]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Draw: purge SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index a99c5192fdf35b74b225053e148e431cb46fd2ea..4965ba6f2010f357df50f8b375e12b57af1e5aa8 100644 (file)
@@ -681,7 +681,7 @@ void W_Shockwave_Attack(void)
                        {
                                if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
                                {
                        {
                                if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       if(weapon_prepareattack(actor, false, WEP_CVAR(shockwave, blast_animtime)))
+                                       if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(shockwave, blast_animtime)))
                                        {
                                                W_Shockwave_Attack();
                                                actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
                                        {
                                                W_Shockwave_Attack();
                                                actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
@@ -693,7 +693,7 @@ void W_Shockwave_Attack(void)
                        {
                                //if(actor.clip_load >= 0) // we are not currently reloading
                                if(!actor.crouch) // no crouchmelee please
                        {
                                //if(actor.clip_load >= 0) // we are not currently reloading
                                if(!actor.crouch) // no crouchmelee please
-                               if(weapon_prepareattack(actor, true, WEP_CVAR(shockwave, melee_refire)))
+                               if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR(shockwave, melee_refire)))
                                {
                                        // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                        weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shockwave_Melee);
                                {
                                        // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                        weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shockwave_Melee);
@@ -735,8 +735,8 @@ void W_Shockwave_Attack(void)
 const float SW_MAXALPHA = 0.5;
 const float SW_FADETIME = 0.4;
 const float SW_DISTTOMIN = 200;
 const float SW_MAXALPHA = 0.5;
 const float SW_FADETIME = 0.4;
 const float SW_DISTTOMIN = 200;
-void Draw_Shockwave()
-{SELFPARAM();
+void Draw_Shockwave(entity this)
+{
        // fading/removal control
        float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
        if(a < ALPHA_MIN_VISIBLE) { remove(self); }
        // fading/removal control
        float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
        if(a < ALPHA_MIN_VISIBLE) { remove(self); }