remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
// owner died; disappear
this.model = "";
remove(this);
return;
}
- if (IS_DEAD(self.owner))
+ if (IS_DEAD(this.owner))
{
this.model = "";
return;
.float prevwarntime;
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)
// 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)
.bool hook_switchweapon;
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
{
+ TC(Player, actor);
+ TC(PlayerState, PS(actor));
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
entity this = actor.(weaponentity);
if (frametime) actor.weapon_frametime = frametime;
if (!block_weapon)
{
Weapon e = PS(actor).m_weapon;
+ TC(Weapon, e);
if (w != WEP_Null)
{
e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
- else
+ else if (e)
{
e.wr_gonethink(e);
}
w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
}
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
{
+ TC(Sound, sent_sound);
.entity weaponentity = weaponentities[0];
// set global values to work with
Weapon e = PS(actor).m_weapon;
actor.reload_ammo_min = sent_ammo_min;
actor.reload_ammo_amount = e.reloading_ammo;
actor.reload_time = e.reloading_time;
- actor.reload_sound = sent_sound;
+ if (actor.reload_sound) strunzone(actor.reload_sound);
+ actor.reload_sound = strzone(Sound_fixpath(sent_sound));
// don't reload weapons that don't have the RELOADABLE flag
if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{
+ SELFPARAM();
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
- WITH(entity, self, player, w.event(w));
+ WITHSELF(player, w.event(w));
}