]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Viewmodels: fix spectating
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 8c533de1694a29e8ba064a47c8166f6b9d4a1b5d..d35492473111ed05107dc22cf7704833db160858 100644 (file)
 #include "../../common/weapons/all.qh"
 #include "../../lib/csqcmodel/sv_model.qh"
 
-vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
-{
-       switch (algn)
-       {
-               default: case 3: break; // right alignment
-               case 4: vecs.y = -vecs.y;
-                       break;              // left
-               case 1: case 2: vecs.y = 0;
-                       vecs.z -= 2;
-                       break;              // center
-       }
-
-       return vecs;
-}
-
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
-{
-       string s;
-
-       if (visual)
-       {
-               vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
-       }
-       else if (autocvar_g_shootfromeye)
-       {
-               vecs.y = vecs.z = 0;
-       }
-       else if (autocvar_g_shootfromcenter)
-       {
-               vecs.y = 0;
-               vecs.z -= 2;
-       }
-       else if ((s = autocvar_g_shootfromfixedorigin) != "")
-       {
-               vector v = stov(s);
-               if (y_is_right) v.y = -v.y;
-               if (v.x != 0) vecs.x = v.x;
-               vecs.y = v.y;
-               vecs.z = v.z;
-       }
-       else  // just do the same as top
-       {
-               vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
-       }
-
-       return vecs;
-}
-
-vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
-{
-       return shotorg_adjust_values(vecs, y_is_right, visual, algn);
-}
-
 .int state;
 
 .float weapon_frametime;
@@ -92,8 +39,8 @@ float W_WeaponSpeedFactor()
 }
 
 
-void weapon_thinkf(entity actor, int slot, float fr, float t,
-    void(Weapon thiswep, entity actor, int slot, int fire) func);
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+    .entity weaponentity, int fire) func);
 
 bool CL_Weaponentity_CustomizeEntityForClient()
 {
@@ -105,11 +52,11 @@ bool CL_Weaponentity_CustomizeEntityForClient()
 
 vector CL_Weapon_GetShotOrg(int wpn)
 {
-       entity wi = get_weaponinfo(wpn);
+       entity wi = Weapons_from(wpn);
        entity e = spawn();
-       CL_WeaponEntity_SetModel(e, 0, wi.mdl);
+       CL_WeaponEntity_SetModel(e, wi.mdl);
        vector ret = e.movedir;
-       CL_WeaponEntity_SetModel(e, 0, "");
+       CL_WeaponEntity_SetModel(e, "");
        remove(e);
        return ret;
 }
@@ -119,8 +66,8 @@ void CL_Weaponentity_Think()
        SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
-       int slot = 0;  // TODO: unhardcode
-       if (this.owner.weaponentity[slot] != this)
+       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
+       if (this.owner.(weaponentity) != this)
        {
                // owner has new gun; remove self
                if (this.weaponchild) remove(this.weaponchild);
@@ -143,53 +90,18 @@ void CL_Weaponentity_Think()
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
 
-               CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
+               CL_WeaponEntity_SetModel(this, this.owner.weaponname);
        }
 
-       int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
-       this.effects = this.owner.effects
-           & EFMASK_CHEAP
-           & ~(
-           EF_LOWPRECISION
-           | EF_FULLBRIGHT  // can mask team color, so get rid of it
-           | EF_TELEPORT_BIT
-           | EF_RESTARTANIM_BIT
-              )
-           | tb;
+       this.effects = EF_NODRAW; // TODO: don't render this entity at all
 
        if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
-       this.colormap = this.owner.colormap;
        if (this.weaponchild)
        {
                this.weaponchild.effects = this.effects;
-               this.weaponchild.alpha = this.alpha;
-               this.weaponchild.colormap = this.colormap;
-               this.weaponchild.glowmod = this.glowmod;
-       }
-
-       this.angles = '0 0 0';
-
-       float f = this.owner.weapon_nextthink - time;
-       if (this.state == WS_RAISE && !intermission_running)
-       {
-               entity newwep = get_weaponinfo(this.owner.switchweapon);
-               f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
-               this.angles_x = -90 * f * f;
-       }
-       else if (this.state == WS_DROP && !intermission_running)
-       {
-               entity oldwep = get_weaponinfo(this.owner.weapon);
-               f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
-               this.angles_x = -90 * f * f;
-       }
-       else if (this.state == WS_CLEAR)
-       {
-               f = 1;
-               this.angles_x = -90 * f * f;
        }
 }
 
