]> 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 7fa14508688cc50ba50803fbd22e87d98b0a67b4..97e008cc0ee487b21219d7bd23e35201769eb8e6 100644 (file)
@@ -5,58 +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;
 
@@ -83,449 +40,197 @@ float W_WeaponSpeedFactor()
 }
 
 
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func);
-
-float CL_Weaponentity_CustomizeEntityForClient()
-{SELFPARAM();
-       self.viewmodelforclient = self.owner;
-       if(IS_SPEC(other))
-               if(other.enemy == self.owner)
-                       self.viewmodelforclient = other;
+bool CL_Weaponentity_CustomizeEntityForClient()
+{
+       SELFPARAM();
+       this.viewmodelforclient = this.owner;
+       if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
        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:
-//   self.origin, self.angles
-//   self.weaponentity
-//   self.movedir, self.view_ofs
-//   attachment stuff
-//   anim stuff
-// to free:
-//   call again with ""
-//   remove the ent
-void CL_WeaponEntity_SetModel(string name)
-{SELFPARAM();
-       float v_shot_idx;
-       if (name != "")
-       {
-               // if there is a child entity, hide it until we're sure we use it
-               if (self.weaponentity)
-                       self.weaponentity.model = "";
-               _setmodel(self, W_Model(strcat("v_", name, ".md3")));
-               v_shot_idx = gettagindex(self, "shot"); // used later
-               if(!v_shot_idx)
-                       v_shot_idx = gettagindex(self, "tag_shot");
-
-               _setmodel(self, W_Model(strcat("h_", name, ".iqm")));
-               // preset some defaults that work great for renamed zym files (which don't need an animinfo)
-               self.anim_fire1  = animfixfps(self, '0 1 0.01', '0 0 0');
-               self.anim_fire2  = animfixfps(self, '1 1 0.01', '0 0 0');
-               self.anim_idle   = animfixfps(self, '2 1 0.01', '0 0 0');
-               self.anim_reload = animfixfps(self, '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
-               if(gettagindex(self, "weapon"))
-               {
-                       if (!self.weaponentity)
-                               self.weaponentity = spawn();
-                       _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
-                       setattachment(self.weaponentity, self, "weapon");
-               }
-               else if(gettagindex(self, "tag_weapon"))
-               {
-                       if (!self.weaponentity)
-                               self.weaponentity = spawn();
-                       _setmodel(self.weaponentity, W_Model(strcat("v_", name, ".md3")));
-                       setattachment(self.weaponentity, self, "tag_weapon");
-               }
-               else
-               {
-                       if(self.weaponentity)
-                               remove(self.weaponentity);
-                       self.weaponentity = world;
-               }
-
-               setorigin(self,'0 0 0');
-               self.angles = '0 0 0';
-               self.frame = 0;
-               self.viewmodelforclient = world;
-
-               float idx;
-
-               if(v_shot_idx) // v_ model attached to invisible h_ model
-               {
-                       self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
-               }
-               else
-               {
-                       idx = gettagindex(self, "shot");
-                       if(!idx)
-                               idx = gettagindex(self, "tag_shot");
-                       if(idx)
-                               self.movedir = gettaginfo(self, idx);
-                       else
-                       {
-                               LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
-                               self.movedir = '0 0 0';
-                       }
-               }
-
-               if(self.weaponentity) // v_ model attached to invisible h_ model
-               {
-                       idx = gettagindex(self.weaponentity, "shell");
-                       if(!idx)
-                               idx = gettagindex(self.weaponentity, "tag_shell");
-                       if(idx)
-                               self.spawnorigin = gettaginfo(self.weaponentity, idx);
-               }
-               else
-                       idx = 0;
-               if(!idx)
-               {
-                       idx = gettagindex(self, "shell");
-                       if(!idx)
-                               idx = gettagindex(self, "tag_shell");
-                       if(idx)
-                               self.spawnorigin = gettaginfo(self, idx);
-                       else
-                       {
-                               LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
-                               self.spawnorigin = self.movedir;
-                       }
-               }
-
-               if(v_shot_idx)
-               {
-                       self.oldorigin = '0 0 0'; // use regular attachment
-               }
-               else
-               {
-                       if(self.weaponentity)
-                       {
-                               idx = gettagindex(self, "weapon");
-                               if(!idx)
-                                       idx = gettagindex(self, "tag_weapon");
-                       }
-                       else
-                       {
-                               idx = gettagindex(self, "handle");
-                               if(!idx)
-                                       idx = gettagindex(self, "tag_handle");
-                       }
-                       if(idx)
-                       {
-                               self.oldorigin = self.movedir - gettaginfo(self, idx);
-                       }
-                       else
-                       {
-                               LOG_INFO("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
-                               self.oldorigin = '0 0 0'; // there is no way to recover from this
-                       }
-               }
-
-               self.viewmodelforclient = self.owner;
-       }
-       else
-       {
-               self.model = "";
-               if(self.weaponentity)
-                       remove(self.weaponentity);
-               self.weaponentity = world;
-               self.movedir = '0 0 0';
-               self.spawnorigin = '0 0 0';
-               self.oldorigin = '0 0 0';
-               self.anim_fire1  = '0 1 0.01';
-               self.anim_fire2  = '0 1 0.01';
-               self.anim_idle   = '0 1 0.01';
-               self.anim_reload = '0 1 0.01';
-       }
-
-       self.view_ofs = '0 0 0';
-
-       if(self.movedir.x >= 0)
-       {
-               vector v0;
-               v0 = self.movedir;
-               self.movedir = shotorg_adjust(v0, false, false, self.owner.cvar_cl_gunalign);
-               self.view_ofs = shotorg_adjust(v0, false, true, self.owner.cvar_cl_gunalign) - v0;
-       }
-       self.owner.stat_shotorg = compressShotOrigin(self.movedir);
-       self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
-
-       self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
-
-       // check if an instant weapon switch occurred
-       setorigin(self, self.view_ofs);
-       // reset animstate now
-       self.wframe = WFRAME_IDLE;
-       setanim(self, self.anim_idle, true, false, true);
-}
-
-vector CL_Weapon_GetShotOrg(float wpn)
-{SELFPARAM();
-       entity wi = get_weaponinfo(wpn);
-       setself(spawn());
-       CL_WeaponEntity_SetModel(wi.mdl);
-       vector ret = self.movedir;
-       CL_WeaponEntity_SetModel("");
-       remove(self);
-       setself(this);
+vector CL_Weapon_GetShotOrg(int wpn)
+{
+       entity wi = Weapons_from(wpn);
+       entity e = spawn();
+       CL_WeaponEntity_SetModel(e, wi.mdl, false);
+       vector ret = e.movedir;
+       CL_WeaponEntity_SetModel(e, "", false);
+       remove(e);
        return ret;
 }
 
