]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/seeker.qc
Merge branch 'master' into Mario/intrusive_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / seeker.qc
index a2019025624f2e717bc9256d25ca1c5a3224785a..ce06c247dfff2d4ddb5152713f268dd3b2e9e0db 100644 (file)
@@ -1,12 +1,13 @@
+#include "seeker.qh"
 #ifndef IMPLEMENTATION
 CLASS(Seeker, Weapon)
-/* ammotype  */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Seeker, impulse, int, 8)
+/* 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
+#ifdef GAMEQC
 /* model     */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
 #endif
 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
@@ -94,73 +95,78 @@ spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
 // ============================
 // Begin: Missile functions, these are general functions to be manipulated by other code
 // ============================
-void W_Seeker_Missile_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
+void W_Seeker_Missile_Explode(entity this, entity directhitentity)
+{
+       this.event_damage = func_null;
+       RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, directhitentity);
 
-       remove(self);
+       delete(this);
 }
 
-void W_Seeker_Missile_Touch()
+void W_Seeker_Missile_Explode_think(entity this)
 {
-       PROJECTILE_TOUCH;
+       W_Seeker_Missile_Explode(this, NULL);
+}
 
-       W_Seeker_Missile_Explode();
+void W_Seeker_Missile_Touch(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+
+       W_Seeker_Missile_Explode(this, toucher);
 }
 
-void W_Seeker_Missile_Think()
-{SELFPARAM();
+void W_Seeker_Missile_Think(entity this)
+{
        entity e;
        vector desireddir, olddir, newdir, eorg;
        float turnrate;
        float dist;
        float spd;
 
-       if(time > self.cnt)
+       if(time > this.cnt)
        {
-               self.projectiledeathtype |= HITTYPE_SPLASH;
-               W_Seeker_Missile_Explode();
+               this.projectiledeathtype |= HITTYPE_SPLASH;
+               W_Seeker_Missile_Explode(this, NULL);
        }
 
-       spd = vlen(self.velocity);
+       spd = vlen(this.velocity);
        spd = bound(
                spd - WEP_CVAR(seeker, missile_decel) * frametime,
                WEP_CVAR(seeker, missile_speed_max),
                spd + WEP_CVAR(seeker, missile_accel) * frametime
        );
 
-       if(self.enemy != world)
-               if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
-                       self.enemy = world;
+       if(this.enemy != NULL)
+               if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+                       this.enemy = NULL;
 
-       if(self.enemy != world)
+       if(this.enemy != NULL)
        {
-               e               = self.enemy;
+               e               = this.enemy;
                eorg            = 0.5 * (e.absmin + e.absmax);
                turnrate        = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
-               desireddir      = normalize(eorg - self.origin);
-               olddir          = normalize(self.velocity); // get my current direction
-               dist            = vlen(eorg - self.origin);
+               desireddir      = normalize(eorg - this.origin);
+               olddir          = normalize(this.velocity); // get my current direction
+               dist            = vlen(eorg - this.origin);
 
                // 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 itself?
-                       if( vdist(self.origin + olddir * self.wait, <, dist))
-                               traceline(self.origin, self.origin + olddir * self.wait, false, self);
+                       // Is it a better idea (shorter distance) to trace to the target itthis?
+                       if( vdist(this.origin + olddir * this.wait, <, dist))
+                               traceline(this.origin, this.origin + olddir * this.wait, false, this);
                        else
-                               traceline(self.origin, eorg, false, self);
+                               traceline(this.origin, eorg, false, this);
 
                        // Setup adaptive tracelength
-                       self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
+                       this.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = WEP_CVAR(seeker, missile_smart_trace_max));
 
                        // Calc how important it is that we turn and add this to the desierd (enemy) dir.
                        desireddir  = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
                }
 
                newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
-               self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+               this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
        }
        else
                dist = 0;
@@ -170,38 +176,38 @@ void W_Seeker_Missile_Think()
        {
                if(dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
                {
-                       if(self.autoswitch == 0)
+                       if(this.autoswitch == 0)
                        {
-                               self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
+                               this.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
                        }
                        else
                        {
-                               if(self.autoswitch <= time)
+                               if(this.autoswitch <= time)
                                {
-                                       W_Seeker_Missile_Explode();
-                                       self.autoswitch = 0;
+                                       W_Seeker_Missile_Explode(this, NULL);
+                                       this.autoswitch = 0;
                                }
                        }
                }
                else
                {
-                       if(self.autoswitch != 0)
-                               self.autoswitch = 0;
+                       if(this.autoswitch != 0)
+                               this.autoswitch = 0;
                }
        }
        ///////////////
 
