]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/wepent_experimental
authorMario <mario@smbclan.net>
Tue, 27 Dec 2016 12:44:01 +0000 (22:44 +1000)
committerMario <mario@smbclan.net>
Tue, 27 Dec 2016 12:44:01 +0000 (22:44 +1000)
# Conflicts:
# qcsrc/server/weapons/weaponsystem.qc

1  2 
qcsrc/common/t_items.qc
qcsrc/server/weapons/weaponsystem.qc

diff --combined qcsrc/common/t_items.qc
index f799ec6dbd1d6b33d220159bc0bbd4cf7342e035,cacbfdcea855fe4bd33cf839e8011b65d5f5f0a6..82801228e964c4a063fdcd0290b46392f329f00c
@@@ -393,7 -393,7 +393,7 @@@ bool have_pickup_item(entity this
                if(autocvar_g_pickup_items == 0)
                        return false;
                if(g_weaponarena)
-                       if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
+                       if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
                                return false;
        }
        return true;
@@@ -673,30 -673,21 +673,30 @@@ LABEL(YEAH
  
  float Item_GiveTo(entity item, entity player)
  {
 -      float _switchweapon;
        float pickedup;
  
        // if nothing happens to player, just return without taking the item
        pickedup = false;
 -      _switchweapon = false;
 +      int _switchweapon = 0;
        // in case the player has autoswitch enabled do the following:
        // if the player is using their best weapon before items are given, they
        // probably want to switch to an even better weapon after items are given
 -      if (player.autoswitch)
 -      if (PS(player).m_switchweapon == w_getbestweapon(player))
 -              _switchweapon = true;
  
 -      if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
 -              _switchweapon = true;
 +      if(player.autoswitch)
 +      {
 +              for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +              {
 +                      .entity weaponentity = weaponentities[slot];
 +                      if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
 +                      {
 +                              if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
 +                                      _switchweapon |= BIT(slot);
 +
 +                              if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
 +                                      _switchweapon |= BIT(slot);
 +                      }
 +              }
 +      }
  
        pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
        pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
                        FOREACH(Weapons, it != WEP_Null, {
                                if(w & (it.m_wepset))
                                {
 -                                      W_DropEvent(wr_pickup, player, it.m_id, item);
 +                                      for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +                                      {
 +                                              .entity weaponentity = weaponentities[slot];
 +                                              if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
 +                                                      W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
 +                                      }
                                        W_GiveWeapon(player, it.m_id);
                                }
                        });
@@@ -775,25 -761,13 +775,25 @@@ LABEL(skip
        // crude hack to enforce switching weapons
        if(g_cts && item.itemdef.instanceOfWeaponPickup)
        {
 -              W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
 +              for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +              {
 +                      .entity weaponentity = weaponentities[slot];
 +                      if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
 +                              W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
 +              }
                return 1;
        }
  
 -      if (_switchweapon)
 -              if (PS(player).m_switchweapon != w_getbestweapon(player))
 -                      W_SwitchWeapon_Force(player, w_getbestweapon(player));
 +      if(_switchweapon)
 +      {
 +              for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +              {
 +                      .entity weaponentity = weaponentities[slot];
 +                      if(_switchweapon & BIT(slot))
 +                      if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
 +                              W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
 +              }
 +      }
  
        return 1;
  }
@@@ -1674,6 -1648,7 +1674,6 @@@ void GiveRot(entity e, float v0, float 
  float GiveItems(entity e, float beginarg, float endarg)
  {
        float got, i, val, op;
 -      float _switchweapon;
        string cmd;
  
        val = 999;
  
        got = 0;
  
 -      _switchweapon = false;
 -      if (e.autoswitch)
 -              if (PS(e).m_switchweapon == w_getbestweapon(e))
 -                      _switchweapon = true;
 +      int _switchweapon = 0;
 +
 +      if(e.autoswitch)
 +      {
 +              for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +              {
 +                      .entity weaponentity = weaponentities[slot];
 +                      if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
 +                      if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
 +                              _switchweapon |= BIT(slot);
 +              }
 +      }
  
        e.strength_finished = max(0, e.strength_finished - time);
        e.invincible_finished = max(0, e.invincible_finished - time);
        else
                e.superweapons_finished += time;
  
