]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/crylink.qc
Purge most of the weaponentities[0] cases
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / crylink.qc
index 209bd2dd0e62f43754cd88272dc27f151df13a72..1b192881e14c73b2470997e2e1a8582ea580d98d 100644 (file)
@@ -14,48 +14,51 @@ CLASS(Crylink, Weapon)
 /* wepimg    */ ATTRIB(Crylink, model2, string, "weaponcrylink");
 /* refname   */ ATTRIB(Crylink, netname, string, "crylink");
 /* wepname   */ ATTRIB(Crylink, m_name, string, _("Crylink"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+        P(class, prefix, animtime, float, BOTH) \
+        P(class, prefix, bouncedamagefactor, float, BOTH) \
+        P(class, prefix, bounces, float, BOTH) \
+        P(class, prefix, damage, float, BOTH) \
+        P(class, prefix, edgedamage, float, BOTH) \
+        P(class, prefix, force, float, BOTH) \
+        P(class, prefix, joindelay, float, BOTH) \
+        P(class, prefix, joinexplode, float, BOTH) \
+        P(class, prefix, joinexplode_damage, float, BOTH) \
+        P(class, prefix, joinexplode_edgedamage, float, BOTH) \
+        P(class, prefix, joinexplode_force, float, BOTH) \
+        P(class, prefix, joinexplode_radius, float, BOTH) \
+        P(class, prefix, joinspread, float, BOTH) \
+        P(class, prefix, linkexplode, float, BOTH) \
+        P(class, prefix, middle_fadetime, float, BOTH) \
+        P(class, prefix, middle_lifetime, float, BOTH) \
+        P(class, prefix, other_fadetime, float, BOTH) \
+        P(class, prefix, other_lifetime, float, BOTH) \
+        P(class, prefix, radius, float, BOTH) \
+        P(class, prefix, refire, float, BOTH) \
+        P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, secondary, float, NONE) \
+        P(class, prefix, shots, float, BOTH) \
+        P(class, prefix, speed, float, BOTH) \
+        P(class, prefix, spreadtype, 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, Crylink, crylink)
+#undef X
+
 ENDCLASS(Crylink)
-REGISTER_WEAPON(CRYLINK, NEW(Crylink));
-
-#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
-#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, edgedamage) \
-       w_cvar(id, sn, BOTH, radius) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, spread) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, BOTH, speed) \
-       w_cvar(id, sn, BOTH, shots) \
-       w_cvar(id, sn, BOTH, bounces) \
-       w_cvar(id, sn, BOTH, bouncedamagefactor) \
-       w_cvar(id, sn, BOTH, middle_lifetime) \
-       w_cvar(id, sn, BOTH, middle_fadetime) \
-       w_cvar(id, sn, BOTH, other_lifetime) \
-       w_cvar(id, sn, BOTH, other_fadetime) \
-       w_cvar(id, sn, BOTH, linkexplode) \
-       w_cvar(id, sn, BOTH, joindelay) \
-       w_cvar(id, sn, BOTH, joinspread) \
-       w_cvar(id, sn, BOTH, joinexplode) \
-       w_cvar(id, sn, BOTH, joinexplode_damage) \
-       w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
-       w_cvar(id, sn, BOTH, joinexplode_radius) \
-       w_cvar(id, sn, BOTH, joinexplode_force) \
-       w_cvar(id, sn, SEC,  spreadtype) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       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(CRYLINK, crylink, NEW(Crylink));
 
 #ifdef SVQC
-CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gravity;
 .float crylink_waitrelease;
 .entity crylink_lastgroup;
@@ -73,8 +76,8 @@ void W_Crylink_CheckLinks(entity e)
        float i;
        entity p;
 
-       if(e == world)
-               error("W_Crylink_CheckLinks: entity is world");
+       if(e == NULL)
+               error("W_Crylink_CheckLinks: entity is NULL");
        if(e.classname != "spike" || wasfreed(e))
                error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
 
@@ -95,7 +98,7 @@ void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
 {
        W_Crylink_CheckLinks(next);
        if(me == own.crylink_lastgroup)
-               own.crylink_lastgroup = ((me == next) ? world : next);
+               own.crylink_lastgroup = ((me == next) ? NULL : next);
        prev.queuenext = next;
        next.queueprev = prev;
        me.classname = "spike_oktoremove";
@@ -111,11 +114,11 @@ void W_Crylink_Dequeue(entity e)
 void W_Crylink_Reset(entity this)
 {
        W_Crylink_Dequeue(this);
-       remove(this);
+       delete(this);
 }
 
 // force projectile to explode
-void W_Crylink_LinkExplode(entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
 {
        float a;
 
