]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/porto.qc
Weapons: remove many direct references to `self`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / porto.qc
index cfc14694482e13fe15e2618a392c3e57938f06b7..0e00121c2fd61058648eeb699c1fb659bbdaa047 100644 (file)
@@ -298,60 +298,59 @@ void W_Porto_Attack(float type)
                {
                        PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
                }
-               METHOD(PortoLaunch, wr_think, void(entity thiswep, bool fire1, bool fire2))
+               METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
                {
-                       SELFPARAM();
                        if(WEP_CVAR(porto, secondary))
                        {
                                if(fire1)
-                               if(!self.porto_current)
-                               if(!self.porto_forbidden)
-                               if(weapon_prepareattack(false, WEP_CVAR_PRI(porto, refire)))
+                               if(!actor.porto_current)
+                               if(!actor.porto_forbidden)
+                               if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(0);
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
 
                                if(fire2)
-                               if(!self.porto_current)
-                               if(!self.porto_forbidden)
-                               if(weapon_prepareattack(true, WEP_CVAR_SEC(porto, refire)))
+                               if(!actor.porto_current)
+                               if(!actor.porto_forbidden)
+                               if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(porto, refire)))
                                {
                                        W_Porto_Attack(1);
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
                                }
                        }
                        else
                        {
-                               if(self.porto_v_angle_held)
+                               if(actor.porto_v_angle_held)
                                {
                                        if(!fire2)
                                        {
-                                               self.porto_v_angle_held = 0;
+                                               actor.porto_v_angle_held = 0;
 
-                                               ClientData_Touch(self);
+                                               ClientData_Touch(actor);
                                        }
                                }
                                else
                                {
                                        if(fire2)
                                        {
-                                               self.porto_v_angle = self.v_angle;
-                                               self.porto_v_angle_held = 1;
+                                               actor.porto_v_angle = actor.v_angle;
+                                               actor.porto_v_angle_held = 1;
 
-                                               ClientData_Touch(self);
+                                               ClientData_Touch(actor);
                                        }
                                }
-                               if(self.porto_v_angle_held)
-                                       makevectors(self.porto_v_angle); // override the previously set angles
+                               if(actor.porto_v_angle_held)
+                                       makevectors(actor.porto_v_angle); // override the previously set angles
 
                                if(fire1)
-                               if(!self.porto_current)
-                               if(!self.porto_forbidden)
-                               if(weapon_prepareattack(false, WEP_CVAR_PRI(porto, refire)))
+                               if(!actor.porto_current)
+                               if(!actor.porto_forbidden)
+                               if(weapon_prepareattack(actor, false, WEP_CVAR_PRI(porto, refire)))
                                {
                                        W_Porto_Attack(-1);
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
+                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
                                }
                        }
                }