 -      if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
 -              _switchweapon = true;
 +      for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +      {
 +              .entity weaponentity = weaponentities[slot];
 +              if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
 +              if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
 +                      _switchweapon |= BIT(slot);
 +      }
 +
        if(_switchweapon)
 -              W_SwitchWeapon_Force(e, w_getbestweapon(e));
 +      {
 +              for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
 +              {
 +                      .entity weaponentity = weaponentities[slot];
 +                      if(_switchweapon & BIT(slot))
 +                              W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
 +              }
 +      }
  
        return got;
  }
index 93d2af55b49c94ec83fe07c400cf3ac75254a931,ad479824ec76f654a21877f546b0c273a4fff525..2e0ee09bf8df718d593943e4a777f0b99d1627b5
@@@ -15,7 -15,6 +15,7 @@@
  #include <common/weapons/_all.qh>
  #include <common/state.qh>
  #include <lib/csqcmodel/sv_model.qh>
 +#include <common/wepent.qh>
  
  .int state;
  
@@@ -62,10 -61,8 +62,10 @@@ vector CL_Weapon_GetShotOrg(int wpn
        return ret;
  }
  
 -..entity weaponentity_fld;
  .float m_alpha;
 +.string w_weaponname;
 +.int w_dmg;
 +.int w_deadflag;
  
  void CL_Weaponentity_Think(entity this)
  {
@@@ -76,7 -73,6 +76,7 @@@
        {
                // owner has new gun; remove old one
                if (this.weaponchild) delete(this.weaponchild);
 +              if (this.hook) delete(this.hook);
                delete(this);
                return;
        }
                if (this.weaponchild) this.weaponchild.model = "";
                return;
        }
 -      if (this.weaponname != this.owner.weaponname
 -          || this.dmg != this.owner.modelindex
 -          || this.deadflag != this.owner.deadflag)
 +      if (this.w_weaponname != this.weaponname
 +          || this.w_dmg != this.modelindex
 +          || this.w_deadflag != this.deadflag)
        {
                // owner changed weapons; update appearance
 -              this.weaponname = this.owner.weaponname;
 -              this.dmg = this.owner.modelindex;
 -              this.deadflag = this.owner.deadflag;
 +              this.w_weaponname = this.weaponname;
 +              this.w_dmg = this.modelindex;
 +              this.w_deadflag = this.deadflag;
  
 -              CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
 +              CL_WeaponEntity_SetModel(this, this.weaponname, true);
        }
  
        this.alpha = -1;  // TODO: don't render this entity at all
  void CL_ExteriorWeaponentity_Think(entity this)
  {
        this.nextthink = time;
 +      .entity weaponentity = this.weaponentity_fld;
 +      entity w_ent = this.owner.(weaponentity);
        if (this.owner.exteriorweaponentity != this)
        {
                delete(this);
                this.model = "";
                return;
        }
 -      if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
 -          || this.deadflag != this.owner.deadflag)
 +      if (this.weaponname != w_ent.weaponname || this.dmg != w_ent.modelindex
 +          || this.deadflag != w_ent.deadflag)
        {
 -              this.weaponname = this.owner.weaponname;
 -              this.dmg = this.owner.modelindex;
 -              this.deadflag = this.owner.deadflag;
 -              if (this.owner.weaponname != "")
 +              this.weaponname = w_ent.weaponname;
 +              this.dmg = w_ent.modelindex;
 +              this.deadflag = w_ent.deadflag;
 +              if (w_ent.weaponname != "")
                {
 -                      _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
 +                      _setmodel(this, W_Model(strcat("v_", w_ent.weaponname, ".md3")));
                        setsize(this, '0 0 0', '0 0 0');
                }
                else this.model = "";
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
  
