]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Merge branch 'master' into Mario/intrusive_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index 0b7a295bfbf8fdc5637934486d384a1dae22d3db..89ff5bbd8852eef69e0c497a679da28c5bde1293 100644 (file)
@@ -1,12 +1,13 @@
+#include "mortar.qh"
 #ifndef IMPLEMENTATION
 CLASS(Mortar, Weapon)
-/* ammotype  */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Mortar, impulse, int, 4)
+/* ammotype  */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets);
+/* impulse   */ ATTRIB(Mortar, impulse, int, 4);
 /* flags     */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Mortar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
 /* color     */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
 #endif
 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
@@ -64,46 +65,55 @@ REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
 spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
 spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
 
-void W_Mortar_Grenade_Explode()
-{SELFPARAM();
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
-                               if(!IS_DEAD(other))
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+void W_Mortar_Grenade_Explode(entity this, entity directhitentity)
+{
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       if(this.move_movetype == MOVETYPE_NONE)
+               this.velocity = this.oldvelocity;
 
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
 
-       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), self.projectiledeathtype, other);
+       delete(this);
+}
 
-       remove(self);
+void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
+{
+       W_Mortar_Grenade_Explode(this, trigger);
 }
 
-void W_Mortar_Grenade_Explode2()
-{SELFPARAM();
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
-                               if(!IS_DEAD(other))
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+void W_Mortar_Grenade_Explode2(entity this, entity directhitentity)
+{
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
+       if(this.move_movetype == MOVETYPE_NONE)
+               this.velocity = this.oldvelocity;
 
-       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), self.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
 
-       remove(self);
+       delete(this);
 }
 
+void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
+{
+       W_Mortar_Grenade_Explode2(this, trigger);
+}
 
 void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
@@ -116,107 +126,104 @@ void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, flo
        this.health = this.health - damage;
 
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.use));
+               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
-void W_Mortar_Grenade_Think1()
-{SELFPARAM();
-       self.nextthink = time;
-       if(time > self.cnt)
+void W_Mortar_Grenade_Think1(entity this)
+{
+       this.nextthink = time;
+       if(time > this.cnt)
        {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Mortar_Grenade_Explode();
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_Mortar_Grenade_Explode(this, NULL);
                return;
        }
-       if(self.gl_detonate_later && self.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
-               W_Mortar_Grenade_Explode();
+       if(this.gl_detonate_later && this.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
+               W_Mortar_Grenade_Explode(this, NULL);
 }
 
-void W_Mortar_Grenade_Touch1()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+void W_Mortar_Grenade_Touch1(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use();
+               this.use(this, NULL, toucher);
        }
        else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
-               Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               self.gl_bouncecnt += 1;
+               spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               this.gl_bouncecnt += 1;
        }
-       else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+       else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
+               spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
-               self.oldvelocity = self.velocity;
-               self.velocity = '0 0 0';
-               self.movetype = MOVETYPE_NONE; // also disables gravity
-               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
-               UpdateCSQCProjectile(self);
+               this.oldvelocity = this.velocity;
+               this.velocity = '0 0 0';
+               set_movetype(this, MOVETYPE_NONE); // also disables gravity
+               this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+               UpdateCSQCProjectile(this);
 
                // do not respond to any more touches
-               self.solid = SOLID_NOT;
+               this.solid = SOLID_NOT;
 
-               self.nextthink = min(self.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
+               this.nextthink = min(this.nextthink, time + WEP_CVAR_PRI(mortar, lifetime_stick));
        }
 }
 
-void W_Mortar_Grenade_Touch2()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+void W_Mortar_Grenade_Touch2(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
        {
-               self.use();
+               this.use(this, NULL, toucher);
        }
        else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
-               Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               self.gl_bouncecnt += 1;
+               spamsound(this, CH_SHOTS, SND(GRENADE_BOUNCE_RANDOM()), VOL_BASE, ATTN_NORM);
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               this.gl_bouncecnt += 1;
 
-               if(WEP_CVAR_SEC(mortar, lifetime_bounce) && self.gl_bouncecnt == 1)
-                       self.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
+               if(WEP_CVAR_SEC(mortar, lifetime_bounce) && this.gl_bouncecnt == 1)
+                       this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
 
