]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 05cda03b9f237109b9a8b4500c63c975df6b5d7b..97e008cc0ee487b21219d7bd23e35201769eb8e6 100644 (file)
@@ -5,67 +5,15 @@
 #include "../command/common.qh"
 #include "../mutators/all.qh"
 #include "../round_handler.qh"
-#include "../t_items.qh"
-#include "../../common/animdecide.qh"
-#include "../../common/constants.qh"
-#include "../../common/monsters/all.qh"
-#include "../../common/notifications.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
-#include "../../lib/csqcmodel/sv_model.qh"
-
-vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
-{
-       switch (algn)
-       {
-               default: case 3: break; // right alignment
-               case 4: vecs.y = -vecs.y;
-                       break;              // left
-               case 1: case 2: vecs.y = 0;
-                       vecs.z -= 2;
-                       break;              // center
-       }
-
-       return vecs;
-}
-
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
-{
-       string s;
-
-       if (visual)
-       {
-               vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
-       }
-       else if (autocvar_g_shootfromeye)
-       {
-               vecs.y = vecs.z = 0;
-       }
-       else if (autocvar_g_shootfromcenter)
-       {
-               vecs.y = 0;
-               vecs.z -= 2;
-       }
-       else if ((s = autocvar_g_shootfromfixedorigin) != "")
-       {
-               vector v = stov(s);
-               if (y_is_right) v.y = -v.y;
-               if (v.x != 0) vecs.x = v.x;
-               vecs.y = v.y;
-               vecs.z = v.z;
-       }
-       else  // just do the same as top
-       {
-               vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
-       }
-
-       return vecs;
-}
-
-vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
-{
-       return shotorg_adjust_values(vecs, y_is_right, visual, algn);
-}
+#include <common/t_items.qh>
+#include <common/animdecide.qh>
+#include <common/constants.qh>
+#include <common/monsters/all.qh>
+#include <common/notifications/all.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
+#include <common/state.qh>
+#include <lib/csqcmodel/sv_model.qh>
 
 .int state;
 
@@ -92,9 +40,6 @@ float W_WeaponSpeedFactor()
 }
 
 
-void weapon_thinkf(entity actor, int slot, float fr, float t,
-    void(Weapon thiswep, entity actor, int slot, int fire) func);
-
 bool CL_Weaponentity_CustomizeEntityForClient()
 {
        SELFPARAM();
@@ -103,218 +48,33 @@ bool CL_Weaponentity_CustomizeEntityForClient()
        return true;
 }
 
