]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 21279dae93b6589f9b801f892f7f5f6694272ab9..f44b3929013c2a5929abed8cb8add8679145017e 100644 (file)
@@ -75,7 +75,7 @@ void CL_Weaponentity_Think()
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -116,7 +116,7 @@ void CL_ExteriorWeaponentity_Think()
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                this.model = "";
                return;
@@ -213,8 +213,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
     SELFPARAM();
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
-       else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+       if (secondary) WITHSELF(actor, ammo = thiswep.wr_checkammo2(thiswep));
+       else WITHSELF(actor, ammo = thiswep.wr_checkammo1(thiswep));
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
@@ -232,8 +232,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
-       else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+       if (secondary) WITHSELF(actor, ammo_other = thiswep.wr_checkammo1(thiswep));
+       else WITHSELF(actor, ammo_other = thiswep.wr_checkammo2(thiswep));
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -772,5 +772,5 @@ void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity w
     SELFPARAM();
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITH(entity, self, player, w.event(w));
+       WITHSELF(player, w.event(w));
 }