        }
-       else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+       else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
        {
-               spamsound(self, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
+               spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
-               self.oldvelocity = self.velocity;
-               self.velocity = '0 0 0';
-               self.movetype = MOVETYPE_NONE; // also disables gravity
-               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
-               UpdateCSQCProjectile(self);
+               this.oldvelocity = this.velocity;
+               this.velocity = '0 0 0';
+               set_movetype(this, MOVETYPE_NONE); // also disables gravity
+               this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+               UpdateCSQCProjectile(this);
 
                // do not respond to any more touches
-               self.solid = SOLID_NOT;
+               this.solid = SOLID_NOT;
 
-               self.nextthink = min(self.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
+               this.nextthink = min(this.nextthink, time + WEP_CVAR_SEC(mortar, lifetime_stick));
        }
 }
 
-void W_Mortar_Attack(Weapon thiswep)
-{SELFPARAM();
-       entity gren;
-
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(mortar, ammo));
+void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       gren = new(grenade);
-       gren.owner = gren.realowner = self;
+       entity gren = new(grenade);
+       gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
-       gren.movetype = MOVETYPE_BOUNCE;
+       set_movetype(gren, MOVETYPE_BOUNCE);
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
@@ -226,45 +233,48 @@ void W_Mortar_Attack(Weapon thiswep)
 
        gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
        gren.nextthink = time;
-       gren.think = W_Mortar_Grenade_Think1;
-       gren.use = W_Mortar_Grenade_Explode;
-       gren.touch = W_Mortar_Grenade_Touch1;
+       setthink(gren, W_Mortar_Grenade_Think1);
+       gren.use = W_Mortar_Grenade_Explode_use;
+       settouch(gren, W_Mortar_Grenade_Touch1);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_PRI(mortar, health);
        gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
        gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, gren);
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
        W_SetupProjVelocity_UP_PRI(gren, mortar);
 
        gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
+       IL_PUSH(g_bot_dodge, gren);
 
        if(WEP_CVAR_PRI(mortar, type) == 0 || WEP_CVAR_PRI(mortar, type) == 2)
                CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
        else
                CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, gren);
+       MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
-void W_Mortar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
+{
        entity gren;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(mortar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-3 -3 -3', '3 3 3', false, 4, SND(GRENADE_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage));
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        gren = new(grenade);
-       gren.owner = gren.realowner = self;
+       gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
-       gren.movetype = MOVETYPE_BOUNCE;
+       set_movetype(gren, MOVETYPE_BOUNCE);
        gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
        gren.bouncestop = WEP_CVAR(mortar, bouncestop);
        PROJECTILE_MAKETRIGGER(gren);
@@ -273,49 +283,52 @@ void W_Mortar_Attack2(Weapon thiswep)
        setsize(gren, '-3 -3 -3', '3 3 3');
 
        gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
-       gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Mortar_Grenade_Explode2;
-       gren.touch = W_Mortar_Grenade_Touch2;
+       setthink(gren, adaptor_think2use_hittype_splash);
+       gren.use = W_Mortar_Grenade_Explode2_use;
+       settouch(gren, W_Mortar_Grenade_Touch2);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(mortar, health);
        gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
        gren.event_damage = W_Mortar_Grenade_Damage;
        gren.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, gren);
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
        W_SetupProjVelocity_UP_SEC(gren, mortar);
 
        gren.angles = vectoangles(gren.velocity);
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
+       IL_PUSH(g_bot_dodge, gren);
 
        if(WEP_CVAR_SEC(mortar, type) == 0 || WEP_CVAR_SEC(mortar, type) == 2)
                CSQCProjectile(gren, true, PROJECTILE_GRENADE, true);
        else
                CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, gren);
+       MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
 .float bot_secondary_grenademooth;
 