-/**
- * supported formats:
- *
- * 1. simple animated model, muzzle flash handling on h_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- *      tags:
- *        shot = muzzle end (shot origin, also used for muzzle flashes)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *        weapon = attachment for v_tuba.md3
- *    v_tuba.md3 - first and third person model
- *    g_tuba.md3 - pickup model
- *
- * 2. simple animated model, muzzle flash handling on v_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- *      tags:
- *        weapon = attachment for v_tuba.md3
- *    v_tuba.md3 - first and third person model
- *      tags:
- *        shot = muzzle end (shot origin, also used for muzzle flashes)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *    g_tuba.md3 - pickup model
- *
- * 3. fully animated model, muzzle flash handling on h_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- *      tags:
- *        shot = muzzle end (shot origin, also used for muzzle flashes)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
- *    v_tuba.md3 - third person model
- *    g_tuba.md3 - pickup model
- *
- * 4. fully animated model, muzzle flash handling on v_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- *      tags:
- *        shot = muzzle end (shot origin)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *    v_tuba.md3 - third person model
- *      tags:
- *        shot = muzzle end (for muzzle flashes)
- *    g_tuba.md3 - pickup model
- *
- * writes:
- *   this.origin, this.angles
- *   this.weaponchild
- *   this.movedir, this.view_ofs
- *   attachment stuff
- *   anim stuff
- * to free:
- *   call again with ""
- *   remove the ent
- */
-void CL_WeaponEntity_SetModel(entity this, int slot, string name)
-{
-       if (name == "")
-       {
-               this.model = "";
-               if (this.weaponchild) remove(this.weaponchild);
-               this.weaponchild = NULL;
-               this.movedir = '0 0 0';
-               this.spawnorigin = '0 0 0';
-               this.oldorigin = '0 0 0';
-               this.anim_fire1  = '0 1 0.01';
-               this.anim_fire2  = '0 1 0.01';
-               this.anim_idle   = '0 1 0.01';
-               this.anim_reload = '0 1 0.01';
-       }
-       else
-       {
-               // if there is a child entity, hide it until we're sure we use it
-               if (this.weaponchild) this.weaponchild.model = "";
-               _setmodel(this, W_Model(strcat("v_", name, ".md3")));
-               int v_shot_idx; // used later
-               (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
-
-               _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
-               // preset some defaults that work great for renamed zym files (which don't need an animinfo)
-               this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
-               this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
-               this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
-               this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
-
-               // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
-               // if we don't, this is a "real" animated model
-               string t;
-               if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
-               {
-                       if (!this.weaponchild) this.weaponchild = new(weaponchild);
-                       _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
-                       setattachment(this.weaponchild, this, t);
-               }
-               else
-               {
-                       if (this.weaponchild) remove(this.weaponchild);
-                       this.weaponchild = NULL;
-               }
-
-               setorigin(this, '0 0 0');
-               this.angles = '0 0 0';
-               this.frame = 0;
-               this.viewmodelforclient = NULL;
-
-               if (v_shot_idx)  // v_ model attached to invisible h_ model
-               {
-                       this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
-               }
-               else
-               {
-                       int idx;
-                       if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
-                       {
-                               this.movedir = gettaginfo(this, idx);
-                       }
-                       else
-                       {
-                               LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
-                                       this.model);
-                               this.movedir = '0 0 0';
-                       }
-               }
-        {
-            int idx = 0;
-            // v_ model attached to invisible h_ model
-            if (this.weaponchild
-                && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
-            {
-                this.spawnorigin = gettaginfo(this.weaponchild, idx);
-            }
-            else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
-            {
-                this.spawnorigin = gettaginfo(this, idx);
-            }
-            else
-            {
-                LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
-                    this.model);
-                this.spawnorigin = this.movedir;
-            }
-               }
-               if (v_shot_idx)
-               {
-                       this.oldorigin = '0 0 0';  // use regular attachment
-               }
-               else
-               {
-                       int idx;
-                       if (this.weaponchild)
-                               (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
-                       else
-                               (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
-                       if (idx)
-                       {
-                               this.oldorigin = this.movedir - gettaginfo(this, idx);
-                       }
-                       else
-                       {
-                               LOG_WARNINGF(
-                                       "weapon model %s does not support the 'handle' tag "
-                                       "and neither does the v_ model support the 'shot' tag, "
-                                       "will display muzzle flashes TOTALLY wrong\n",
-                                       this.model);
-                               this.oldorigin = '0 0 0';  // there is no way to recover from this
-                       }
-               }
-
-               this.viewmodelforclient = this.owner;
-       }
-
-       this.view_ofs = '0 0 0';
-
-       if (this.movedir.x >= 0)
-       {
-               vector v = this.movedir;
-               this.movedir = shotorg_adjust(v, false, false, this.owner.cvar_cl_gunalign);
-               this.view_ofs = shotorg_adjust(v, false, true, this.owner.cvar_cl_gunalign) - v;
-       }
-       this.owner.stat_shotorg = compressShotOrigin(this.movedir);
-       this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
-
-       this.spawnorigin += this.view_ofs;                            // offset the casings origin by the same amount
-
-       // check if an instant weapon switch occurred
-       setorigin(this, this.view_ofs);
-       // reset animstate now
-       this.wframe = WFRAME_IDLE;
-       setanim(this, this.anim_idle, true, false, true);
-}
-
 vector CL_Weapon_GetShotOrg(int wpn)
 {
-       entity wi = get_weaponinfo(wpn);
+       entity wi = Weapons_from(wpn);
        entity e = spawn();
-       CL_WeaponEntity_SetModel(e, 0, wi.mdl);
+       CL_WeaponEntity_SetModel(e, wi.mdl, false);
        vector ret = e.movedir;
-       CL_WeaponEntity_SetModel(e, 0, "");
+       CL_WeaponEntity_SetModel(e, "", false);
        remove(e);
        return ret;
 }
 