-void CL_Weaponentity_Think()
-{SELFPARAM();
-       int tb;
-       self.nextthink = time;
-       if (intermission_running)
-               self.frame = self.anim_idle.x;
-       if (self.owner.weaponentity != self)
-       {
-               if (self.weaponentity)
-                       remove(self.weaponentity);
-               remove(self);
+..entity weaponentity_fld;
+.float m_alpha;
+
+void CL_Weaponentity_Think(entity this)
+{
+       this.nextthink = time;
+       if (intermission_running) this.frame = this.anim_idle.x;
+       .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 (self.owner.deadflag != DEAD_NO)
+       if (IS_DEAD(this.owner))
        {
-               self.model = "";
-               if (self.weaponentity)
-                       self.weaponentity.model = "";
+               // owner died; disappear
+               this.model = "";
+               if (this.weaponchild) this.weaponchild.model = "";
                return;
        }
-       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+       if (this.weaponname != this.owner.weaponname
+           || this.dmg != this.owner.modelindex
+           || this.deadflag != this.owner.deadflag)
        {
-               self.weaponname = self.owner.weaponname;
-               self.dmg = self.owner.modelindex;
-               self.deadflag = self.owner.deadflag;
+               // owner changed weapons; update appearance
+               this.weaponname = this.owner.weaponname;
+               this.dmg = this.owner.modelindex;
+               this.deadflag = this.owner.deadflag;
 
-               CL_WeaponEntity_SetModel(self.owner.weaponname);
+               CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
        }
 