-       if(IS_DEAD(self.enemy))
+       if(IS_DEAD(this.enemy))
        {
-               self.enemy = world;
-               self.cnt = time + 1 + (random() * 4);
-               self.nextthink = self.cnt;
+               this.enemy = NULL;
+               this.cnt = time + 1 + (random() * 4);
+               this.nextthink = this.cnt;
                return;
        }
 
-       //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
-       self.nextthink = time;// + 0.05; // csqc projectiles
-       UpdateCSQCProjectile(self);
+       //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
+       this.nextthink = time;// + 0.05; // csqc projectiles
+       UpdateCSQCProjectile(this);
 }
 
 
@@ -220,54 +226,52 @@ void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, flo
                this.health = this.health - damage;
 
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
+               W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
 }
 
 /*
-void W_Seeker_Missile_Animate()
+void W_Seeker_Missile_Animate(entity this)
 {
-       self.frame = self.frame +1;
-       self.nextthink = time + 0.05;
+       this.frame = this.frame +1;
+       this.nextthink = time + 0.05;
 
-       if(self.enemy != world)
-               if(self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
-                       self.enemy = world;
+       if(this.enemy != NULL)
+               if(this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+                       this.enemy = NULL;
 
-       if(self.frame == 5)
+       if(this.frame == 5)
        {
-               self.think           = W_Seeker_Missile_Think;
-               self.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
+               this.think           = W_Seeker_Missile_Think;
+               this.nextthink       = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
 
                if(autocvar_g_balance_seeker_missile_proxy)
-                       self.movetype    = MOVETYPE_BOUNCEMISSILE;
+                       this.move_movetype    = MOVETYPE_BOUNCEMISSILE;
                else
-                       self.movetype    = MOVETYPE_FLYMISSILE;
+                       this.move_movetype    = MOVETYPE_FLYMISSILE;
        }
 
-       UpdateCSQCProjectile(self);
+       UpdateCSQCProjectile(this);
 }
 */
 
-void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
-{SELFPARAM();
-       entity missile;
-
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, missile_ammo));
+void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, vector f_diff, entity m_target)
+{
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo));
 
-       makevectors(self.v_angle);
-       W_SetupShot_ProjectileSize(self, '-2 -2 -2', '2 2 2', false, 2, SND(SEEKER_FIRE), CH_WEAPON_A, 0);
+       makevectors(actor.v_angle);
+       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);
 
-       //self.detornator         = false;
+       //actor.detornator         = false;
 
-       missile                 = new(seeker_missile);
-       missile.owner           = missile.realowner = self;
+       entity missile                 = new(seeker_missile);
+       missile.owner           = missile.realowner = actor;
        missile.bot_dodge       = true;
        missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
 
-       missile.think           = W_Seeker_Missile_Think;
-       missile.touch           = W_Seeker_Missile_Touch;
+       setthink(missile, W_Seeker_Missile_Think);
+       settouch(missile, W_Seeker_Missile_Touch);
        missile.event_damage    = W_Seeker_Missile_Damage;
        missile.nextthink       = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
        missile.cnt             = time + WEP_CVAR(seeker, missile_lifetime);
@@ -278,9 +282,10 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
        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 != world)
+       if(missile.enemy != NULL)
                missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
        else
                missile.projectiledeathtype = WEP_SEEKER.m_id;
@@ -288,8 +293,10 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
 
        setorigin(missile, w_shotorg);
        setsize(missile, '-4 -4 -4', '4 4 4');
-       missile.movetype    = MOVETYPE_FLYMISSILE;
-       missile.flags       = FL_PROJECTILE;
+       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_);
@@ -298,37 +305,40 @@ void W_Seeker_Fire_Missile(Weapon thiswep, vector f_diff, entity m_target)
 
        CSQCProjectile(missile, false, PROJECTILE_SEEKER, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 // ============================
 // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
 // ============================
-void W_Seeker_Flac_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
+void W_Seeker_Flac_Explode(entity this, entity directhitentity)
+{
+       this.event_damage = func_null;
 
-       RadiusDamage(self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, directhitentity);
 
-       remove(self);
+       delete(this);
 }
 
-void W_Seeker_Flac_Touch()
+void W_Seeker_Flac_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH;
+       W_Seeker_Flac_Explode(this, toucher);
+}
 