-void CL_Weaponentity_Think()
+..entity weaponentity_fld;
+.float m_alpha;
+
+void CL_Weaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
-       int slot = 0;  // TODO: unhardcode
-       if (this.owner.weaponentity[slot] != this)
+       .entity weaponentity = this.weaponentity_fld;
+       if (this.owner.(weaponentity) != this)
        {
                // owner has new gun; remove self
                if (this.weaponchild) remove(this.weaponchild);
                remove(this);
                return;
        }
-       if (this.owner.deadflag != DEAD_NO)
+       if (IS_DEAD(this.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -330,66 +90,31 @@ void CL_Weaponentity_Think()
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
 
-               CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
+               CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
        }
 
-       int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
-       this.effects = this.owner.effects
-           & EFMASK_CHEAP
-           & ~(
-           EF_LOWPRECISION
-           | EF_FULLBRIGHT  // can mask team color, so get rid of it
-           | EF_TELEPORT_BIT
-           | EF_RESTARTANIM_BIT
-              )
-           | tb;
+       this.alpha = -1;  // TODO: don't render this entity at all
 
-       if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
-       else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
-       else this.alpha = 1;
+       if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
+       else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
+       else this.m_alpha  = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
-       this.colormap = this.owner.colormap;
        if (this.weaponchild)
        {
-               this.weaponchild.effects = this.effects;
                this.weaponchild.alpha = this.alpha;
-               this.weaponchild.colormap = this.colormap;
-               this.weaponchild.glowmod = this.glowmod;
-       }
-
-       this.angles = '0 0 0';
-
-       float f = this.owner.weapon_nextthink - time;
-       if (this.state == WS_RAISE && !intermission_running)
-       {
-               entity newwep = get_weaponinfo(this.owner.switchweapon);
-               f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
-               this.angles_x = -90 * f * f;
-       }
-       else if (this.state == WS_DROP && !intermission_running)
-       {
-               entity oldwep = get_weaponinfo(this.owner.weapon);
-               f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
-               this.angles_x = -90 * f * f;
-       }
-       else if (this.state == WS_CLEAR)
-       {
-               f = 1;
-               this.angles_x = -90 * f * f;
+               this.weaponchild.effects = this.effects;
        }
 }
 
-void CL_ExteriorWeaponentity_Think()
+void CL_ExteriorWeaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (this.owner.exteriorweaponentity != this)
        {
                remove(this);
                return;
        }
-       if (this.owner.deadflag != DEAD_NO)
+       if (IS_DEAD(this.owner))
        {
                this.model = "";
                return;
@@ -400,7 +125,11 @@ void CL_ExteriorWeaponentity_Think()
                this.weaponname = this.owner.weaponname;
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
-               if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+               if (this.owner.weaponname != "")
+               {
+                       _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+                       setsize(this, '0 0 0', '0 0 0');
+               }
                else this.model = "";
 
                int tag_found;
@@ -421,32 +150,34 @@ void CL_ExteriorWeaponentity_Think()
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
+    Weapon wep = PS(this.owner).m_weapon;
+       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
 }
 
 // spawning weaponentity for client
-void CL_SpawnWeaponentity(entity actor, int slot)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 {
-       entity view = actor.weaponentity[slot] = new(weaponentity);
+       entity view = actor.(weaponentity) = new(weaponentity);
        view.solid = SOLID_NOT;
        view.owner = actor;
        setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
-       view.think = CL_Weaponentity_Think;
+       view.weaponentity_fld = weaponentity;
+       setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
        view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
 
-       if (slot == 0)
+       if (weaponentity == weaponentities[0])
        {
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
                setorigin(exterior, '0 0 0');
-               exterior.think = CL_ExteriorWeaponentity_Think;
+               setthink(exterior, CL_ExteriorWeaponentity_Think);
                exterior.nextthink = time;
 