@@ -125,16 +128,17 @@ void W_Crylink_LinkExplode(entity e, entity e2)
        a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
 
        if(e == e.realowner.crylink_lastgroup)
-               e.realowner.crylink_lastgroup = world;
+               e.realowner.crylink_lastgroup = NULL;
 
        float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
 
-       RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
+       RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
+                               NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
 
-       W_Crylink_LinkExplode(e.queuenext, e2);
+       W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
 
        e.classname = "spike_oktoremove";
-       remove(e);
+       delete(e);
 }
 
 // adjust towards center
@@ -225,20 +229,20 @@ vector W_Crylink_LinkJoin(entity e, float jspeed)
        return targ_origin;
 }
 
-void W_Crylink_LinkJoinEffect_Think()
-{SELFPARAM();
+void W_Crylink_LinkJoinEffect_Think(entity this)
+{
        // is there at least 2 projectiles very close?
        entity e, p;
        float n;
-       e = self.owner.crylink_lastgroup;
+       e = this.owner.crylink_lastgroup;
        n = 0;
        if(e)
        {
-               if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
+               if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime)
                        ++n;
                for(p = e; (p = p.queuenext) != e; )
                {
-                       if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
+                       if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime)
                                ++n;
                }
                if(n >= 2)
@@ -255,16 +259,16 @@ void W_Crylink_LinkJoinEffect_Think()
                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
                                        e.realowner,
-                                       world,
+                                       NULL,
                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
                                        e.projectiledeathtype,
-                                       other
+                                       NULL
                                );
-                               Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, self.origin, '0 0 0', n);
+                               Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
                        }
                }
        }
-       remove(self);
+       delete(this);
 }
 
 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
@@ -275,7 +279,7 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 
        while(head)
        {
-               if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
+               if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
                {
                        if(SAME_TEAM(head, projectile.realowner))
                                ++hit_friendly;
@@ -290,17 +294,17 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
 }
 
 // NO bounce protection, as bounces are limited!
-void W_Crylink_Touch()
-{SELFPARAM();
+void W_Crylink_Touch(entity this, entity toucher)
+{
        float finalhit;
        float f;
-       float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
-       PROJECTILE_TOUCH;
+       float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
+       PROJECTILE_TOUCH(this, toucher);
 
        float a;
-       a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
+       a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
 
-       finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
+       finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO));
        if(finalhit)
                f = 1;
        else
@@ -308,67 +312,67 @@ void W_Crylink_Touch()
        if(a)
                f *= a;
 
-       float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
+       float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, toucher);
 
-       if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
+       if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
        {
-               if(self == self.realowner.crylink_lastgroup)
-                       self.realowner.crylink_lastgroup = world;
-               W_Crylink_LinkExplode(self.queuenext, self);
-               self.classname = "spike_oktoremove";
-               remove(self);
+               if(this == this.realowner.crylink_lastgroup)
+                       this.realowner.crylink_lastgroup = NULL;
+               W_Crylink_LinkExplode(this.queuenext, this, toucher);
+               this.classname = "spike_oktoremove";
+               delete(this);
                return;
        }
        else if(finalhit)
        {
                // just unlink
-               W_Crylink_Dequeue(self);
-               remove(self);
+               W_Crylink_Dequeue(this);
+               delete(this);
                return;
        }
-       self.cnt = self.cnt - 1;
-       self.angles = vectoangles(self.velocity);
-       self.owner = world;
-       self.projectiledeathtype |= HITTYPE_BOUNCE;
+       this.cnt = this.cnt - 1;
+       this.angles = vectoangles(this.velocity);
+       this.owner = NULL;
+       this.projectiledeathtype |= HITTYPE_BOUNCE;
        // commented out as it causes a little hitch...
        //if(proj.cnt == 0)
        //      CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
 }
 
-void W_Crylink_Fadethink()
-{SELFPARAM();
-       W_Crylink_Dequeue(self);
-       remove(self);
+void W_Crylink_Fadethink(entity this)
+{
+       W_Crylink_Dequeue(this);
+       delete(this);
 }
 
-void W_Crylink_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
        float counter, shots;
        entity proj, prevproj, firstproj;
        vector s;
        vector forward, right, up;
        float maxdmg;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(crylink, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo));
 
        maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
        maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
        if(WEP_CVAR_PRI(crylink, joinexplode))
                maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
 