@@ -241,9 +153,9 @@ void CL_ExteriorWeaponentity_Think()
 }
 
 // spawning weaponentity for client
-void CL_SpawnWeaponentity(entity actor, int slot)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 {
-       entity view = actor.weaponentity[slot] = new(weaponentity);
+       entity view = actor.(weaponentity) = new(weaponentity);
        view.solid = SOLID_NOT;
        view.owner = actor;
        setmodel(view, MDL_Null);  // precision set when changed
@@ -253,7 +165,7 @@ void CL_SpawnWeaponentity(entity actor, int slot)
        view.viewmodelforclient = actor;
        view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
 
-       if (slot == 0)
+       if (weaponentity == weaponentities[0])
        {
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                exterior.solid = SOLID_NOT;
@@ -267,24 +179,24 @@ void CL_SpawnWeaponentity(entity actor, int slot)
 }
 
 // Weapon subs
-void w_clear(Weapon thiswep, entity actor, int slot, int fire)
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        if (actor.weapon != -1)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
        }
-       if (actor.weaponentity[slot])
+       if (actor.(weaponentity))
        {
-               actor.weaponentity[slot].state = WS_CLEAR;
-               actor.weaponentity[slot].effects = 0;
+               actor.(weaponentity).state = WS_CLEAR;
+               actor.(weaponentity).effects = 0;
        }
 }
 
-void w_ready(Weapon thiswep, entity actor, int slot, int fire)
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
-       weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
+       if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
+       weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
 }
 
 .float prevdryfire;
@@ -304,7 +216,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
 
-       if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+       if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
        {
                sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
@@ -339,7 +251,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 }
 
 .float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
        if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
 
@@ -355,23 +267,25 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool sec
 
        if (attacktime >= 0)
        {
+               int slot = weaponslot(weaponentity);
                // don't fire if previous attack is not finished
                if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
                // don't fire while changing weapon
-               if (actor.weaponentity[slot].state != WS_READY) return false;
+               if (actor.(weaponentity).state != WS_READY) return false;
        }
        return true;
 }
 
-void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       actor.weaponentity[slot].state = WS_INUSE;
+       actor.(weaponentity).state = WS_INUSE;
 
        actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
 
        // if the weapon hasn't been firing continuously, reset the timer
        if (attacktime >= 0)
        {
+               int slot = weaponslot(weaponentity);
                if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
                {
                        ATTACK_FINISHED(actor, slot) = time;
@@ -383,23 +297,25 @@ void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attac
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
 }
 
-bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
+       if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
        {
-               weapon_prepareattack_do(actor, slot, secondary, attacktime);
+               weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
                return true;
        }
        return false;
 }
 
-void weapon_thinkf(entity actor, int slot, float fr, float t,
-       void(Weapon thiswep, entity actor, int slot, int fire) func)
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+       .entity weaponentity, int fire) func)
 {
        bool restartanim;
        if (fr == WFRAME_DONTCHANGE)
        {
-               fr = actor.weaponentity[slot].wframe;
+               fr = actor.(weaponentity).wframe;
                restartanim = false;
        }
        else if (fr == WFRAME_IDLE)
@@ -415,24 +331,26 @@ void weapon_thinkf(entity actor, int slot, float fr, float t,
        vector or = v_right;
        vector ou = v_up;
 
-       if (actor.weaponentity[slot])
+       if (actor.(weaponentity))
        {
-               actor.weaponentity[slot].wframe = fr;
+               actor.(weaponentity).wframe = fr;
                vector a = '0 0 0';
-               if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
-               else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
-               else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
+               if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
+               else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
+               else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
                else  // if (fr == WFRAME_RELOAD)
-                       a = actor.weaponentity[slot].anim_reload;
+                       a = actor.(weaponentity).anim_reload;
                a.z *= g_weaponratefactor;
-               setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim);
+               entity e; FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) {
+                       wframe_send(e, actor.(weaponentity), a, restartanim);
+               }
        }
 
        v_forward = of;
        v_right = or;
        v_up = ou;
 