-       tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
-       self.effects = self.owner.effects & EFMASK_CHEAP;
-       self.effects &= ~EF_LOWPRECISION;
-       self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
-       self.effects &= ~EF_TELEPORT_BIT;
-       self.effects &= ~EF_RESTARTANIM_BIT;
-       self.effects |= tb;
-
-       if(self.owner.alpha == default_player_alpha)
-               self.alpha = default_weapon_alpha;
-       else if(self.owner.alpha != 0)
-               self.alpha = self.owner.alpha;
-       else
-               self.alpha = 1;
-
-       self.glowmod = self.owner.weaponentity_glowmod;
-       self.colormap = self.owner.colormap;
-       if (self.weaponentity)
-       {
-               self.weaponentity.effects = self.effects;
-               self.weaponentity.alpha = self.alpha;
-               self.weaponentity.colormap = self.colormap;
-               self.weaponentity.glowmod = self.glowmod;
-       }
+       this.alpha = -1;  // TODO: don't render this entity at all
 
-       self.angles = '0 0 0';
+       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;
 
-       float f = (self.owner.weapon_nextthink - time);
-       if (self.state == WS_RAISE && !intermission_running)
-       {
-               entity newwep = get_weaponinfo(self.owner.switchweapon);
-               f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
-               self.angles_x = -90 * f * f;
-       }
-       else if (self.state == WS_DROP && !intermission_running)
+       if (this.weaponchild)
        {
-               entity oldwep = get_weaponinfo(self.owner.weapon);
-               f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
-               self.angles_x = -90 * f * f;
-       }
-       else if (self.state == WS_CLEAR)
-       {
-               f = 1;
-               self.angles_x = -90 * f * f;
+               this.weaponchild.alpha = this.alpha;
+               this.weaponchild.effects = this.effects;
        }
 }
 
-void CL_ExteriorWeaponentity_Think()
-{SELFPARAM();
-       float tag_found;
-       self.nextthink = time;
-       if (self.owner.exteriorweaponentity != self)
+void CL_ExteriorWeaponentity_Think(entity this)
+{
+       this.nextthink = time;
+       if (this.owner.exteriorweaponentity != this)
        {
-               remove(self);
+               remove(this);
                return;
        }
-       if (self.owner.deadflag != DEAD_NO)
+       if (IS_DEAD(this.owner))
        {
-               self.model = "";
+               this.model = "";
                return;
        }
-       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+       if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
+           || this.deadflag != this.owner.deadflag)
        {
-               self.weaponname = self.owner.weaponname;
-               self.dmg = self.owner.modelindex;
-               self.deadflag = self.owner.deadflag;
-               if (self.owner.weaponname != "")
-                       _setmodel(self, W_Model(strcat("v_", self.owner.weaponname, ".md3")));
-               else
-                       self.model = "";
+               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")));
+                       setsize(this, '0 0 0', '0 0 0');
+               }
+               else this.model = "";
 
-               if((tag_found = gettagindex(self.owner, "tag_weapon")))
+               int tag_found;
+               if ((tag_found = gettagindex(this.owner, "tag_weapon")))
                {
-                       self.tag_index = tag_found;
-                       self.tag_entity = self.owner;
+                       this.tag_index = tag_found;
+                       this.tag_entity = this.owner;
                }
                else
-                       setattachment(self, self.owner, "bip01 r hand");
+               {
+                       setattachment(this, this.owner, "bip01 r hand");
+               }
        }
-       self.effects = self.owner.effects;
-       self.effects |= EF_LOWPRECISION;
-       self.effects = self.effects & EFMASK_CHEAP; // eat performance
-       if(self.owner.alpha == default_player_alpha)
-               self.alpha = default_weapon_alpha;
-       else if(self.owner.alpha != 0)
-               self.alpha = self.owner.alpha;
-       else
-               self.alpha = 1;
+       this.effects = this.owner.effects;
+       this.effects |= EF_LOWPRECISION;
+       this.effects = this.effects & EFMASK_CHEAP;  // eat performance
+       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;
 