-       W_SetupShot(self, false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, maxdmg);
+       W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
 
        shots = WEP_CVAR_PRI(crylink, shots);
        Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
-       proj = prevproj = firstproj = world;
+       proj = prevproj = firstproj = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
                proj = new(spike);
                proj.reset = W_Crylink_Reset;
-               proj.realowner = proj.owner = self;
+               proj.realowner = proj.owner = actor;
                proj.bot_dodge = true;
                proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
                if(shots == 1) {
@@ -391,7 +395,7 @@ void W_Crylink_Attack(Weapon thiswep)
 
                prevproj = proj;
 
-               proj.movetype = MOVETYPE_BOUNCEMISSILE;
+               set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
                PROJECTILE_MAKETRIGGER(proj);
                proj.projectiledeathtype = WEP_CRYLINK.m_id;
                //proj.gravity = 0.001;
@@ -411,9 +415,9 @@ void W_Crylink_Attack(Weapon thiswep)
                }
                s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
                W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
-               proj.touch = W_Crylink_Touch;
+               settouch(proj, W_Crylink_Touch);
 
-               proj.think = W_Crylink_Fadethink;
+               setthink(proj, W_Crylink_Fadethink);
                if(counter == 0)
                {
                        proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
@@ -435,48 +439,49 @@ void W_Crylink_Attack(Weapon thiswep)
                //proj.glow_size = 20;
 
                proj.flags = FL_PROJECTILE;
+               IL_PUSH(g_projectiles, proj);
                proj.missile_flags = MIF_SPLASH;
 
                CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
 
-               MUTATOR_CALLHOOK(EditProjectile, self, proj);
+               MUTATOR_CALLHOOK(EditProjectile, actor, proj);
        }
        if(WEP_CVAR_PRI(crylink, joinspread) != 0)
        {
-               self.crylink_lastgroup = proj;
+               actor.crylink_lastgroup = proj;
                W_Crylink_CheckLinks(proj);
-               self.crylink_waitrelease = 1;
+               actor.crylink_waitrelease = 1;
        }
 }
 
-void W_Crylink_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
+{
        float counter, shots;
        entity proj, prevproj, firstproj;
        vector s;
        vector forward, right, up;
        float maxdmg;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(crylink, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo));
 
        maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
        maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
        if(WEP_CVAR_SEC(crylink, joinexplode))
                maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
 
-       W_SetupShot(self, false, 2, SND(CRYLINK_FIRE2), CH_WEAPON_A, maxdmg);
+       W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
        forward = v_forward;
        right = v_right;
        up = v_up;
 
        shots = WEP_CVAR_SEC(crylink, shots);
        Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
-       proj = prevproj = firstproj = world;
+       proj = prevproj = firstproj = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
                proj = new(spike);
                proj.reset = W_Crylink_Reset;
-               proj.realowner = proj.owner = self;
+               proj.realowner = proj.owner = actor;
                proj.bot_dodge = true;
                proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
                if(shots == 1) {
@@ -499,7 +504,7 @@ void W_Crylink_Attack2(Weapon thiswep)
 
                prevproj = proj;
 
-               proj.movetype = MOVETYPE_BOUNCEMISSILE;
+               set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
                PROJECTILE_MAKETRIGGER(proj);
                proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
                //proj.gravity = 0.001;
@@ -527,8 +532,8 @@ void W_Crylink_Attack2(Weapon thiswep)
                }
 
                W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
-               proj.touch = W_Crylink_Touch;
-               proj.think = W_Crylink_Fadethink;
+               settouch(proj, W_Crylink_Touch);
+               setthink(proj, W_Crylink_Fadethink);
                if(counter == (shots - 1) / 2)
                {
                        proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
@@ -550,146 +555,134 @@ void W_Crylink_Attack2(Weapon thiswep)
                //proj.glow_size = 20;
 
                proj.flags = FL_PROJECTILE;
+               IL_PUSH(g_projectiles, proj);
         proj.missile_flags = MIF_SPLASH;
 
                CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
 
-               MUTATOR_CALLHOOK(EditProjectile, self, proj);
+               MUTATOR_CALLHOOK(EditProjectile, actor, proj);
        }
        if(WEP_CVAR_SEC(crylink, joinspread) != 0)
        {
-               self.crylink_lastgroup = proj;
+               actor.crylink_lastgroup = proj;
                W_Crylink_CheckLinks(proj);
-               self.crylink_waitrelease = 2;
+               actor.crylink_waitrelease = 2;
        }
 }
 