-       if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
+       if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
        t *= W_WeaponRateFactor();
@@ -449,7 +367,7 @@ void weapon_thinkf(entity actor, int slot, float fr, float t,
                actor.weapon_nextthink = time;
                // dprint("reset weapon animation timer at ", ftos(time), "\n");
        }
-       actor.weapon_nextthink = actor.weapon_nextthink + t;
+       actor.weapon_nextthink += t;
        actor.weapon_think = func;
        // dprint("next ", ftos(actor.weapon_nextthink), "\n");
 
@@ -480,26 +398,26 @@ bool forbidWeaponUse(entity player)
 
 void W_WeaponFrame(entity actor)
 {
-       int slot = 0;                                              // TODO: unhardcode
+       .entity weaponentity = weaponentities[0];              // TODO: unhardcode
        if (frametime) actor.weapon_frametime = frametime;
 
-       if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+       if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
 
        if (forbidWeaponUse(actor))
        {
-               if (actor.weaponentity[slot].state != WS_CLEAR)
+               if (actor.(weaponentity).state != WS_CLEAR)
                {
-                       Weapon wpn = get_weaponinfo(actor.weapon);
-                       w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                       Weapon wpn = Weapons_from(actor.weapon);
+                       w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        return;
                }
        }
 
-       if (!actor.switchweapon)
+       if (actor.switchweapon == 0)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
-               actor.weaponentity[slot].state = WS_CLEAR;
+               actor.(weaponentity).state = WS_CLEAR;
                actor.weaponname = "";
                // actor.items &= ~IT_AMMO;
                return;
@@ -513,57 +431,68 @@ void W_WeaponFrame(entity actor)
        // Change weapon
        if (actor.weapon != actor.switchweapon)
        {
-               if (actor.weaponentity[slot].state == WS_CLEAR)
+               switch (actor.(weaponentity).state)
                {
-                       // end switching!
-                       actor.switchingweapon = actor.switchweapon;
-                       entity newwep = get_weaponinfo(actor.switchweapon);
-
-                       // the two weapon entities will notice this has changed and update their models
-                       actor.weapon = actor.switchweapon;
-                       actor.weaponname = newwep.mdl;
-                       actor.bulletcounter = 0;
-                       actor.ammo_field = newwep.ammo_field;
-                       Weapon w = get_weaponinfo(actor.switchweapon);
-                       w.wr_setup(w);
-                       actor.weaponentity[slot].state = WS_RAISE;
-
-                       // set our clip load to the load of the weapon we switched to, if it's reloadable
-                       if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo)  // prevent accessing undefined cvars
+                       default:
+                               LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state);
+                               break;
+                       case WS_INUSE:
+                       case WS_RAISE:
+                               break;
+                       case WS_CLEAR:
                        {
-                               actor.clip_load = actor.(weapon_load[actor.switchweapon]);
-                               actor.clip_size = newwep.reloading_ammo;
+                               // end switching!
+                               actor.switchingweapon = actor.switchweapon;
+                               entity newwep = Weapons_from(actor.switchweapon);
+
+                               // the two weapon entities will notice this has changed and update their models
+                               actor.weapon = actor.switchweapon;
+                               actor.weaponname = newwep.mdl;
+                               actor.bulletcounter = 0;
+                               actor.ammo_field = newwep.ammo_field;
+                               newwep.wr_setup(newwep);
+                               actor.(weaponentity).state = WS_RAISE;
+
+                               // set our clip load to the load of the weapon we switched to, if it's reloadable
+                               if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
+                               {
+                                       actor.clip_load = actor.(weapon_load[actor.switchweapon]);
+                                       actor.clip_size = newwep.reloading_ammo;
+                               }
+                               else
+                               {
+                                       actor.clip_load = actor.clip_size = 0;
+                               }
+
+                               weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+                               break;
                        }
-                       else
+                       case WS_DROP:
                        {
-                               actor.clip_load = actor.clip_size = 0;
+                               // in dropping phase we can switch at any time
+                               actor.switchingweapon = actor.switchweapon;
+                               break;
                        }
+                       case WS_READY:
+                       {
+                               // start switching!
+                               actor.switchingweapon = actor.switchweapon;
+                               entity oldwep = Weapons_from(actor.weapon);
 