-       self.glowmod = self.owner.weaponentity_glowmod;
-       self.colormap = self.owner.colormap;
+    Weapon wep = PS(this.owner).m_weapon;
+       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
+       this.colormap = this.owner.colormap;
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
 // spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 {
-       entity view = e.weaponentity = spawn();
-       view.classname = "weaponentity";
+       entity view = actor.(weaponentity) = new(weaponentity);
        view.solid = SOLID_NOT;
-       view.owner = e;
-       setmodel(view, MDL_Null); // precision set when changed
+       view.owner = actor;
+       setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
-       view.angles = '0 0 0';
-       view.viewmodelforclient = e;
-       view.flags = 0;
-       view.think = CL_Weaponentity_Think;
-       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+       view.weaponentity_fld = weaponentity;
+       setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
+       view.viewmodelforclient = actor;
+       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
 
-       entity exterior = e.exteriorweaponentity = spawn();
-       exterior.classname = "exteriorweaponentity";
-       exterior.solid = SOLID_NOT;
-       exterior.exteriorweaponentity = exterior;
-       exterior.owner = e;
-       setorigin(exterior, '0 0 0');
-       exterior.angles = '0 0 0';
-       exterior.think = CL_ExteriorWeaponentity_Think;
-       exterior.nextthink = time;
-
-       CSQCMODEL_AUTOINIT(exterior);
+       if (weaponentity == weaponentities[0])
+       {
+               entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
+               exterior.solid = SOLID_NOT;
+               exterior.owner = actor;
+               setorigin(exterior, '0 0 0');
+               setthink(exterior, CL_ExteriorWeaponentity_Think);
+               exterior.nextthink = time;
+
+               CSQCMODEL_AUTOINIT(exterior);
+       }
 }
 
 // Weapon subs
-void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.weapon != -1)
+       PS(actor).m_weapon = WEP_Null;
+       PS(actor).m_switchingweapon = WEP_Null;
+       entity this = actor.(weaponentity);
+       if (this)
        {
-               actor.weapon = 0;
-               actor.switchingweapon = 0;
-       }
-       if (actor.weaponentity)
-       {
-               actor.weaponentity.state = WS_CLEAR;
-               actor.weaponentity.effects = 0;
+               this.state = WS_CLEAR;
+               this.effects = 0;
        }
 }
 
-void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.weaponentity)
-               actor.weaponentity.state = WS_READY;
-       weapon_thinkf(actor, 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;
 .float prevwarntime;
-bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondary)
+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
-       entity mine;
-       if(actor.weapon == WEP_MINE_LAYER.m_id)
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == actor)
-               return false;
+       if (thiswep == WEP_MINE_LAYER)
+               for (entity mine; (mine = find(mine, classname, "mine")); )
+                       if (mine.owner == actor) return false;
 
-       if(actor.weapon == WEP_SHOTGUN.m_id)
-       if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
-               return false; // no clicking, just allow
+       if (thiswep == WEP_SHOTGUN)
+               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
 
-       if(actor.weapon == 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);
+               sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
        }
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) {
-               WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
-       } else {
-               WITH(entity, self, actor, ammo = 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)
@@ -535,278 +240,291 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, float secondar
                                actor,
                                MSG_MULTI,
                                ITEM_WEAPON_PRIMORSEC,
-                               actor.weapon,
+                               thiswep.m_id,
                                secondary,
                                (1 - secondary)
-                       );
+                                        );
                }
                actor.prevwarntime = time;
        }
-       else // this weapon is totally unable to fire, switch to another one
+       else  // this weapon is totally unable to fire, switch to another one
        {
                W_SwitchToOtherWeapon(actor);
        }
 
        return false;
 }
+
 .float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       if(!weapon_prepareattack_checkammo(thiswep, actor, secondary))
-               return false;
+       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
-       //if all players readied up and the countdown is running
-       if(time < game_starttime || time < actor.race_penalty) {
-               return false;
-       }
+       // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
+       // if all players readied up and the countdown is running
+       if (time < game_starttime || time < actor.race_penalty) return false;
 