                CSQCMODEL_AUTOINIT(exterior);
@@ -454,24 +185,23 @@ void CL_SpawnWeaponentity(entity actor, int slot)
 }
 
 // Weapon subs
-void w_clear(Weapon thiswep, entity actor, int slot, int fire)
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.weapon != -1)
-       {
-               actor.weapon = 0;
-               actor.switchingweapon = 0;
-       }
-       if (actor.weaponentity[slot])
+       PS(actor).m_weapon = WEP_Null;
+       PS(actor).m_switchingweapon = WEP_Null;
+       entity this = actor.(weaponentity);
+       if (this)
        {
-               actor.weaponentity[slot].state = WS_CLEAR;
-               actor.weaponentity[slot].effects = 0;
+               this.state = WS_CLEAR;
+               this.effects = 0;
        }
 }
 
-void w_ready(Weapon thiswep, entity actor, int slot, int fire)
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
-       weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
+       entity this = actor.(weaponentity);
+       if (this) this.state = WS_READY;
+       weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
 }
 
 .float prevdryfire;
@@ -480,8 +210,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 {
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
-       else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+       if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
+       else ammo = thiswep.wr_checkammo1(thiswep, actor);
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
@@ -489,9 +219,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
                        if (mine.owner == actor) return false;
 
        if (thiswep == WEP_SHOTGUN)
-               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
+               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
 
-       if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+       if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
        {
                sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
@@ -499,8 +229,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
-       else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+       if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
+       else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -526,8 +256,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 }
 
 .float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
+       if (actor.weaponentity == NULL) return true;
        if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
 
        // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
@@ -538,27 +269,32 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool sec
                return false;
 
        // do not even think about shooting if switching
-       if (actor.switchweapon != actor.weapon) return false;
+       if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
 
        if (attacktime >= 0)
        {
+               int slot = weaponslot(weaponentity);
                // don't fire if previous attack is not finished
                if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
+               entity this = actor.(weaponentity);
                // don't fire while changing weapon
-               if (actor.weaponentity[slot].state != WS_READY) return false;
+               if (this.state != WS_READY) return false;
        }
        return true;
 }
 
-void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       actor.weaponentity[slot].state = WS_INUSE;
+       entity this = actor.(weaponentity);
+       if (this == NULL) return;
+       this.state = WS_INUSE;
 
        actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
 
        // if the weapon hasn't been firing continuously, reset the timer
        if (attacktime >= 0)
        {
+               int slot = weaponslot(weaponentity);
                if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
                {
                        ATTACK_FINISHED(actor, slot) = time;
@@ -570,86 +306,96 @@ void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attac
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
 }
 
-bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
+       if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
        {
-               weapon_prepareattack_do(actor, slot, secondary, attacktime);
+               weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
                return true;
        }
        return false;
 }
 
-void weapon_thinkf(entity actor, int slot, float fr, float t,
-       void(Weapon thiswep, entity actor, int slot, int fire) func)
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+/**
+ * @param t defer thinking until time + t
+ * @param func next think function
+ */
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
+       .entity weaponentity, int fire) func)
 {
+       entity this = actor.(weaponentity);
+       if (this == NULL) return;
        bool restartanim;
        if (fr == WFRAME_DONTCHANGE)
        {
-               fr = actor.weaponentity[slot].wframe;
-               restartanim = false;
-       }
-       else if (fr == WFRAME_IDLE)
-       {
+               fr = this.wframe;
                restartanim = false;
        }
        else
        {
-               restartanim = true;
+               restartanim = fr != WFRAME_IDLE;
        }
 
        vector of = v_forward;
        vector or = v_right;
        vector ou = v_up;
 
-       if (actor.weaponentity[slot])
-       {
-               actor.weaponentity[slot].wframe = fr;
-               vector a = '0 0 0';
-               if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
-               else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
-               else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
-               else  // if (fr == WFRAME_RELOAD)
-                       a = actor.weaponentity[slot].anim_reload;
-               a.z *= g_weaponratefactor;
-               setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, restartanim);
-       }
+       vector a = '0 0 0';
+    this.wframe = fr;
+    if (fr == WFRAME_IDLE) a = this.anim_idle;
+    else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
+    else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
+    else  // if (fr == WFRAME_RELOAD)
+        a = this.anim_reload;
+    a.z *= g_weaponratefactor;
 
        v_forward = of;
        v_right = or;
        v_up = ou;
 