-METHOD(Mortar, wr_aim, void(entity thiswep))
+METHOD(Mortar, wr_aim, void(entity thiswep, entity actor))
 {
-    PHYS_INPUT_BUTTON_ATCK(self) = false;
-    PHYS_INPUT_BUTTON_ATCK2(self) = false;
-    if(self.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+    PHYS_INPUT_BUTTON_ATCK(actor) = false;
+    PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+    if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
     {
-        if(bot_aim(WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
+        if(bot_aim(actor, WEP_CVAR_PRI(mortar, speed), WEP_CVAR_PRI(mortar, speed_up), WEP_CVAR_PRI(mortar, lifetime), true))
         {
-            PHYS_INPUT_BUTTON_ATCK(self) = true;
-            if(random() < 0.01) self.bot_secondary_grenademooth = 1;
+            PHYS_INPUT_BUTTON_ATCK(actor) = true;
+            if(random() < 0.01) actor.bot_secondary_grenademooth = 1;
         }
     }
     else
     {
-        if(bot_aim(WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
+        if(bot_aim(actor, WEP_CVAR_SEC(mortar, speed), WEP_CVAR_SEC(mortar, speed_up), WEP_CVAR_SEC(mortar, lifetime), true))
         {
-            PHYS_INPUT_BUTTON_ATCK2(self) = true;
-            if(random() < 0.02) self.bot_secondary_grenademooth = 0;
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+            if(random() < 0.02) actor.bot_secondary_grenademooth = 0;
         }
     }
 }
@@ -343,7 +356,7 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(mortar, refire)))
         {
-            W_Mortar_Attack(thiswep);
+            W_Mortar_Attack(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(mortar, animtime), w_ready);
         }
     }
@@ -352,49 +365,48 @@ METHOD(Mortar, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         if(WEP_CVAR_SEC(mortar, remote_detonateprimary))
         {
             bool nadefound = false;
-            entity nade;
-            for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+            IL_EACH(g_projectiles, it.realowner == actor && it.classname == "grenade",
             {
-                if(!nade.gl_detonate_later)
+                if(!it.gl_detonate_later)
                 {
-                    nade.gl_detonate_later = true;
+                    it.gl_detonate_later = true;
                     nadefound = true;
                 }
-            }
+            });
             if(nadefound)
                 sound(actor, CH_WEAPON_B, SND_ROCKET_DET, VOL_BASE, ATTN_NORM);
         }
         else if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(mortar, refire)))
         {
-            W_Mortar_Attack2(thiswep);
+            W_Mortar_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(mortar, animtime), w_ready);
         }
     }
 }
-METHOD(Mortar, wr_checkammo1, bool(entity thiswep))
+METHOD(Mortar, wr_checkammo1, bool(entity thiswep, entity actor))
 {
-    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
-    ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(mortar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_PRI(mortar, ammo);
     return ammo_amount;
 }
-METHOD(Mortar, wr_checkammo2, bool(entity thiswep))
+METHOD(Mortar, wr_checkammo2, bool(entity thiswep, entity actor))
 {
-    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
-    ammo_amount += self.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(mortar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_MORTAR.m_id]) >= WEP_CVAR_SEC(mortar, ammo);
     return ammo_amount;
 }
 METHOD(Mortar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND(RELOAD)); // WEAPONTODO
+    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(mortar, ammo), WEP_CVAR_SEC(mortar, ammo)), SND_RELOAD); // WEAPONTODO
 }
-METHOD(Mortar, wr_suicidemessage, int(entity thiswep))
+METHOD(Mortar, wr_suicidemessage, Notification(entity thiswep))
 {
     if(w_deathtype & HITTYPE_SECONDARY)
         return WEAPON_MORTAR_SUICIDE_BOUNCE;
     else
         return WEAPON_MORTAR_SUICIDE_EXPLODE;
 }
-METHOD(Mortar, wr_killmessage, int(entity thiswep))
+METHOD(Mortar, wr_killmessage, Notification(entity thiswep))
 {
     if(w_deathtype & HITTYPE_SECONDARY)
         return WEAPON_MORTAR_MURDER_BOUNCE;
@@ -405,13 +417,13 @@ METHOD(Mortar, wr_killmessage, int(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Mortar, wr_impacteffect, void(entity thiswep))
+METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
 {
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
 }
 
 #endif