-       if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
+       if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
                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)
+       if (attacktime >= 0)
        {
+               int slot = weaponslot(weaponentity);
                // don't fire if previous attack is not finished
-               if (ATTACK_FINISHED(actor) > time + actor.weapon_frametime * 0.5)
-                       return false;
+               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.state != WS_READY)
-                       return false;
+               if (this.state != WS_READY) return false;
        }
        return true;
 }
-void weapon_prepareattack_do(entity actor, bool secondary, float attacktime)
+
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       actor.weaponentity.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
+       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)
+       if (attacktime >= 0)
        {
-               if (ATTACK_FINISHED(actor) < time - actor.weapon_frametime * 1.5)
+               int slot = weaponslot(weaponentity);
+               if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
                {
-                       ATTACK_FINISHED(actor) = time;
-                       //dprint("resetting attack finished to ", ftos(time), "\n");
+                       ATTACK_FINISHED(actor, slot) = time;
+                       // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor) = ATTACK_FINISHED(actor) + attacktime * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
        }
        actor.bulletcounter += 1;
-       //dprint("attack finished ", ftos(ATTACK_FINISHED(actor)), "\n");
+       // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
 }
-bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime)
+
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       if (weapon_prepareattack_check(thiswep, actor, secondary, attacktime)) {
-               weapon_prepareattack_do(actor, secondary, attacktime);
+       if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
+       {
+               weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
                return true;
        }
        return false;
 }
 
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func)
-{
-       vector a;
-       vector of, or, ou;
-       float restartanim;
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
 
-       if(fr == WFRAME_DONTCHANGE)
+/**
+ * @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.wframe;
+               fr = this.wframe;
                restartanim = false;
        }
-       else if (fr == WFRAME_IDLE)
-               restartanim = false;
        else
-               restartanim = true;
-
-       of = v_forward;
-       or = v_right;
-       ou = v_up;
-
-       if (actor.weaponentity)
        {
-               actor.weaponentity.wframe = fr;
-               a = '0 0 0';
-               if (fr == WFRAME_IDLE)
-                       a = actor.weaponentity.anim_idle;
-               else if (fr == WFRAME_FIRE1)
-                       a = actor.weaponentity.anim_fire1;
-               else if (fr == WFRAME_FIRE2)
-                       a = actor.weaponentity.anim_fire2;
-               else // if (fr == WFRAME_RELOAD)
-                       a = actor.weaponentity.anim_reload;
-               a.z *= g_weaponratefactor;
-               setanim(actor.weaponentity, a, restartanim == false, restartanim, restartanim);
+               restartanim = fr != WFRAME_IDLE;
        }
 
+       vector of = v_forward;
+       vector or = v_right;
+       vector ou = v_up;
+
+       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.state == WS_RAISE)
-       {
-               backtrace("Tried to override initial weapon think function - should this really happen?");
-       }
+       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;
-               //dprint("started firing at ", ftos(time), "\n");
+               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;
-               //dprint("reset weapon animation timer at ", ftos(time), "\n");
+               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((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
+       if (this)
        {
-               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);
+               FOREACH_CLIENT(true, LAMBDA(
+                       if(it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               wframe_send(it, this, a, restartanim);
+               ));
        }
-       else
+
+       if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if(actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
-                       actor.anim_upper_action = 0;
+               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 if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
+       {
+               actor.anim_upper_action = 0;
        }
 }
 
-float forbidWeaponUse(entity player)
+bool forbidWeaponUse(entity player)
 {
-       if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
-               return 1;
-       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
-               return 1;
-       if(player.player_blocked)
-               return 1;
-       if(player.frozen)
-               return 1;
-       if(player.weapon_blocked)
-               return 1;
-       return 0;
+       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 (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)
 {
-       vector fo, ri, up;
+    TC(Player, actor);
+    TC(PlayerState, PS(actor));
+       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
+       entity this = actor.(weaponentity);
+       if (frametime) actor.weapon_frametime = frametime;
 
-       if (frametime)
-               actor.weapon_frametime = frametime;
+       if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
 
-       if (!actor.weaponentity || actor.health < 1)
-               return; // Dead player can't use weapons and injure impulse commands
 
-       if(forbidWeaponUse(actor))
-       if(actor.weaponentity.state != WS_CLEAR)
+       if (forbidWeaponUse(actor))
        {
-               Weapon wpn = get_weaponinfo(actor.weapon);
-               w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
-               return;
+               if (actor.(weaponentity).state != WS_CLEAR)
+               {
+                       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.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;
+               // actor.items &= ~IT_AMMO;
                return;
        }
 
        makevectors(actor.v_angle);
-       fo = v_forward; // save them in case the weapon think functions change it
-       ri = v_right;
-       up = v_up;
+       vector fo = v_forward;  // save them in case the weapon think functions change it
+       vector ri = v_right;
+       vector up = v_up;
 
