]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vaporizer.qc
Purge hardcoded slot 0 weapon entity use from most of the bot AI
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vaporizer.qc
index ee77fc1c128b9f08bcdfc51e3d24d00b0d28c59d..5d17d62dc06dd110401b5967b78fd1e3126fa152 100644 (file)
@@ -1,16 +1,18 @@
+#include "vaporizer.qh"
 #ifndef IMPLEMENTATION
 CLASS(Vaporizer, Weapon)
-/* ammotype  */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells)
-/* impulse   */ ATTRIB(Vaporizer, impulse, int, 7)
+/* ammotype  */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells);
+/* impulse   */ ATTRIB(Vaporizer, impulse, int, 7);
 /* flags     */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
 /* rating    */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
 /* color     */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
 #endif
 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
+/* reticle   */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
 /* wepimg    */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
 /* refname   */ ATTRIB(Vaporizer, netname, string, "vaporizer");
 /* wepname   */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
@@ -111,7 +113,7 @@ void VaporizerBeam_Draw(entity this)
        //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
        //if (e == NULL)
        //{
-               rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
+               rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true);
                //rgb = '1 1 1';
        //}
        //else
@@ -124,14 +126,14 @@ void VaporizerBeam_Draw(entity this)
        Draw_VaporizerBeam_trace_callback_rnd = 0;
        Draw_VaporizerBeam_trace_callback_rgb = rgb;
        Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
-       WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
+       WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
        Draw_VaporizerBeam_trace_callback_tex = string_null;
 
        /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
        if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
-               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+               WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
        else
-               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
+               WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
 }
 
 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
@@ -140,6 +142,7 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
        setthink(this, SUB_Remove);
        this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
        this.draw = VaporizerBeam_Draw;
+       if (isNew) IL_PUSH(g_drawables, this);
        this.drawmask = MASK_NORMAL;
 
        this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
@@ -154,10 +157,10 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
 
        if(autocvar_cl_vaporizerbeam_particle)
        {
-               WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
+               WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
                this.draw = func_null;
                this.drawmask = MASK_NORMAL;
-               remove(this);
+               delete(this);
        }
 
        return true;
@@ -169,81 +172,81 @@ spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
 
 void W_RocketMinsta_Explosion(entity actor, vector loc)
-{entity this = actor;
-       if(accuracy_canbegooddamage(self))
-               accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+{
+       if(accuracy_canbegooddamage(actor))
+               accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
        entity dmgent = spawn();
-       dmgent.owner = dmgent.realowner = self;
+       dmgent.owner = dmgent.realowner = actor;
        setorigin(dmgent, loc);
-       RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
-       remove(dmgent);
+       RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
+       delete(dmgent);
 }
 
-void W_Vaporizer_Attack(Weapon thiswep, entity actor)
-{entity this = actor;
-       bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+       bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
        float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
 
-       W_SetupShot(self, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
+       W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
        // handle sound separately so we can change the volume
        // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
-       sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
+       sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
 
        // do this now, as goodhits is disabled below
-       SendCSQCVaporizerBeamParticle(self, damage_goodhits);
+       SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
 
        if(yoda && flying)
-               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
-       if(damage_goodhits && self.vaporizer_lasthit)
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && actor.vaporizer_lasthit)
        {
-               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
                damage_goodhits = 0; // only every second time
        }
 
-       self.vaporizer_lasthit = damage_goodhits;
+       actor.vaporizer_lasthit = damage_goodhits;
 
        if(autocvar_g_rm)
        if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
-               W_RocketMinsta_Explosion(self, trace_endpos);
+               W_RocketMinsta_Explosion(actor, trace_endpos);
 
-       W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+       W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
 }
 
 void W_RocketMinsta_Laser_Explode (entity this)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
+                       if(DIFF_TEAM(this.realowner, other))
                                if(!IS_DEAD(other))
                                        if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-       RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
-       remove(self);
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+       RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
+       delete(this);
 }
 