-       W_Seeker_Flac_Explode();
+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)
-{SELFPARAM();
+void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
+{
        entity missile;
        vector f_diff;
        float c;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, flac_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, flac_ammo));
 
-       c = self.bulletcounter % 4;
+       c = actor.bulletcounter % 4;
        switch(c)
        {
                case 0:
@@ -345,24 +355,26 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-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);
 
        missile                                 = new(missile);
-       missile.owner                   = missile.realowner = self;
+       missile.owner                   = missile.realowner = actor;
        missile.bot_dodge               = true;
        missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
-       missile.touch                   = W_Seeker_Flac_Explode;
-       missile.use                     = W_Seeker_Flac_Explode;
-       missile.think                   = adaptor_think2use_hittype_splash;
+       settouch(missile, W_Seeker_Flac_Touch);
+       missile.use                     = W_Seeker_Flac_Explode_use;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink               = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
        missile.solid                   = SOLID_BBOX;
-       missile.movetype                = MOVETYPE_FLY;
+       set_movetype(missile, MOVETYPE_FLY);
        missile.projectiledeathtype = WEP_SEEKER.m_id;
        missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
-       missile.flags                           = FL_PROJECTILE;
+       missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags       = MIF_SPLASH;
 
        // csqc projectiles
@@ -375,7 +387,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
        W_SetupProjVelocity_UP_PRE(missile, seeker, flac_);
        CSQCProjectile(missile, true, PROJECTILE_FLAC, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 // ============================
@@ -384,94 +396,94 @@ void W_Seeker_Fire_Flac(Weapon thiswep)
 entity W_Seeker_Tagged_Info(entity isowner, entity istarget)
 {
        entity tag;
-       for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+       for(tag = NULL; (tag = find(tag, classname, "tag_tracker")); )
                if((tag.realowner == isowner) && (tag.tag_target == istarget))
                        return tag;
 
-       return world;
+       return NULL;
 }
 
-void W_Seeker_Attack()
-{SELFPARAM();
+void W_Seeker_Attack(entity actor, .entity weaponentity)
+{
        entity tracker, closest_target;
 
-       closest_target = world;
-       for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
+       closest_target = NULL;
+       for(tracker = NULL; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == actor)
        {
                if(closest_target)
                {
-                       if(vlen2(self.origin - tracker.tag_target.origin) < vlen2(self.origin - closest_target.origin))
+                       if(vlen2(actor.origin - tracker.tag_target.origin) < vlen2(actor.origin - closest_target.origin))
                                closest_target = tracker.tag_target;
                }
                else
                        closest_target = tracker.tag_target;
        }
 
-       traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
+       traceline(actor.origin + actor.view_ofs, closest_target.origin, MOVE_NOMONSTERS, actor);
        if((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
-               closest_target = world;
+               closest_target = NULL;
 
-       W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
+       W_Seeker_Fire_Missile(WEP_SEEKER, actor, weaponentity, '0 0 0', closest_target);
 }
 
-void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
-{SELFPARAM();
+void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
+{
        float c;
        entity oldenemy;
-       self.cnt = self.cnt - 1;
+       this.cnt = this.cnt - 1;
 
        Weapon thiswep = WEP_SEEKER;
-       if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.(thiswep.ammo_field) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (IS_DEAD(self.realowner)) || (PS(self.realowner).m_switchweapon != 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))
        {
-               remove(self);
+               delete(this);
                return;
        }
 
-       self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
+       this.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor(this.realowner);
 
-       setself(self.realowner);
+       entity own = this.realowner;
 
-       oldenemy = self.enemy;
-       self.enemy = this.enemy;
+       oldenemy = own.enemy;
+       own.enemy = this.enemy;
+       .entity weaponentity = this.weaponentity_fld;
 
-       c = self.cnt % 4;
+       c = own.cnt % 4;
        switch(c)
        {
                case 0:
-                       W_Seeker_Fire_Missile(WEP_SEEKER, '-1.25 -3.75 0', self.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, '+1.25 -3.75 0', self.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, '-1.25 +3.75 0', self.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, '+1.25 +3.75 0', self.enemy);
+                       W_Seeker_Fire_Missile(WEP_SEEKER, own, weaponentity, '+1.25 +3.75 0', own.enemy); // TODO
                        break;
        }
 