        // Change weapon
-       if (actor.weapon != actor.switchweapon)
+       if (PS(actor).m_weapon != PS(actor).m_switchweapon)
        {
-               if (actor.weaponentity.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.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;
-                       }
-                       else
-                               actor.clip_load = actor.clip_size = 0;
-
-                       weapon_thinkf(actor, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
-               }
-               else if (actor.weaponentity.state == WS_DROP)
-               {
-                       // in dropping phase we can switch at any time
-                       actor.switchingweapon = actor.switchweapon;
-               }
-               else if (actor.weaponentity.state == WS_READY)
-               {
-                       // start switching!
-                       actor.switchingweapon = actor.switchweapon;
-                       entity oldwep = get_weaponinfo(actor.weapon);
+                               // 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;
+                               }
 
-                       // set up weapon switch think in the future, and start drop anim
-                       #ifndef INDEPENDENT_ATTACK_FINISHED
-                       if(ATTACK_FINISHED(actor) <= time + actor.weapon_frametime * 0.5)
+                               weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+                               break;
+                       }
+                       case WS_DROP:
+                       {
+                               // in dropping phase we can switch at any time
+                               PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
+                               break;
+                       }
+                       case WS_READY:
                        {
-                       #endif
-                               sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
-                               actor.weaponentity.state = WS_DROP;
-                               weapon_thinkf(actor, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
-                       #ifndef INDEPENDENT_ATTACK_FINISHED
+                               // 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;
                        }
-                       #endif
                }
        }
 
        // LordHavoc: network timing test code
-       //if (actor.button0)
-       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor)), " >= ", ftos(actor.weapon_nextthink), "\n");
+       // if (actor.button0)
+       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
 
-       float w;
-       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
-       float c;
-       c = 0;
-       while (c < W_TICSPERFRAME)
+       for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               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;
@@ -815,101 +533,107 @@ void W_WeaponFrame(entity actor)
 
                bool block_weapon = false;
                {
-                       bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
-               Weapon off = actor.offhand;
-               if (off && !(actor.weapons & WEPSET(HOOK))) {
-                       if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
-               } else {
-                       if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) {
-                                       W_SwitchWeapon(WEP_HOOK.m_id);
-                               }
+                       bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
+                       Weapon off = actor.offhand;
+                       if (off && !(actor.weapons & WEPSET(HOOK)))
+                       {
+                               if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
+                       }
+                       else
+                       {
+                               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, block_weapon, false);
-               }
-        }
+                               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 = get_weaponinfo(actor.weapon);
-                       e.wr_think(e, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
-               } else {
-                       Weapon w = get_weaponinfo(actor.weapon);
-                       w.wr_gonethink(w);
+               {
+            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 if (e)
+                       {
+                               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, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+                               Weapon wpn = PS(actor).m_weapon;
+                               this.weapon_think(wpn, actor, weaponentity,
+                                       PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
                        else
+                       {
                                bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
+                       }
                }
        }
 }
 
 void W_AttachToShotorg(entity actor, entity flash, vector offset)
 {
-       entity xflash;
+       .entity weaponentity = weaponentities[0];
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
-       if(gettagindex(actor.weaponentity, "shot"))
-               setattachment(flash, actor.weaponentity, "shot");
-       else
-               setattachment(flash, actor.weaponentity, "tag_shot");
+       entity view = actor.(weaponentity);
+       entity exterior = actor.exteriorweaponentity;
+
+       if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
+       else setattachment(flash, view, "tag_shot");
        setorigin(flash, offset);
 
-       xflash = spawn();
+       entity xflash = spawn();
        copyentity(flash, xflash);
 
        flash.viewmodelforclient = actor;
 
