]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
weapons: remove IMPLEMENTATION
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index 42487b5a3cb423082c5cdfe4c8e3bdc9dbafb256..35b48b8ea03159e9a40b448bda4be2103e794a2c 100644 (file)
@@ -1,93 +1,5 @@
-#ifndef IMPLEMENTATION
-CLASS(Seeker, Weapon)
-/* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Seeker, impulse, int, 8)
-/* flags     */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Seeker, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color     */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
-/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
-#ifndef MENUQC
-/* model     */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
-/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
-/* wepimg    */ ATTRIB(Seeker, model2, string, "weaponseeker");
-/* refname   */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname   */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-       P(class, prefix, flac_ammo, float, NONE) \
-       P(class, prefix, flac_animtime, float, NONE) \
-       P(class, prefix, flac_damage, float, NONE) \
-       P(class, prefix, flac_edgedamage, float, NONE) \
-       P(class, prefix, flac_force, float, NONE) \
-       P(class, prefix, flac_lifetime, float, NONE) \
-       P(class, prefix, flac_lifetime_rand, float, NONE) \
-       P(class, prefix, flac_radius, float, NONE) \
-       P(class, prefix, flac_refire, float, NONE) \
-       P(class, prefix, flac_speed, float, NONE) \
-       P(class, prefix, flac_speed_up, float, NONE) \
-       P(class, prefix, flac_speed_z, float, NONE) \
-       P(class, prefix, flac_spread, float, NONE) \
-       P(class, prefix, missile_accel, float, NONE) \
-       P(class, prefix, missile_ammo, float, NONE) \
-       P(class, prefix, missile_animtime, float, NONE) \
-       P(class, prefix, missile_count, float, NONE) \
-       P(class, prefix, missile_damageforcescale, float, NONE) \
-       P(class, prefix, missile_damage, float, NONE) \
-       P(class, prefix, missile_decel, float, NONE) \
-       P(class, prefix, missile_delay, float, NONE) \
-       P(class, prefix, missile_edgedamage, float, NONE) \
-       P(class, prefix, missile_force, float, NONE) \
-       P(class, prefix, missile_health, float, NONE) \
-       P(class, prefix, missile_lifetime, float, NONE) \
-       P(class, prefix, missile_proxy, float, NONE) \
-       P(class, prefix, missile_proxy_delay, float, NONE) \
-       P(class, prefix, missile_proxy_maxrange, float, NONE) \
-       P(class, prefix, missile_radius, float, NONE) \
-       P(class, prefix, missile_refire, float, NONE) \
-       P(class, prefix, missile_smart, float, NONE) \
-       P(class, prefix, missile_smart_mindist, float, NONE) \
-       P(class, prefix, missile_smart_trace_max, float, NONE) \
-       P(class, prefix, missile_smart_trace_min, float, NONE) \
-       P(class, prefix, missile_speed, float, NONE) \
-       P(class, prefix, missile_speed_max, float, NONE) \
-       P(class, prefix, missile_speed_up, float, NONE) \
-       P(class, prefix, missile_speed_z, float, NONE) \
-       P(class, prefix, missile_spread, float, NONE) \
-       P(class, prefix, missile_turnrate, float, NONE) \
-       P(class, prefix, reload_ammo, float, NONE) \
-               P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, switchdelay_drop, float, NONE) \
-               P(class, prefix, switchdelay_raise, float, NONE) \
-       P(class, prefix, tag_ammo, float, NONE) \
-       P(class, prefix, tag_animtime, float, NONE) \
-       P(class, prefix, tag_damageforcescale, float, NONE) \
-       P(class, prefix, tag_health, float, NONE) \
-       P(class, prefix, tag_lifetime, float, NONE) \
-       P(class, prefix, tag_refire, float, NONE) \
-       P(class, prefix, tag_speed, float, NONE) \
-       P(class, prefix, tag_spread, float, NONE) \
-       P(class, prefix, tag_tracker_lifetime, float, NONE) \
-               P(class, prefix, type, 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, Seeker, seeker)
-#undef X
-ENDCLASS(Seeker)
-REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
-
+#include "seeker.qh"
 