 -    Weapon wep = PS(this.owner).m_weapon;
 -      if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
 +    Weapon wep = this.owner.(weaponentity).m_weapon;
 +      if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
        this.colormap = this.owner.colormap;
  
        CSQCMODEL_AUTOUPDATE(this);
@@@ -179,14 -173,11 +179,14 @@@ void CL_SpawnWeaponentity(entity actor
        view.viewmodelforclient = actor;
        setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
  
 -      if (weaponentity == weaponentities[0])
 +      wepent_link(view);
 +
 +      if (weaponentity == weaponentities[0]) // only one exterior model, thank you very much
        {
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
 +              exterior.weaponentity_fld = weaponentity;
                setorigin(exterior, '0 0 0');
                setthink(exterior, CL_ExteriorWeaponentity_Think);
                exterior.nextthink = time;
  // Weapon subs
  void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
  {
 -      PS(actor).m_weapon = WEP_Null;
 -      PS(actor).m_switchingweapon = WEP_Null;
 +      actor.(weaponentity).m_weapon = WEP_Null;
 +      actor.(weaponentity).m_switchingweapon = WEP_Null;
        entity this = actor.(weaponentity);
        if (this)
        {
@@@ -217,17 -208,17 +217,17 @@@ void w_ready(Weapon thiswep, entity act
  
  .float prevdryfire;
  .float prevwarntime;
 -bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
 +bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
  {
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
 -      if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
 -      else ammo = thiswep.wr_checkammo1(thiswep, actor);
 +      if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
 +      else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
        {
 -              IL_EACH(g_mines, it.owner == actor,
 +              IL_EACH(g_mines, it.owner == actor && it.weaponentity_fld == weaponentity,
                {
                        return false;
                });
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
  
 -      if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
 +      if (thiswep == actor.(weaponentity).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;
  
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
 -      if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
 -      else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
 +      if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
 +      else ammo_other = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
        }
        else  // this weapon is totally unable to fire, switch to another one
        {
 -              W_SwitchToOtherWeapon(actor);
 +              W_SwitchToOtherWeapon(actor, weaponentity);
        }
  
        return false;
  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 (!weapon_prepareattack_checkammo(thiswep, actor, secondary, weaponentity)) 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
                return false;
  
        // do not even think about shooting if switching
 -      if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
 +      if (actor.(weaponentity).m_switchweapon != actor.(weaponentity).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;
 +              if (ATTACK_FINISHED(actor, slot) > time + actor.(weaponentity).weapon_frametime * 0.5) return false;
                entity this = actor.(weaponentity);
                // don't fire while changing weapon
                if (this.state != WS_READY) return false;
@@@ -310,14 -301,14 +310,14 @@@ void weapon_prepareattack_do(entity act
        if (attacktime >= 0)
        {
                int slot = weaponslot(weaponentity);
 -              if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
 +              if (ATTACK_FINISHED(actor, slot) < time - this.weapon_frametime * 1.5)
                {
                        ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
                ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
        }
 -      actor.bulletcounter += 1;
 +      this.bulletcounter += 1;
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
  }
  
@@@ -381,13 -372,14 +381,13 @@@ void weapon_thinkf(entity actor, .entit
                this.weapon_nextthink = time;
                // dprint("started firing at ", ftos(time), "\n");
        }
 -      if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
 -          || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
 +      if (this.weapon_nextthink < time - this.weapon_frametime * 1.5
 +          || this.weapon_nextthink > time + this.weapon_frametime * 1.5)
        {
                this.weapon_nextthink = time;
                // dprint("reset weapon animation timer at ", ftos(time), "\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)
        {
 -              bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
 -              bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
 +              bool primary_melee = boolean(fr == WFRAME_FIRE1 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
 +              bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (this.m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
                int act = (primary_melee || secondary_melee)
                        ? ANIMACTION_MELEE
                        : ANIMACTION_SHOOT
@@@ -434,28 -426,27 +434,27 @@@ void W_WeaponFrame(Player actor, .entit
      TC(Player, actor);
      TC(PlayerState, PS(actor));
        entity this = actor.(weaponentity);
 -      if (frametime) actor.weapon_frametime = frametime;
 +      if (frametime) this.weapon_frametime = frametime;
  