-       if (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
+       if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
        t *= W_WeaponRateFactor();
 
        // VorteX: haste can be added here
-       if (actor.weapon_think == w_ready)
+       if (this.weapon_think == w_ready)
        {
-               actor.weapon_nextthink = time;
+               this.weapon_nextthink = time;
                // dprint("started firing at ", ftos(time), "\n");
        }
-       if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
-           || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
+       if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
+           || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
        {
-               actor.weapon_nextthink = time;
+               this.weapon_nextthink = time;
                // dprint("reset weapon animation timer at ", ftos(time), "\n");
        }
-       actor.weapon_nextthink = actor.weapon_nextthink + t;
-       actor.weapon_think = func;
-       // dprint("next ", ftos(actor.weapon_nextthink), "\n");
+       this.weapon_nextthink += t;
+       if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
+       this.weapon_think = func;
+       // dprint("next ", ftos(this.weapon_nextthink), "\n");
+
+       if (this)
+       {
+               FOREACH_CLIENT(true, LAMBDA(
+                       if(it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               wframe_send(it, this, a, restartanim);
+               ));
+       }
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
-                   && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
-               else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
+               int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+                       ? ANIMACTION_MELEE
+                       : ANIMACTION_SHOOT
+                       ;
+               animdecide_setaction(actor, act, restartanim);
        }
-       else
+       else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
        {
-               if (actor.anim_upper_action == ANIMACTION_SHOOT
-                   || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
+               actor.anim_upper_action = 0;
        }
 }
 
@@ -658,35 +404,39 @@ bool forbidWeaponUse(entity player)
        if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
        if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
        if (player.player_blocked) return true;
-       if (player.frozen) return true;
+       if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
        return false;
 }
 
 .bool hook_switchweapon;
 
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
 {
-       int slot = 0;                                              // TODO: unhardcode
+    TC(Player, actor);
+    TC(PlayerState, PS(actor));
+       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
+       entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
 
-       if (!actor.weaponentity[slot] || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+       if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
+
 
        if (forbidWeaponUse(actor))
        {
-               if (actor.weaponentity[slot].state != WS_CLEAR)
+               if (actor.(weaponentity).state != WS_CLEAR)
                {
-                       Weapon wpn = get_weaponinfo(actor.weapon);
-                       w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                       Weapon wpn = PS(actor).m_weapon;
+                       w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        return;
                }
        }
 
-       if (!actor.switchweapon)
+       if (PS(actor).m_switchweapon == WEP_Null)
        {
-               actor.weapon = 0;
-               actor.switchingweapon = 0;
-               actor.weaponentity[slot].state = WS_CLEAR;
+               PS(actor).m_weapon = WEP_Null;
+               PS(actor).m_switchingweapon = WEP_Null;
+               this.state = WS_CLEAR;
                actor.weaponname = "";
                // actor.items &= ~IT_AMMO;
                return;
@@ -698,80 +448,83 @@ void W_WeaponFrame(entity actor)
        vector up = v_up;
 