-               METHOD(Crylink, wr_aim, void(entity thiswep))
-               {
-                       SELFPARAM();
-                       if(random() < 0.10)
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
-                       else
-                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
-               }
-               METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       }
-
-                       if(fire & 1)
-                       {
-                               if(actor.crylink_waitrelease != 1)
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
-                               {
-                                       W_Crylink_Attack(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
-                               }
-                       }
+METHOD(Crylink, wr_aim, void(entity thiswep, entity actor))
+{
+    if(random() < 0.10)
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
+}
+METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    }
+
+    if(fire & 1)
+    {
+        if(actor.crylink_waitrelease != 1)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
+        {
+            W_Crylink_Attack(thiswep, actor, weaponentity);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
+        }
+    }
+
+    if((fire & 2) && autocvar_g_balance_crylink_secondary)
+    {
+        if(actor.crylink_waitrelease != 2)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
+        {
+            W_Crylink_Attack2(thiswep, actor, weaponentity);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
+        }
+    }
+
+    if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
+    {
+        if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
+        {
+            // fired and released now!
+            if(actor.crylink_lastgroup)
+            {
+                vector pos;
+                entity linkjoineffect;
+                float isprimary = (actor.crylink_waitrelease == 1);
+
+                pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
+
+                linkjoineffect = new(linkjoineffect);
+                setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think);
+                linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
+                linkjoineffect.owner = actor;
+                setorigin(linkjoineffect, pos);
+            }
+            actor.crylink_waitrelease = 0;
+            if(!thiswep.wr_checkammo1(thiswep, actor) && !thiswep.wr_checkammo2(thiswep, actor))
+            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+            {
+                // ran out of ammo!
+                actor.cnt = WEP_CRYLINK.m_id;
+                PS(actor).m_switchweapon = w_getbestweapon(actor);
+            }
+        }
+    }
+}
+METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    // don't "run out of ammo" and switch weapons while waiting for release
+    if(actor.crylink_lastgroup && actor.crylink_waitrelease)
+        return true;
 
-                       if((fire & 2) && autocvar_g_balance_crylink_secondary)
-                       {
-                               if(actor.crylink_waitrelease != 2)
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
-                               {
-                                       W_Crylink_Attack2(thiswep);
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
-                               }
-                       }
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
+    ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
+    return ammo_amount;
+}
+METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    // don't "run out of ammo" and switch weapons while waiting for release
+    if(actor.crylink_lastgroup && actor.crylink_waitrelease)
+        return true;
 
-                       if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
-                       {
-                               if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
-                               {
-                                       // fired and released now!
-                                       if(actor.crylink_lastgroup)
-                                       {
-                                               vector pos;
-                                               entity linkjoineffect;
-                                               float isprimary = (actor.crylink_waitrelease == 1);
-
-                                               pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
-
-                                               linkjoineffect = new(linkjoineffect);
-                                               linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
-                                               linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
-                                               linkjoineffect.owner = actor;
-                                               setorigin(linkjoineffect, pos);
-                                       }
-                                       actor.crylink_waitrelease = 0;
-                                       if(!thiswep.wr_checkammo1(thiswep) && !thiswep.wr_checkammo2(thiswep))
-                                       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       {
-                                               // ran out of ammo!
-                                               actor.cnt = WEP_CRYLINK.m_id;
-                                               actor.switchweapon = w_getbestweapon(actor);
-                                       }
-                               }
-                       }
-               }
-               METHOD(Crylink, wr_init, void(entity thiswep))
-               {
-                       CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Crylink, wr_checkammo1, bool(entity thiswep))
-               {
-                       SELFPARAM();
-                       // don't "run out of ammo" and switch weapons while waiting for release
-                       if(self.crylink_lastgroup && self.crylink_waitrelease)
-                               return true;
-
-                       float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Crylink, wr_checkammo2, bool(entity thiswep))
-               {
-                       SELFPARAM();
-                       // don't "run out of ammo" and switch weapons while waiting for release
-                       if(self.crylink_lastgroup && self.crylink_waitrelease)
-                               return true;
-
-                       float ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Crylink, wr_config, void(entity thiswep))
-               {
-                       CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Crylink, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
-               }
-               METHOD(Crylink, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_CRYLINK_SUICIDE;
-               }
-               METHOD(Crylink, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_CRYLINK_MURDER;
-               }
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
+    ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
+    return ammo_amount;
+}
+METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
+}
+METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_CRYLINK_SUICIDE;
+}
+METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_CRYLINK_MURDER;
+}
 #endif
 #ifdef CSQC
-               METHOD(Crylink, wr_impacteffect, void(entity thiswep))
-               {
-                       SELFPARAM();
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                       {
-                               pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
-                       }
-                       else
-                       {
-                               pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
-                       }
-               }
+METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 2;
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
+        if(!w_issilent)
+            sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
+    }
+    else
+    {
+        pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
+        if(!w_issilent)
+            sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
+    }
+}
 #endif
 #endif