-#ifdef SVQC
-.entity tag_target, wps_tag_tracker;
-.float tag_time;
-#endif
-#endif
-#ifdef IMPLEMENTATION
 #ifdef SVQC
 spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
 
@@ -151,7 +63,7 @@ void W_Seeker_Missile_Think(entity this)
                // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
                if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
                {
-                       // Is it a better idea (shorter distance) to trace to the target itthis?
+                       // Is it a better idea (shorter distance) to trace to the target itself?
                        if( vdist(this.origin + olddir * this.wait, <, dist))
                                traceline(this.origin, this.origin + olddir * this.wait, false, this);
                        else
@@ -253,20 +165,18 @@ void W_Seeker_Missile_Animate(entity this)
 }
 */
 
-void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m_target)
+void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
 {
-       entity missile;
-
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
 
        makevectors(actor.v_angle);
-       W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0);
        w_shotorg += f_diff;
        Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        //actor.detornator         = false;
 
-       missile                 = new(seeker_missile);
+       entity missile                 = new(seeker_missile);
        missile.owner           = missile.realowner = actor;
        missile.bot_dodge       = true;
        missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
@@ -283,6 +193,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m
        missile.health          = WEP_CVAR(seeker, missile_health);
        missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
        //missile.think           = W_Seeker_Missile_Animate; // csqc projectiles.
 
        if(missile.enemy != NULL)
@@ -296,6 +207,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, vector f_diff, entity m
        set_movetype(missile, MOVETYPE_FLYMISSILE);
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
 
        W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
@@ -329,15 +241,15 @@ void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
        W_Seeker_Flac_Explode(this, trigger);
 }
 
-void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
+void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
        vector f_diff;
        float c;
 
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo), weaponentity);
 
-       c = actor.bulletcounter % 4;
+       c = actor.(weaponentity).bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -354,7 +266,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
        w_shotorg += f_diff;
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -373,6 +285,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
        missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags       = MIF_SPLASH;
 
        // csqc projectiles
@@ -391,37 +304,40 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
 // ============================
 // Begin: Tag and rocket controllers
 // ============================
-entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
+entity W_Seeker_Tagged_Info(entity isowner, .entity weaponentity, entity istarget)
 {
-       entity tag;
-       for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
-               if((tag.realowner == isowner) && (tag.tag_target == istarget))
-                       return tag;
+       IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == isowner,
+       {
+               if(it.tag_target == istarget && it.weaponentity_fld == weaponentity)
+                       return it;
+       });
 
        return NULL;
 }
 
-void W_Seeker_Attack(entity actor)
+void W_Seeker_Attack(entity actor, .entity weaponentity)
 {
-       entity tracker, closest_target;
+       entity closest_target = NULL;
 
-       closest_target = NULL;
-       for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
+       IL_EACH(g_seeker_trackers, it.classname == "tag_tracker" && it.realowner == actor,
        {
                if(closest_target)
                {
-                       if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
-                               closest_target = tracker.tag_target;
+                       if(vlen2(actor.origin - it.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
+                               closest_target = it.tag_target;
                }
                else
-                       closest_target = tracker.tag_target;
-       }
+                       closest_target = it.tag_target;
+       });
 
-       traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
-       if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
-               closest_target = NULL;
+       if(closest_target)
+       {
+               traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
+               if(!closest_target || (trace_fraction < 1 && trace_ent != closest_target))
+                       closest_target = NULL;
+       }
 
-       W_Seeker_Fire_Missile(WEP_SEEKER, actor, '0 0 0', closest_target);
+       W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
 }
 
 void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
@@ -431,7 +347,8 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
        this.cnt = this.cnt - 1;
 