-       self.enemy = oldenemy;
-       setself(this);
+       own.enemy = oldenemy;
 }
 
-void W_Seeker_Tracker_Think()
-{SELFPARAM();
+void W_Seeker_Tracker_Think(entity this)
+{
        // 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(self.realowner)) || (IS_DEAD(self.tag_target)) || (PS(self.realowner).m_switchweapon != WEP_SEEKER)
-       || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
+       if((IS_DEAD(this.realowner)) || (IS_DEAD(this.tag_target)) || (PS(this.realowner).m_switchweapon != WEP_SEEKER)
+       || (time > this.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
        {
-               if(self)
+               if(this)
                {
-                       WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
-                       remove(self);
+                       WaypointSprite_Kill(this.tag_target.wps_tag_tracker);
+                       delete(this);
                }
                return;
        }
 
        // Update the think method information
-       self.nextthink = time;
+       this.nextthink = time;
 }
 
 // ============================
@@ -481,9 +493,9 @@ void W_Seeker_Tag_Explode(entity this)
 {
        //if(other==this.realowner)
        //    return;
-       Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this);
+       Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
 
-       remove(this);
+       delete(this);
 }
 
 void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -495,52 +507,53 @@ void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float d
                W_Seeker_Tag_Explode(this);
 }
 
-void W_Seeker_Tag_Touch()
-{SELFPARAM();
+void W_Seeker_Tag_Touch(entity this, entity toucher)
+{
        vector dir;
        vector org2;
        entity e;
 
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this, toucher);
 
-       dir     = normalize(self.realowner.origin - self.origin);
-       org2    = findbetterlocation(self.origin, 8);
+       dir     = normalize(this.realowner.origin - this.origin);
+       org2    = findbetterlocation(this.origin, 8);
 
        te_knightspike(org2);
 
-       self.event_damage = func_null;
-       Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
+       this.event_damage = func_null;
+       Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this);
 
-       if(other.takedamage == DAMAGE_AIM && !IS_DEAD(other))
+       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(self.realowner, other);
+               entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
 
-               if(tag != world)
+               if(tag != NULL)
                {
-                       if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
-                               WaypointSprite_Kill(other.wps_tag_tracker);
+                       if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
+                               WaypointSprite_Kill(toucher.wps_tag_tracker);
 
                        tag.tag_time = time;
                }
                else
                {
-                       //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
+                       //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       = self.owner;
-                       e.realowner   = self.realowner;
+                       e.owner       = this.owner;
+                       e.realowner   = this.realowner;
 
                        if(WEP_CVAR(seeker, type) == 1)
                        {
-                               e.tag_target  = other;
+                               e.tag_target  = toucher;
                                e.tag_time    = time;
-                               e.think       = W_Seeker_Tracker_Think;
+                               setthink(e, W_Seeker_Tracker_Think);
                        }
                        else
                        {
-                               e.enemy     = other;
-                               e.think     = W_Seeker_Vollycontroller_Think;
+                               e.enemy     = toucher;
+                               setthink(e, W_Seeker_Vollycontroller_Think);
                        }
 
                        e.nextthink   = time;
@@ -548,30 +561,30 @@ void W_Seeker_Tag_Touch()
 
                if(WEP_CVAR(seeker, type) == 1)
                {
-                       WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, true, RADARICON_TAGGED);
-                       WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
+                       WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, toucher, '0 0 64', this.realowner, 0, toucher, wps_tag_tracker, true, RADARICON_TAGGED);
+                       WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
                }
        }
 
-       remove(self);
+       delete(this);
        return;
 }
 
-void W_Seeker_Fire_Tag(Weapon thiswep)
-{SELFPARAM();
-       entity missile;
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR(seeker, tag_ammo));
+void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity)
+{
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo));
 
-       W_SetupShot_ProjectileSize(self, '-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);
-       missile.owner           = missile.realowner = self;
+       entity missile          = new(seeker_tag);
+       missile.weaponentity_fld = weaponentity;
+       missile.owner           = missile.realowner = actor;
        missile.bot_dodge       = true;
        missile.bot_dodgerating = 50;
-       missile.touch           = W_Seeker_Tag_Touch;
-       missile.think           = SUB_Remove_self;
+       settouch(missile, W_Seeker_Tag_Touch);
+       setthink(missile, SUB_Remove);
        missile.nextthink       = time + WEP_CVAR(seeker, tag_lifetime);
-       missile.movetype        = MOVETYPE_FLY;
+       set_movetype(missile, MOVETYPE_FLY);
        missile.solid           = SOLID_BBOX;
 
        missile.takedamage       = DAMAGE_YES;
@@ -582,31 +595,33 @@ void W_Seeker_Fire_Tag(Weapon thiswep)
        setorigin(missile, w_shotorg);
        setsize(missile, '-2 -2 -2', '2 2 2');
 