        // Change weapon
-       if (actor.weapon != actor.switchweapon)
+       if (PS(actor).m_weapon != PS(actor).m_switchweapon)
        {
-               if (actor.weaponentity[slot].state == WS_CLEAR)
+               switch (this.state)
                {
-                       // end switching!
-                       actor.switchingweapon = actor.switchweapon;
-                       entity newwep = get_weaponinfo(actor.switchweapon);
-
-                       // the two weapon entities will notice this has changed and update their models
-                       actor.weapon = actor.switchweapon;
-                       actor.weaponname = newwep.mdl;
-                       actor.bulletcounter = 0;
-                       actor.ammo_field = newwep.ammo_field;
-                       Weapon w = get_weaponinfo(actor.switchweapon);
-                       w.wr_setup(w);
-                       actor.weaponentity[slot].state = WS_RAISE;
-
-                       // set our clip load to the load of the weapon we switched to, if it's reloadable
-                       if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo)  // prevent accessing undefined cvars
+                       default:
+                               LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
+                               break;
+                       case WS_INUSE:
+                       case WS_RAISE:
+                               break;
+                       case WS_CLEAR:
                        {
-                               actor.clip_load = actor.(weapon_load[actor.switchweapon]);
-                               actor.clip_size = newwep.reloading_ammo;
+                               // end switching!
+                               Weapon newwep = PS(actor).m_switchweapon;
+                               PS(actor).m_switchingweapon = newwep;
+
+                               // the two weapon entities will notice this has changed and update their models
+                               PS(actor).m_weapon = newwep;
+                               actor.weaponname = newwep.mdl;
+                               actor.bulletcounter = 0;
+                               actor.ammo_field = newwep.ammo_field;
+                               newwep.wr_setup(newwep);
+                               this.state = WS_RAISE;
+
+                               // set our clip load to the load of the weapon we switched to, if it's reloadable
+                               if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
+                               {
+                                       actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
+                                       actor.clip_size = newwep.reloading_ammo;
+                               }
+                               else
+                               {
+                                       actor.clip_load = actor.clip_size = 0;
+                               }
+
+                               weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+                               break;
                        }
-                       else
+                       case WS_DROP:
                        {
-                               actor.clip_load = actor.clip_size = 0;
+                               // in dropping phase we can switch at any time
+                               PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+                               break;
                        }
-
-                       weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
-               }
-               else if (actor.weaponentity[slot].state == WS_DROP)
-               {
-                       // in dropping phase we can switch at any time
-                       actor.switchingweapon = actor.switchweapon;
-               }
-               else if (actor.weaponentity[slot].state == WS_READY)
-               {
-                       // start switching!
-                       actor.switchingweapon = actor.switchweapon;
-                       entity oldwep = get_weaponinfo(actor.weapon);
-
-                       // set up weapon switch think in the future, and start drop anim
-                       if (
-#if INDEPENDENT_ATTACK_FINISHED
-                                   true
-#else
-                                   ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
-#endif
-                          )
+                       case WS_READY:
                        {
-                               sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
-                               actor.weaponentity[slot].state = WS_DROP;
-                               weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+                               // start switching!
+                               PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+                               entity oldwep = PS(actor).m_weapon;
+
+                               // set up weapon switch think in the future, and start drop anim
+                               if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
+                               {
+                                       sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
+                                       this.state = WS_DROP;
+                                       weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+                               }
+                               break;
                        }
                }
        }
 
        // LordHavoc: network timing test code
        // if (actor.button0)
-       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
+       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
 
-       int w = actor.weapon;
+       Weapon w = PS(actor).m_weapon;
 
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
        // server framerate is very low and the weapon fire rate very high
-       int c = 0;
-       while (c < W_TICSPERFRAME)
+       for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               c += 1;
-               if (w && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
                {
-                       if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                       w = 0;
+                       if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       w = WEP_Null;
                }
 
                v_forward = fo;
@@ -780,7 +533,7 @@ void W_WeaponFrame(entity actor)
 
                bool block_weapon = false;
                {
-                       bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
+                       bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
                        Weapon off = actor.offhand;
                        if (off && !(actor.weapons & WEPSET(HOOK)))
                        {
@@ -788,38 +541,43 @@ void W_WeaponFrame(entity actor)
                        }
                        else
                        {
-                               if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
-                                               WEP_HOOK.m_id);
+                               if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+                                       W_SwitchWeapon(actor, WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
-                               block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
-                               h.wr_think(h, actor, 0, block_weapon ? 1 : 0);
+                               block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
+                               h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
 
+               v_forward = fo;
+               v_right = ri;
+               v_up = up;
+
                if (!block_weapon)
                {
-                       if (w)
+            Weapon e = PS(actor).m_weapon;
+            TC(Weapon, e);
+                       if (w != WEP_Null)
                        {
-                               Weapon e = get_weaponinfo(actor.weapon);
-                               e.wr_think(e, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                               e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
-                       else
+                       else if (e)
                        {
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_gonethink(w);
+                               e.wr_gonethink(e);
                        }
                }
 