-                       weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
-               }
-               else if (actor.weaponentity[slot].state == WS_DROP)
-               {
-                       // in dropping phase we can switch at any time
-                       actor.switchingweapon = actor.switchweapon;
-               }
-               else if (actor.weaponentity[slot].state == WS_READY)
-               {
-                       // start switching!
-                       actor.switchingweapon = actor.switchweapon;
-                       entity oldwep = get_weaponinfo(actor.weapon);
-
-                       // set up weapon switch think in the future, and start drop anim
-                       if (
+                               // set up weapon switch think in the future, and start drop anim
+                               if (
 #if INDEPENDENT_ATTACK_FINISHED
-                                   true
+                                           true
 #else
-                                   ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
+                                           ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
 #endif
-                          )
-                       {
-                               sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
-                               actor.weaponentity[slot].state = WS_DROP;
-                               weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+                                  )
+                               {
+                                       sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
+                                       actor.(weaponentity).state = WS_DROP;
+                                       weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+                               }
+                               break;
                        }
                }
        }
@@ -606,20 +535,24 @@ void W_WeaponFrame(entity actor)
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
-                               h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
+                               h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
 
+               v_forward = fo;
+               v_right = ri;
+               v_up = up;
+
                if (!block_weapon)
                {
                        if (w)
                        {
-                               Weapon e = get_weaponinfo(actor.weapon);
-                               e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                               Weapon e = Weapons_from(actor.weapon);
+                               e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        }
                        else
                        {
-                               Weapon w = get_weaponinfo(actor.weapon);
+                               Weapon w = Weapons_from(actor.weapon);
                                w.wr_gonethink(w);
                        }
                }
@@ -631,8 +564,9 @@ void W_WeaponFrame(entity actor)
                                v_forward = fo;
                                v_right = ri;
                                v_up = up;
-                               Weapon wpn = get_weaponinfo(actor.weapon);
-                               actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                               Weapon wpn = Weapons_from(actor.weapon);
+                               actor.weapon_think(wpn, actor, weaponentity,
+                                       (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        }
                        else
                        {
@@ -644,11 +578,11 @@ void W_WeaponFrame(entity actor)
 
 void W_AttachToShotorg(entity actor, entity flash, vector offset)
 {
-       int slot = 0;
+       .entity weaponentity = weaponentities[0];
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
-       entity view = actor.weaponentity[slot];
+       entity view = actor.(weaponentity);
        entity exterior = actor.exteriorweaponentity;
 
        if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
@@ -716,7 +650,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 .float reload_complain;
 .string reload_sound;
 
-void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        // finish the reloading process, and do the ammo transfer
 
@@ -742,15 +676,15 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
 
        // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
-       Weapon wpn = get_weaponinfo(actor.weapon);
-       w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+       Weapon wpn = Weapons_from(actor.weapon);
+       w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
 }
 
 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 {
-       int slot = 0;
+       .entity weaponentity = weaponentities[0];
        // set global values to work with
-       entity e = get_weaponinfo(actor.weapon);
+       entity e = Weapons_from(actor.weapon);
 
        if (cvar("g_overkill"))
                if (actor.ok_use_ammocharge) return;
@@ -789,7 +723,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                                        actor.reload_complain = time + 1;
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
-                               Weapon w = get_weaponinfo(actor.weapon);
+                               Weapon w = Weapons_from(actor.weapon);
                                if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
                                {
                                        actor.clip_load = -1;  // reload later
@@ -800,12 +734,12 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                }
        }
 
-       if (actor.weaponentity[slot])
+       if (actor.(weaponentity))
        {
-               if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
+               if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
 
                // allow switching away while reloading, but this will cause a new reload!
-               actor.weaponentity[slot].state = WS_READY;
+               actor.(weaponentity).state = WS_READY;
        }
 
        // now begin the reloading process
@@ -818,7 +752,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 
        // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
 
-       weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+       weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
 
        if (actor.clip_load < 0) actor.clip_load = 0;
        actor.old_clip_load = actor.clip_load;
@@ -827,7 +761,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 
 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
 {
-       Weapon w = get_weaponinfo(weapon_type);
+       Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
        WITH(entity, self, player, w.event(w));
 }