE_BOUNCE;
+       this.projectiledeathtype |= HITTYPE_BOUNCE;
 }
 
-void W_Fireball_Attack2(void)
-{SELFPARAM();
+void W_Fireball_Attack2(entity actor)
+{
        entity proj;
        vector f_diff;
        float c;
 
-       c = self.bulletcounter % 4;
+       c = actor.bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -318,24 +330,23 @@ void W_Fireball_Attack2(void)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND(FIREBALL_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
-       traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
+       W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+       traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
        w_shotorg = trace_endpos;
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn();
-       proj.owner = proj.realowner = self;
-       proj.classname = "grenade";
+       proj = new(grenade);
+       proj.owner = proj.realowner = actor;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
-       proj.movetype = MOVETYPE_BOUNCE;
+       set_movetype(proj, MOVETYPE_BOUNCE);
        proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
-       proj.touch = W_Fireball_Firemine_Touch;
+       settouch(proj, W_Fireball_Firemine_Touch);
        PROJECTILE_MAKETRIGGER(proj);
        setsize(proj, '-4 -4 -4', '4 4 4');
        setorigin(proj, w_shotorg);
-       proj.think = W_Fireball_Firemine_Think;
+       setthink(proj, W_Fireball_Firemine_Think);
        proj.nextthink = time;
        proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
        proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
@@ -347,107 +358,99 @@ void W_Fireball_Attack2(void)
 
        CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, proj);
+       MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-               METHOD(Fireball, wr_aim, void(entity thiswep))
-               {
-                       self.BUTTON_ATCK = false;
-                       self.BUTTON_ATCK2 = false;
-                       if(self.bot_primary_fireballmooth == 0)
-                       {
-                               if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
-                               {
-                                       self.BUTTON_ATCK = true;
-                                       if(random() < 0.02) self.bot_primary_fireballmooth = 0;
-                               }
-                       }
-                       else
-                       {
-                               if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
-                               {
-                                       self.BUTTON_ATCK2 = true;
-                                       if(random() < 0.01) self.bot_primary_fireballmooth = 1;
-                               }
-                       }
-               }
-               METHOD(Fireball, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
-               {
-                       if(fire1)
-                       {
-                               if(time >= actor.fireball_primarytime)
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(fireball, refire)))
-                               {
-                                       W_Fireball_Attack1_Frame0(thiswep, actor, fire1, fire2);
-                                       actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
-                               }
-                       }
-                       else if(fire2)
-                       {
-                               if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(fireball, refire)))
-                               {
-                                       W_Fireball_Attack2();
-                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
-                               }
-                       }
-               }
-               METHOD(Fireball, wr_init, void(entity thiswep))
-               {
-                       FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Fireball, wr_setup, void(entity thiswep))
-               {
-                       self.ammo_field = ammo_none;
-               }
-               METHOD(Fireball, wr_checkammo1, bool(entity thiswep))
-               {
-                       return true; // infinite ammo
-               }
-               METHOD(Fireball, wr_checkammo2, bool(entity thiswep))
-               {
-                       return true; // fireball has infinite ammo
-               }
-               METHOD(Fireball, wr_config, void(entity thiswep))
-               {
-                       FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Fireball, wr_resetplayer, void(entity thiswep))
-               {
-                       self.fireball_primarytime = time;
-               }
-               METHOD(Fireball, wr_suicidemessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_FIREBALL_SUICIDE_FIREMINE;
-                       else
-                               return WEAPON_FIREBALL_SUICIDE_BLAST;
-               }
-               METHOD(Fireball, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_FIREBALL_MURDER_FIREMINE;
-                       else
-                               return WEAPON_FIREBALL_MURDER_BLAST;
-               }
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
+{
+    PHYS_INPUT_BUTTON_ATCK(actor) = false;
+    PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+    if(actor.bot_primary_fireballmooth == 0)
+    {
+        if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
+        {
+            PHYS_INPUT_BUTTON_ATCK(actor) = true;
+            if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
+        }
+    }
+    else
+    {
+        if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
+        {
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+            if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
+        }
+    }
+}
+METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(fire & 1)
+    {
+        if(time >= actor.fireball_primarytime)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
+        {
+            W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
+            actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+        }
+    }
+    else if(fire & 2)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
+        {
+            W_Fireball_Attack2(actor);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+        }
+    }
+}
+METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
+{
+    actor.ammo_field = ammo_none;
+}
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    return true; // infinite ammo
+}
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    return true; // fireball has infinite ammo
+}
+METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
+{
+    actor.fireball_primarytime = time;
+}
+METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+    else
+        return WEAPON_FIREBALL_SUICIDE_BLAST;
+}
+METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_FIREBALL_MURDER_FIREMINE;
+    else
+        return WEAPON_FIREBALL_MURDER_BLAST;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(Fireball, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               // firemine goes out silently
-                       }
-                       else
-                       {
-                               org2 = w_org + w_backoff * 16;
-                               pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
-                       }
-               }
+METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        // firemine goes out silently
+    }
+    else
+    {
+        org2 = w_org + w_backoff * 16;
+        pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
+        if(!w_issilent)
+            sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+    }
+}
 
 #endif
 #endif