        if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
  
  
        if (forbidWeaponUse(actor))
        {
 -              if (actor.(weaponentity).state != WS_CLEAR)
 +              if (this.state != WS_CLEAR)
                {
 -                      Weapon wpn = PS(actor).m_weapon;
 +                      Weapon wpn = this.m_weapon;
                        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        return;
                }
        }
  
 -      if (PS(actor).m_switchweapon == WEP_Null)
 +      if (this.m_switchweapon == WEP_Null)
        {
 -              PS(actor).m_weapon = WEP_Null;
 -              PS(actor).m_switchingweapon = WEP_Null;
 +              this.m_weapon = WEP_Null;
 +              this.m_switchingweapon = WEP_Null;
                this.state = WS_CLEAR;
 -              actor.weaponname = "";
 +              this.weaponname = "";
-               // actor.items &= ~IT_AMMO;
                return;
        }
  
        vector up = v_up;
  
        // Change weapon
 -      if (PS(actor).m_weapon != PS(actor).m_switchweapon)
 +      if (this.m_weapon != this.m_switchweapon)
        {
                switch (this.state)
                {
                        case WS_CLEAR:
                        {
                                // end switching!
 -                              Weapon newwep = PS(actor).m_switchweapon;
 -                              PS(actor).m_switchingweapon = newwep;
 +                              Weapon newwep = this.m_switchweapon;
 +                              this.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, actor);
 +                              this.m_weapon = newwep;
 +                              this.weaponname = newwep.mdl;
 +                              this.bulletcounter = 0;
 +                              newwep.wr_setup(newwep, actor, weaponentity);
                                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;
 +                                      this.clip_load = this.(weapon_load[this.m_switchweapon.m_id]);
 +                                      this.clip_size = newwep.reloading_ammo;
                                }
                                else
                                {
 -                                      actor.clip_load = actor.clip_size = 0;
 +                                      this.clip_load = this.clip_size = 0;
                                }
  
                                weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
                        case WS_DROP:
                        {
                                // in dropping phase we can switch at any time
 -                              PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
 +                              this.m_switchingweapon = this.m_switchweapon;
                                break;
                        }
                        case WS_READY:
                        {
                                // start switching!
 -                              PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
 -                              entity oldwep = PS(actor).m_weapon;
 +                              this.m_switchingweapon = this.m_switchweapon;
 +                              entity oldwep = this.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)
 +                              if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + this.weapon_frametime * 0.5)
                                {
                                        sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
                                        this.state = WS_DROP;
        // if (actor.button0)
        //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
  
 -      Weapon w = PS(actor).m_weapon;
 +      Weapon w = this.m_weapon;
  
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
        {
                if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
                {
 -                      if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
 +                      if (this.m_weapon == this.m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w = WEP_Null;
                }
  
                        }
                        else
                        {
 -                              if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
 -                                      W_SwitchWeapon(actor, WEP_HOOK);
 +                              if (key_pressed && this.m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
 +                                      W_SwitchWeapon(actor, WEP_HOOK, weaponentity);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
 -                              block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
 +                              block_weapon = (this.m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
                                h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
  
                if (!block_weapon)
                {
 -            Weapon e = PS(actor).m_weapon;
 +            Weapon e = this.m_weapon;
              TC(Weapon, e);
                        if (w != WEP_Null)
                        {
                        }
                }
  
 -              if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
 +              if (time + this.weapon_frametime * 0.5 >= this.weapon_nextthink)
                {
                        if (this.weapon_think)
                        {
                                v_forward = fo;
                                v_right = ri;
                                v_up = up;
 -                              Weapon wpn = PS(actor).m_weapon;
 +                              Weapon wpn = this.m_weapon;
                                this.weapon_think(wpn, actor, weaponentity,
                                        PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
@@@ -633,18 -625,17 +632,18 @@@ void W_AttachToShotorg(entity actor, .e
        }
  }
  