-       if(actor.weaponentity.oldorigin.x > 0)
+       if (view.oldorigin.x > 0)
        {
-               setattachment(xflash, actor.exteriorweaponentity, "");
-               setorigin(xflash, actor.weaponentity.oldorigin + offset);
+               setattachment(xflash, exterior, "");
+               setorigin(xflash, view.oldorigin + offset);
        }
        else
        {
-               if(gettagindex(actor.exteriorweaponentity, "shot"))
-                       setattachment(xflash, actor.exteriorweaponentity, "shot");
-               else
-                       setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
+               if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
+               else setattachment(xflash, exterior, "tag_shot");
                setorigin(xflash, offset);
        }
 }
 
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 {
+       if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
 
-       if(cvar("g_overkill"))
-       if(actor.ok_use_ammocharge)
-       {
-               ok_DecreaseCharge(actor, actor.weapon);
-               return; // TODO
-       }
-
-       if((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
-               return;
+       if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
 
        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if(wep.reloading_ammo)
+       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)
+       else if (wep.ammo_field != ammo_none)
        {
                actor.(wep.ammo_field) -= ammo_use;
-               if(actor.(wep.ammo_field) < 0)
+               if (actor.(wep.ammo_field) < 0)
                {
                        backtrace(sprintf(
                                "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
@@ -919,7 +643,7 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
                                GetAmmoPicture(wep.ammo_field),
                                actor.netname,
                                actor.(wep.ammo_field)
-                       ));
+                                            ));
                }
        }
 }
@@ -930,92 +654,97 @@ void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 .float reload_complain;
 .string reload_sound;
 
-void W_ReloadedAndReady(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        // finish the reloading process, and do the ammo transfer
 
-       actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
 
        // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
-       if(!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+       if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
+       {
                actor.clip_load = actor.reload_ammo_amount;
+       }
        else
        {
                // make sure we don't add more ammo than we have
                float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
-        actor.clip_load += load;
-        actor.(actor.ammo_field) -= load;
+               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,
        // so your weapon is disabled for a few seconds without reason
 
-       //ATTACK_FINISHED(actor) -= actor.reload_time - 1;
+       // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
-       Weapon wpn = get_weaponinfo(actor.weapon);
-       w_ready(wpn, actor, actor.BUTTON_ATCK, actor.BUTTON_ATCK2);
+       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)
 {
+    TC(Sound, sent_sound);
+       .entity weaponentity = weaponentities[0];
        // set global values to work with
-       entity e;
-       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))
        {
-               LOG_TRACE("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+               LOG_TRACE(
+                       "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
                return;
        }
 
        // return if reloading is disabled for this weapon
-       if(!actor.reload_ammo_amount)
-               return;
+       if (!actor.reload_ammo_amount) return;
 
        // our weapon is fully loaded, no need to reload
-       if (actor.clip_load >= actor.reload_ammo_amount)
-               return;
+       if (actor.clip_load >= actor.reload_ammo_amount) return;
 
        // no ammo, so nothing to load
-       if(actor.ammo_field != ammo_none)
-       if(!actor.(actor.ammo_field) && actor.reload_ammo_min)
-       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if (actor.ammo_field != ammo_none)
        {
-               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"));
-                       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)))
+               if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
                {
-                       actor.clip_load = -1; // reload later
-                       W_SwitchToOtherWeapon(actor);
+                       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                       {
+                               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", 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 = PS(actor).m_weapon;
+                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
+                               {
+                                       actor.clip_load = -1;  // reload later
+                                       W_SwitchToOtherWeapon(actor);
+                               }
+                               return;
+                       }
                }
-               return;
        }
 
-       if (actor.weaponentity)
+       entity this = actor.(weaponentity);
+       if (this)
        {
-               if (actor.weaponentity.wframe == WFRAME_RELOAD)
-                       return;
+               if (this.wframe == WFRAME_RELOAD) return;
 
                // allow switching away while reloading, but this will cause a new reload!
-               actor.weaponentity.state = WS_READY;
+               this.state = WS_READY;
        }
 
        // now begin the reloading process
@@ -1026,21 +755,18 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       //ATTACK_FINISHED(actor) = max(time, ATTACK_FINISHED(actor)) + actor.reload_time + 1;
+       // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
 
-       weapon_thinkf(actor, 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;
+       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)
-{SELFPARAM();
-       setself(player);
+{
+       Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       Weapon w = get_weaponinfo(weapon_type);
-       w.event(w);
-       setself(this);
+       WITHSELF(player, w.event(w));
 }