]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/panel/weapons.qc
Purge most cases of self from the client folder
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
index 9cfebb81e716c80f198f39a5235426cb25b93194..19cfb551c6f35931babb9cb9f11bd61520977527 100644 (file)
@@ -336,16 +336,16 @@ void HUD_Weapons()
        for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
        {
                // retrieve information about the current weapon to be drawn
-               setself(weaponorder[i]);
-               weapon_id = self.impulse;
-               isCurrent = (self == switchweapon);
+               entity it = weaponorder[i];
+               weapon_id = it.impulse;
+               isCurrent = (it == switchweapon);
 
                // skip if this weapon doesn't exist
-               if(!self || weapon_id < 0) { continue; }
+               if(!it || weapon_id < 0) { continue; }
 
                // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
                if(autocvar_hud_panel_weapons_onlyowned)
-               if (!((weapons_stat & WepSet_FromWeapon(self)) || (self.m_id == complain_weapon)))
+               if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
                        continue;
 
                // figure out the drawing position of weapon
@@ -360,7 +360,7 @@ void HUD_Weapons()
                // draw the weapon accuracy
                if(autocvar_hud_panel_weapons_accuracy)
                {
-                       float panel_weapon_accuracy = weapon_accuracy[self.m_id-WEP_FIRST];
+                       float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
                        if(panel_weapon_accuracy >= 0)
                        {
                                color = Accuracy_GetColor(panel_weapon_accuracy);
@@ -369,13 +369,13 @@ void HUD_Weapons()
                }
 
                // drawing all the weapon items
-               if(weapons_stat & WepSet_FromWeapon(self))
+               if(weapons_stat & WepSet_FromWeapon(it))
                {
                        // draw the weapon image
                        if(isCurrent)
-                               drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+                               drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
                        else
-                               drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+                               drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
 
                        // draw weapon label string
                        switch(autocvar_hud_panel_weapons_label)
@@ -389,7 +389,7 @@ void HUD_Weapons()
                                        break;
 
                                case 3: // weapon name
-                                       drawstring(weapon_pos, strtolower(self.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+                                       drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
                                        break;
 
                                default: // nothing
@@ -397,14 +397,14 @@ void HUD_Weapons()
                        }
 
                        // draw ammo status bar
-                       if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
+                       if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
                        {
                                float ammo_full;
-                               a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
+                               a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
 
                                if(a > 0)
                                {
-                                       switch(self.ammo_field)
+                                       switch(it.ammo_field)
                                        {
                                                case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
                                                case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
@@ -437,11 +437,11 @@ void HUD_Weapons()
                }
                else // draw a "ghost weapon icon" if you don't have the weapon
                {
-                       drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+                       drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
                }
 
                // draw the complain message
-               if(self.m_id == complain_weapon)
+               if(it.m_id == complain_weapon)
                {
                        if(fadetime)
                                a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));