-               if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
+               if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
                {
-                       if (actor.weapon_think)
+                       if (this.weapon_think)
                        {
                                v_forward = fo;
                                v_right = ri;
                                v_up = up;
-                               Weapon wpn = get_weaponinfo(actor.weapon);
-                               actor.weapon_think(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                               Weapon wpn = PS(actor).m_weapon;
+                               this.weapon_think(wpn, actor, weaponentity,
+                                       PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
                        else
                        {
@@ -831,11 +589,11 @@ void W_WeaponFrame(entity actor)
 
 void W_AttachToShotorg(entity actor, entity flash, vector offset)
 {
-       int slot = 0;
+       .entity weaponentity = weaponentities[0];
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
-       entity view = actor.weaponentity[slot];
+       entity view = actor.(weaponentity);
        entity exterior = actor.exteriorweaponentity;
 
        if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
@@ -862,14 +620,7 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
 
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 {
-       if (cvar("g_overkill"))
-       {
-               if (actor.ok_use_ammocharge)
-               {
-                       ok_DecreaseCharge(actor, actor.weapon);
-                       return;  // TODO
-               }
-       }
+       if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
 
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
 
@@ -877,7 +628,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
        if (wep.reloading_ammo)
        {
                actor.clip_load -= ammo_use;
-               actor.(weapon_load[actor.weapon]) = actor.clip_load;
+               actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
        }
        else if (wep.ammo_field != ammo_none)
        {
@@ -903,7 +654,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 .float reload_complain;
 .string reload_sound;
 
-void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        // finish the reloading process, and do the ammo transfer
 
@@ -921,7 +672,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
                actor.clip_load += load;
                actor.(actor.ammo_field) -= load;
        }
-       actor.(weapon_load[actor.weapon]) = actor.clip_load;
+       actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
 
        // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
@@ -929,24 +680,24 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
 
        // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
-       Weapon wpn = get_weaponinfo(actor.weapon);
-       w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+       Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
+       w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
 {
-       int slot = 0;
+    TC(Sound, sent_sound);
+       .entity weaponentity = weaponentities[0];
        // set global values to work with
-       entity e = get_weaponinfo(actor.weapon);
+       Weapon e = PS(actor).m_weapon;
 
-       if (cvar("g_overkill"))
-               if (actor.ok_use_ammocharge) return;
-       // TODO
+       if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
 
        actor.reload_ammo_min = sent_ammo_min;
        actor.reload_ammo_amount = e.reloading_ammo;
        actor.reload_time = e.reloading_time;
-       actor.reload_sound = sent_sound;
+       if (actor.reload_sound) strunzone(actor.reload_sound);
+       actor.reload_sound = strzone(Sound_fixpath(sent_sound));
 
        // don't reload weapons that don't have the RELOADABLE flag
        if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
@@ -972,12 +723,12 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                                if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
                                {
                                        play2(actor, SND(UNAVAILABLE));
-                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
+                                       sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
                                        actor.reload_complain = time + 1;
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+                               Weapon w = PS(actor).m_weapon;
+                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
                                {
                                        actor.clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor);
@@ -987,12 +738,13 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                }
        }
 
-       if (actor.weaponentity[slot])
+       entity this = actor.(weaponentity);
+       if (this)
        {
-               if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
+               if (this.wframe == WFRAME_RELOAD) return;
 
                // allow switching away while reloading, but this will cause a new reload!
-               actor.weaponentity[slot].state = WS_READY;
+               this.state = WS_READY;
        }
 
        // now begin the reloading process
@@ -1005,16 +757,16 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 
        // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
 
-       weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+       weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
 
        if (actor.clip_load < 0) actor.clip_load = 0;
        actor.old_clip_load = actor.clip_load;
-       actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
+       actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
 }
 
 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
 {
-       Weapon w = get_weaponinfo(weapon_type);
+       Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITH(entity, self, player, w.event(w));
+       WITHSELF(player, w.event(w));
 }