]> 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 1a2aaeafadc0bbc6b974be734fcaf9bd5884511b..97e008cc0ee487b21219d7bd23e35201769eb8e6 100644 (file)
@@ -62,9 +62,8 @@ vector CL_Weapon_GetShotOrg(int wpn)
 ..entity weaponentity_fld;
 .float m_alpha;
 
-void CL_Weaponentity_Think()
+void CL_Weaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
@@ -75,7 +74,7 @@ void CL_Weaponentity_Think()
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -107,16 +106,15 @@ void CL_Weaponentity_Think()
        }
 }
 
-void CL_ExteriorWeaponentity_Think()
+void CL_ExteriorWeaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (this.owner.exteriorweaponentity != this)
        {
                remove(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                this.model = "";
                return;
@@ -152,7 +150,8 @@ void CL_ExteriorWeaponentity_Think()
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = weaponentity_glowmod(PS(this.owner).m_weapon, this.owner.clientcolors);
+    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);
@@ -167,7 +166,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
        view.weaponentity_fld = weaponentity;
-       view.think = CL_Weaponentity_Think;
+       setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
        view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
@@ -178,7 +177,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
                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);
@@ -211,8 +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)
@@ -230,8 +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)
@@ -412,8 +411,10 @@ bool forbidWeaponUse(entity player)
 
 .bool hook_switchweapon;
 
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
 {
+    TC(Player, actor);
+    TC(PlayerState, PS(actor));
        .entity weaponentity = weaponentities[0];  // TODO: unhardcode
        entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
@@ -541,7 +542,7 @@ void W_WeaponFrame(entity actor)
                        else
                        {
                                if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
-                                       W_SwitchWeapon(WEP_HOOK);
+                                       W_SwitchWeapon(actor, WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
@@ -556,11 +557,12 @@ void W_WeaponFrame(entity actor)
                if (!block_weapon)
                {
             Weapon e = PS(actor).m_weapon;
+            TC(Weapon, e);
                        if (w != WEP_Null)
                        {
                                e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
-                       else
+                       else if (e)
                        {
                                e.wr_gonethink(e);
                        }
@@ -682,8 +684,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        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)
 {
+    TC(Sound, sent_sound);
        .entity weaponentity = weaponentities[0];
        // set global values to work with
        Weapon e = PS(actor).m_weapon;
@@ -693,7 +696,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        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))
@@ -724,7 +728,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
                                Weapon w = PS(actor).m_weapon;
-                               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
                                {
                                        actor.clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor);
@@ -764,5 +768,5 @@ void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity w
 {
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITH(entity, self, player, w.event(w));
+       WITHSELF(player, w.event(w));
 }