-       missile.flags       = FL_PROJECTILE;
+       missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        //missile.missile_flags = MIF_..?;
 
-       missile.movetype    = MOVETYPE_FLY;
+       set_movetype(missile, MOVETYPE_FLY);
        W_SetupProjVelocity_PRE(missile, seeker, tag_);
        missile.angles = vectoangles(missile.velocity);
 
        CSQCProjectile(missile, true, PROJECTILE_TAG, false); // has sound
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 // ============================
 // Begin: Genereal weapon functions
 // ============================
 
-METHOD(Seeker, wr_aim, void(entity thiswep))
+METHOD(Seeker, wr_aim, void(entity thiswep, entity actor))
 {
     if(WEP_CVAR(seeker, type) == 1)
-        if(W_Seeker_Tagged_Info(self, self.enemy) != world)
-            PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+        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);
         else
-            PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+            PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
     else
-        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 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))
 {
@@ -618,7 +633,7 @@ 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();
+                W_Seeker_Attack(actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
             }
         }
@@ -626,7 +641,7 @@ 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);
+                W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
             }
         }
@@ -638,7 +653,7 @@ 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);
+                W_Seeker_Fire_Tag(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
             }
         }
@@ -646,45 +661,45 @@ 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);
+                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))
+METHOD(Seeker, wr_checkammo1, bool(entity thiswep, entity actor))
 {
     float ammo_amount;
     if(WEP_CVAR(seeker, type) == 1)
     {
-        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, missile_ammo);
-        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, missile_ammo);
+        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);
     }
     else
     {
-        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+        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);
     }
     return ammo_amount;
 }
-METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
+METHOD(Seeker, wr_checkammo2, bool(entity thiswep, entity actor))
 {
     float ammo_amount;
     if(WEP_CVAR(seeker, type) == 1)
     {
-        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, tag_ammo);
-        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, tag_ammo);
+        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);
     }
     else
     {
-        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(seeker, flac_ammo);
-        ammo_amount += self.(weapon_load[WEP_SEEKER.m_id]) >= WEP_CVAR(seeker, flac_ammo);
+        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);
     }
     return ammo_amount;
 }
 METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(self, 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))
 {
@@ -701,7 +716,7 @@ METHOD(Seeker, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Seeker, wr_impacteffect, void(entity thiswep))
+METHOD(Seeker, wr_impacteffect, void(entity thiswep, entity actor))
 {
     vector org2;
     org2 = w_org + w_backoff * 6;
@@ -710,7 +725,7 @@ METHOD(Seeker, wr_impacteffect, void(entity thiswep))
         if(w_deathtype & HITTYPE_SECONDARY)
         {
             if(!w_issilent)
-                sound(self, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
+                sound(actor, CH_SHOTS, SND_TAG_IMPACT, 1, ATTEN_NORM);
         }
         else
         {
@@ -718,11 +733,11 @@ METHOD(Seeker, wr_impacteffect, void(entity thiswep))
             if(!w_issilent)
             {
                 if(w_random<0.15)
-                    sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+                    sound(actor, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
                 else if(w_random<0.7)
-                    sound(self, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
+                    sound(actor, CH_SHOTS, SND_TAGEXP2, 1, ATTEN_NORM);
                 else
-                    sound(self, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
+                    sound(actor, CH_SHOTS, SND_TAGEXP3, 1, ATTEN_NORM);
             }
         }
     }
@@ -732,11 +747,11 @@ METHOD(Seeker, wr_impacteffect, void(entity thiswep))
         if(!w_issilent)
         {
             if(w_random<0.15)
-                sound(self, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
+                sound(actor, CH_SHOTS, SND_SEEKEREXP1, 1, ATTEN_NORM);
             else if(w_random<0.7)
-                sound(self, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
+                sound(actor, CH_SHOTS, SND_SEEKEREXP2, 1, ATTEN_NORM);
             else
-                sound(self, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
+                sound(actor, CH_SHOTS, SND_SEEKEREXP3, 1, ATTEN_NORM);
         }
     }
 }