 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_RocketMinsta_Laser_Explode(this));
+       W_RocketMinsta_Laser_Explode(this);
 }
 
-void W_RocketMinsta_Laser_Touch (entity this)
+void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
+       PROJECTILE_TOUCH(this, toucher);
        //W_RocketMinsta_Laser_Explode ();
-       RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
-       remove(self);
+       RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher);
+       delete(this);
 }
 
-void W_RocketMinsta_Attack2(entity actor)
-{entity this = actor;
-       makevectors(self.v_angle);
+void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
+{
+       makevectors(actor.v_angle);
 
        entity proj;
        float counter = 0;
@@ -251,17 +254,17 @@ void W_RocketMinsta_Attack2(entity actor)
        float spread = autocvar_g_rm_laser_spread;
        float rndspread = autocvar_g_rm_laser_spread_random;
 
-       Weapon w = PS(self).m_weapon;
-       PS(self).m_weapon = WEP_ELECTRO;
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
-       PS(self).m_weapon = w;
+       Weapon w = actor.(weaponentity).m_weapon;
+       actor.(weaponentity).m_weapon = WEP_ELECTRO;
+       W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       actor.(weaponentity).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
     while(counter < total)
        {
         proj = new(plasma_prim);
-        proj.owner = proj.realowner = self;
+        proj.owner = proj.realowner = actor;
         proj.bot_dodge = true;
         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
         proj.use = W_RocketMinsta_Laser_Explode_use;
@@ -277,7 +280,7 @@ void W_RocketMinsta_Attack2(entity actor)
 
         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
 
-        proj.movetype = MOVETYPE_BOUNCEMISSILE;
+        set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
                proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
                proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
@@ -286,34 +289,36 @@ void W_RocketMinsta_Attack2(entity actor)
         settouch(proj, W_RocketMinsta_Laser_Touch);
         setsize(proj, '0 0 -3', '0 0 -3');
         proj.flags = FL_PROJECTILE;
+        IL_PUSH(g_projectiles, proj);
+        IL_PUSH(g_bot_dodge, proj);
         proj.missile_flags = MIF_SPLASH;
 
         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
 
-        MUTATOR_CALLHOOK(EditProjectile, self, proj);
+        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
         counter++;
     }
 }
 
-void W_RocketMinsta_Attack3 (entity actor)
-{entity this = actor;
-       makevectors(self.v_angle);
+void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
+{
+       makevectors(actor.v_angle);
 
        entity proj;
        float counter = 0;
        float total = 1;
 
-       Weapon w = PS(self).m_weapon;
-       PS(self).m_weapon = WEP_ELECTRO;
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
-       PS(self).m_weapon = w;
+       Weapon w = actor.(weaponentity).m_weapon;
+       actor.(weaponentity).m_weapon = WEP_ELECTRO;
+       W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       actor.(weaponentity).m_weapon = w;
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
     while(counter < total)
        {
         proj = new(plasma_prim);
-        proj.owner = proj.realowner = self;
+        proj.owner = proj.realowner = actor;
         proj.bot_dodge = true;
         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
         proj.use = W_RocketMinsta_Laser_Explode_use;
@@ -329,44 +334,45 @@ void W_RocketMinsta_Attack3 (entity actor)
 
         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
 
-        proj.movetype = MOVETYPE_BOUNCEMISSILE;
+        set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
                proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
                proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
         proj.angles = vectoangles(proj.velocity);
         settouch(proj, W_RocketMinsta_Laser_Touch);
         setsize(proj, '0 0 -3', '0 0 -3');
         proj.flags = FL_PROJECTILE;
+        IL_PUSH(g_projectiles, proj);
+        IL_PUSH(g_bot_dodge, proj);
         proj.missile_flags = MIF_SPLASH;
 
         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
 
-        MUTATOR_CALLHOOK(EditProjectile, self, proj);
+        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
         counter++;
     }
 }
 
-METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    entity this = actor;
-    if(self.(thiswep.ammo_field) > 0)
-        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 1, false);
+    if(actor.(thiswep.ammo_field) > 0)
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
     else
-        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
 }
 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
     // if the laser uses load, we also consider its ammo for reloading
-    if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+    if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
+    } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     }
     if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
         {
-            W_Vaporizer_Attack(thiswep, actor);
+            W_Vaporizer_Attack(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
         }
     }
@@ -375,38 +381,39 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
         if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
         {
             bool rapid = autocvar_g_rm_laser_rapid;
-            if(actor.jump_interval <= time && !actor.held_down)
+            if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down)
             {
                 if(rapid)
-                    actor.held_down = true;
-                actor.jump_interval = time + autocvar_g_rm_laser_refire;
-                actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+                    actor.(weaponentity).held_down = true;
+                actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
+                actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
                 damage_goodhits = 0;
-                W_RocketMinsta_Attack2(actor);
+                W_RocketMinsta_Attack2(actor, weaponentity);
             }
-            else if(rapid && actor.jump_interval2 <= time && actor.held_down)
+            else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down)
             {
-                actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+                actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
                 damage_goodhits = 0;
-                W_RocketMinsta_Attack3(actor);
+                W_RocketMinsta_Attack3(actor, weaponentity);
                 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
             }
         }
-        else if (actor.jump_interval <= time)
+        else if (actor.(weaponentity).jump_interval <= time)
         {
             // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
-            actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
+            actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
 
             // decrease ammo for the laser?
             if(WEP_CVAR_SEC(vaporizer, ammo))
-                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
+                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
 
             // ugly instagib hack to reuse the fire mode of the laser
             makevectors(actor.v_angle);
-            Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
-            PS(actor).m_weapon = WEP_BLASTER;
+            Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+            actor.(weaponentity).m_weapon = WEP_BLASTER;
             W_Blaster_Attack(
                 actor,
+                weaponentity,
                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
                 WEP_CVAR_SEC(vaporizer, shotangle),
                 WEP_CVAR_SEC(vaporizer, damage),
@@ -418,40 +425,37 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent
                 WEP_CVAR_SEC(vaporizer, delay),
                 WEP_CVAR_SEC(vaporizer, lifetime)
             );
-            PS(actor).m_weapon = oldwep;
+            actor.(weaponentity).m_weapon = oldwep;
 
             // now do normal refire
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
         }
     }
     else
-        actor.held_down = false;
+        actor.(weaponentity).held_down = false;
 }
-METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    entity this = actor;
-    self.ammo_field = (thiswep.ammo_field);
-    self.vaporizer_lasthit = 0;
+    actor.vaporizer_lasthit = 0;
 }
-METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
     float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
-    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
     return ammo_amount;
 }
-METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(!WEP_CVAR_SEC(vaporizer, ammo))
         return true;
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
-    ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
     return ammo_amount;
 }
 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    self.vaporizer_lasthit = 0;
+    actor.vaporizer_lasthit = 0;
 }
 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
@@ -462,7 +466,7 @@ METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponen
     else
         used_ammo = vaporizer_ammo;
 
-    W_Reload(actor, used_ammo, SND_RELOAD);
+    W_Reload(actor, weaponentity, used_ammo, SND_RELOAD);
 }
 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -478,17 +482,16 @@ METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
 
 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    entity this = actor;
     vector org2 = w_org + w_backoff * 6;
     if(w_deathtype & HITTYPE_SECONDARY)
     {
         pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
-        if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+        if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
     }
     else
     {
         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
-        if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
+        if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
     }
 }
 METHOD(Vaporizer, wr_init, void(entity thiswep))
@@ -498,11 +501,10 @@ METHOD(Vaporizer, wr_init, void(entity thiswep))
         precache_pic("gfx/reticle_nex");
     }
 }
-METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
+METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor))
 {
     if(button_zoom || zoomscript_caught)
     {
-        reticle_image = "gfx/reticle_nex";
         return true;
     }
     else