 -void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 +void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
  {
 -      if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
 -
 +      if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity))) return;
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
  
 +      entity w_ent = actor.(weaponentity);
 +
        // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        if (wep.reloading_ammo)
        {
 -              actor.clip_load -= ammo_use;
 -              actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
 +              w_ent.clip_load -= ammo_use;
 +              w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
        }
        else if (wep.ammo_field != ammo_none)
        {
@@@ -674,31 -665,29 +673,31 @@@ void W_ReloadedAndReady(Weapon thiswep
  {
        // 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
 +      entity w_ent = actor.(weaponentity);
 +      Weapon wpn = w_ent.m_weapon;
 +
 +      w_ent.clip_load = w_ent.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 (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_field == ammo_none)
        {
 -              actor.clip_load = actor.reload_ammo_amount;
 +              w_ent.clip_load = w_ent.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;
 +              float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, actor.(wpn.ammo_field));
 +              w_ent.clip_load += load;
 +              actor.(wpn.ammo_field) -= load;
        }
 -      actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
 +      w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.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, slot) -= actor.reload_time - 1;
 +      // ATTACK_FINISHED(actor, slot) -= w_ent.reload_time - 1;
  
 -      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));
  }
  
@@@ -706,14 -695,13 +705,14 @@@ void W_Reload(entity actor, .entity wea
  {
      TC(Sound, sent_sound);
        // set global values to work with
 -      Weapon e = PS(actor).m_weapon;
 +      entity this = actor.(weaponentity);
 +      Weapon e = this.m_weapon;
  
        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;
 +      this.reload_ammo_min = sent_ammo_min;
 +      this.reload_ammo_amount = e.reloading_ammo;
 +      this.reload_time = e.reloading_time;
        if (actor.reload_sound) strunzone(actor.reload_sound);
        actor.reload_sound = strzone(Sound_fixpath(sent_sound));
  
        }
  
        // return if reloading is disabled for this weapon
 -      if (!actor.reload_ammo_amount) return;
 +      if (!this.reload_ammo_amount) return;
  
        // our weapon is fully loaded, no need to reload
 -      if (actor.clip_load >= actor.reload_ammo_amount) return;
 +      if (this.clip_load >= this.reload_ammo_amount) return;
  
        // no ammo, so nothing to load
 -      if (actor.ammo_field != ammo_none)
 +      if (e.ammo_field != ammo_none)
        {
 -              if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
 +              if (!actor.(e.ammo_field) && this.reload_ammo_min)
                {
                        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"));
 +                                      sprint(actor, strcat("You don't have enough ammo to reload the ^2", this.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)))
 +                              if (!(e.wr_checkammo1(e, actor, weaponentity) + e.wr_checkammo2(e, actor, weaponentity)))
                                {
 -                                      actor.clip_load = -1;  // reload later
 -                                      W_SwitchToOtherWeapon(actor);
 +                                      this.clip_load = -1;  // reload later
 +                                      W_SwitchToOtherWeapon(actor, weaponentity);
                                }
                                return;
                        }
                }
        }
  
 -      entity this = actor.(weaponentity);
        if (this)
        {
                if (this.wframe == WFRAME_RELOAD) return;
        // 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, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
 +      // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + this.reload_time + 1;
  
 -      weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
 +      weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, this.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[PS(actor).m_weapon.m_id]) = -1;
 +      if (this.clip_load < 0) this.clip_load = 0;
 +      this.old_clip_load = this.clip_load;
 +      this.clip_load = this.(weapon_load[this.m_weapon.m_id]) = -1;
  }
  
 -void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
 +void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity)
  {
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
 -      w.event(w, player);
 +      w.event(w, player, weaponentity);
  }