        Weapon thiswep = WEP_SEEKER;
-       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER))
+       .entity weaponentity = this.weaponentity_fld;
+       if((!(this.realowner.items & IT_UNLIMITED_AMMO) && this.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (this.cnt <= -1) || (IS_DEAD(this.realowner)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER))
        {
                delete(this);
                return;
@@ -448,17 +365,17 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
        switch(c)
        {
                case 0:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 -3.75 0', own.enemy);
+                       W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
                        break;
                case 1:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 -3.75 0', own.enemy);
+                       W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 -3.75 0', own.enemy); // TODO
                        break;
                case 2:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, own, '-1.25 +3.75 0', own.enemy);
+                       W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '-1.25 +3.75 0', own.enemy); // TODO
                        break;
                case 3:
                default:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, own, '+1.25 +3.75 0', own.enemy);
+                       W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
                        break;
        }
 
@@ -467,8 +384,9 @@ void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seek
 
 void W_Seeker_Tracker_Think(entity this)
 {
+       .entity weaponentity = this.weaponentity_fld;
        // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
-       if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)
+       if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (this.realowner.(weaponentity).m_switchweapon != WEP_SEEKER)
        || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
        {
                if(this)
@@ -523,7 +441,8 @@ void W_Seeker_Tag_Touch(entity this, entity toucher)
        if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
        {
                // check to see if this person is already tagged by me
-               entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
+               .entity weaponentity = this.weaponentity_fld;
+               entity tag = W_Seeker_Tagged_Info(this.realowner, weaponentity, toucher);
 
                if(tag != NULL)
                {
@@ -536,9 +455,11 @@ void W_Seeker_Tag_Touch(entity this, entity toucher)
                {
                        //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n"));
                        e             = new(tag_tracker);
+                       e.weaponentity_fld = this.weaponentity_fld;
                        e.cnt         = WEP_CVAR(seeker, missile_count);
                        e.owner       = this.owner;
                        e.realowner   = this.realowner;
+                       IL_PUSH(g_seeker_trackers, e);
 
                        if(WEP_CVAR(seeker, type) == 1)
                        {
@@ -566,14 +487,14 @@ void W_Seeker_Tag_Touch(entity this, entity toucher)
        return;
 }
 
-void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
+void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       entity missile;
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity);
 
-       W_SetupShot_ProjectileSize(actor, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
 
-       missile                 = new(seeker_tag);
+       entity missile          = new(seeker_tag);
+       missile.weaponentity_fld = weaponentity;
        missile.owner           = missile.realowner = actor;
        missile.bot_dodge       = true;
        missile.bot_dodgerating = 50;
@@ -593,6 +514,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
 
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        //missile.missile_flags = MIF_..?;
 
        set_movetype(missile, MOVETYPE_FLY);
@@ -608,19 +530,19 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor)
 // Begin: Genereal weapon functions
 // ============================
 
-METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(seeker, type) == 1)
-        if(W_Seeker_Tagged_Info(actor, actor.enemy) != NULL)
-            PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+        if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
+            PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
         else
-            PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+            PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
     else
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
 }
 METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(autocvar_g_balance_seeker_reload_ammo && actor.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
+    if(autocvar_g_balance_seeker_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else if(fire & 1)
     {
@@ -628,7 +550,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, missile_refire)))
             {
-                W_Seeker_Attack(actor);
+                W_Seeker_Attack(actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
             }
         }
@@ -636,7 +558,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
             {
-                W_Seeker_Fire_Tag(thiswep, actor);
+                W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
             }
         }
@@ -648,7 +570,7 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, tag_refire)))
             {
-                W_Seeker_Fire_Tag(thiswep, actor);
+                W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
             }
         }
@@ -656,45 +578,45 @@ METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(seeker, flac_refire)))
             {
-                W_Seeker_Fire_Flac(thiswep, actor);
+                W_Seeker_Fire_Flac(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
             }
         }
     }
 }
-METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount;
     if(WEP_CVAR(seeker, type) == 1)
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
     }
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
     }
     return ammo_amount;
 }
-METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount;
     if(WEP_CVAR(seeker, type) == 1)
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
     }
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
-        ammo_amount += actor.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
     }
     return ammo_amount;
 }
 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
+    W_Reload(actor, weaponentity, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
 }
 METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -752,4 +674,3 @@ METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif