]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Weapons: store switchweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 3ea45ad46814ca7dfcc306288048b41cded229fb..0124fa9f5cb08611376e57958fb7ebe573030093 100644 (file)
 #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);
-}
-
 .int state;
 
 .float weapon_frametime;
@@ -92,9 +39,6 @@ float W_WeaponSpeedFactor()
 }
 
 
-void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
-    .entity weaponentity, int fire) func);
-
 bool CL_Weaponentity_CustomizeEntityForClient()
 {
        SELFPARAM();
@@ -103,224 +47,19 @@ bool CL_Weaponentity_CustomizeEntityForClient()
        return true;
 }
 
-/*
- * supported formats:
- *
- * 1. simple animated model, muzzle flash handling on h_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- *      tags:
- *        shot = muzzle end (shot origin, also used for muzzle flashes)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *        weapon = attachment for v_tuba.md3
- *    v_tuba.md3 - first and third person model
- *    g_tuba.md3 - pickup model
- *
- * 2. simple animated model, muzzle flash handling on v_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
- *      tags:
- *        weapon = attachment for v_tuba.md3
- *    v_tuba.md3 - first and third person model
- *      tags:
- *        shot = muzzle end (shot origin, also used for muzzle flashes)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *    g_tuba.md3 - pickup model
- *
- * 3. fully animated model, muzzle flash handling on h_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- *      tags:
- *        shot = muzzle end (shot origin, also used for muzzle flashes)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
- *    v_tuba.md3 - third person model
- *    g_tuba.md3 - pickup model
- *
- * 4. fully animated model, muzzle flash handling on v_ model:
- *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
- *      tags:
- *        shot = muzzle end (shot origin)
- *        shell = casings ejection point (must be on the right hand side of the gun)
- *    v_tuba.md3 - third person model
- *      tags:
- *        shot = muzzle end (for muzzle flashes)
- *    g_tuba.md3 - pickup model
- */
-
-// writes:
-//   this.origin, this.angles
-//   this.weaponentity
-//   this.movedir, this.view_ofs
-//   attachment stuff
-//   anim stuff
-// to free:
-//   call again with ""
-//   remove the ent
-void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name)
-{
-       if (name != "")
-       {
-               // if there is a child entity, hide it until we're sure we use it
-               if (this.(weaponentity)) this.(weaponentity).model = "";
-               _setmodel(this, W_Model(strcat("v_", name, ".md3")));
-               int v_shot_idx = gettagindex(this, "shot");  // used later
-               if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
-
-               _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
-               // preset some defaults that work great for renamed zym files (which don't need an animinfo)
-               this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
-               this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
-               this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
-               this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
-
-               // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
-               // if we don't, this is a "real" animated model
-               if (gettagindex(this, "weapon"))
-               {
-                       if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
-                       _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
-                       setattachment(this.(weaponentity), this, "weapon");
-               }
-               else if (gettagindex(this, "tag_weapon"))
-               {
-                       if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
-                       _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
-                       setattachment(this.(weaponentity), this, "tag_weapon");
-               }
-               else
-               {
-                       if (this.(weaponentity)) remove(this.(weaponentity));
-                       this.(weaponentity) = NULL;
-               }
-
-               setorigin(this, '0 0 0');
-               this.angles = '0 0 0';
-               this.frame = 0;
-               this.viewmodelforclient = NULL;
-
-               float idx;
-
-               if (v_shot_idx)  // v_ model attached to invisible h_ model
-               {
-                       this.movedir = gettaginfo(this.(weaponentity), v_shot_idx);
-               }
-               else
-               {
-                       idx = gettagindex(this, "shot");
-                       if (!idx) idx = gettagindex(this, "tag_shot");
-                       if (idx)
-                       {
-                               this.movedir = gettaginfo(this, idx);
-                       }
-                       else
-                       {
-                               LOG_INFO("WARNING: weapon model ", this.model,
-                                       " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
-                               this.movedir = '0 0 0';
-                       }
-               }
-
-               if (this.(weaponentity))  // v_ model attached to invisible h_ model
-               {
-                       idx = gettagindex(this.(weaponentity), "shell");
-                       if (!idx) idx = gettagindex(this.(weaponentity), "tag_shell");
-                       if (idx) this.spawnorigin = gettaginfo(this.(weaponentity), idx);
-               }
-               else
-               {
-                       idx = 0;
-               }
-               if (!idx)
-               {
-                       idx = gettagindex(this, "shell");
-                       if (!idx) idx = gettagindex(this, "tag_shell");
-                       if (idx)
-                       {
-                               this.spawnorigin = gettaginfo(this, idx);
-                       }
-                       else
-                       {
-                               LOG_INFO("WARNING: weapon model ", this.model,
-                                       " does not support the 'shell' tag, will display casings wrong\n");
-                               this.spawnorigin = this.movedir;
-                       }
-               }
-
-               if (v_shot_idx)
-               {
-                       this.oldorigin = '0 0 0';  // use regular attachment
-               }
-               else
-               {
-                       if (this.(weaponentity))
-                       {
-                               idx = gettagindex(this, "weapon");
-                               if (!idx) idx = gettagindex(this, "tag_weapon");
-                       }
-                       else
-                       {
-                               idx = gettagindex(this, "handle");
-                               if (!idx) idx = gettagindex(this, "tag_handle");
-                       }
-                       if (idx)
-                       {
-                               this.oldorigin = this.movedir - gettaginfo(this, idx);
-                       }
-                       else
-                       {
-                               LOG_INFO("WARNING: weapon model ", this.model,
-                                       " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
-                               this.oldorigin = '0 0 0';  // there is no way to recover from this
-                       }
-               }
-
-               this.viewmodelforclient = this.owner;
-       }
-       else
-       {
-               this.model = "";
-               if (this.(weaponentity)) remove(this.(weaponentity));
-               this.(weaponentity) = NULL;
-               this.movedir = '0 0 0';
-               this.spawnorigin = '0 0 0';
-               this.oldorigin = '0 0 0';
-               this.anim_fire1  = '0 1 0.01';
-               this.anim_fire2  = '0 1 0.01';
-               this.anim_idle   = '0 1 0.01';
-               this.anim_reload = '0 1 0.01';
-       }
-
-       this.view_ofs = '0 0 0';
-
-       if (this.movedir.x >= 0)
-       {
-               vector v0 = this.movedir;
-               this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign);
-               this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0;
-       }
-       this.owner.stat_shotorg = compressShotOrigin(this.movedir);
-       this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
-
-       this.spawnorigin += this.view_ofs;                            // offset the casings origin by the same amount
-
-       // check if an instant weapon switch occurred
-       setorigin(this, this.view_ofs);
-       // reset animstate now
-       this.wframe = WFRAME_IDLE;
-       setanim(this, this.anim_idle, true, false, true);
-}
-
-vector CL_Weapon_GetShotOrg(float wpn)
+vector CL_Weapon_GetShotOrg(int wpn)
 {
        entity wi = Weapons_from(wpn);
        entity e = spawn();
-       .entity weaponentity = weaponentities[0];
-       CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl);
+       CL_WeaponEntity_SetModel(e, wi.mdl);
        vector ret = e.movedir;
-       CL_WeaponEntity_SetModel(e, weaponentity, "");
+       CL_WeaponEntity_SetModel(e, "");
        remove(e);
        return ret;
 }
 
 ..entity weaponentity_fld;
+.float m_alpha;
 
 void CL_Weaponentity_Think()
 {
@@ -330,68 +69,40 @@ void CL_Weaponentity_Think()
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
-               if (this.(weaponentity)) remove(this.(weaponentity));
+               // owner has new gun; remove self
+               if (this.weaponchild) remove(this.weaponchild);
                remove(this);
                return;
        }
        if (this.owner.deadflag != DEAD_NO)
        {
+               // owner died; disappear
                this.model = "";
-               if (this.(weaponentity)) this.(weaponentity).model = "";
+               if (this.weaponchild) this.weaponchild.model = "";
                return;
        }
-       if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
+       if (this.weaponname != this.owner.weaponname
+           || this.dmg != this.owner.modelindex
            || this.deadflag != this.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(this, weaponentity, this.owner.weaponname);
+               CL_WeaponEntity_SetModel(this, this.owner.weaponname);
        }
 
-       int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
-       this.effects = this.owner.effects & EFMASK_CHEAP;
-       this.effects &= ~EF_LOWPRECISION;
-       this.effects &= ~EF_FULLBRIGHT;  // can mask team color, so get rid of it
-       this.effects &= ~EF_TELEPORT_BIT;
-       this.effects &= ~EF_RESTARTANIM_BIT;
-       this.effects |= tb;
-       if (weaponentity != weaponentities[0]) this.effects |= EF_NODRAW;
+       this.alpha = -1;  // TODO: don't render this entity at all
 
-       if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
-       else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
-       else this.alpha = 1;
+       if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
+       else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
+       else this.m_alpha  = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
-       this.colormap = this.owner.colormap;
-       if (this.(weaponentity))
-       {
-               this.(weaponentity).effects = this.effects;
-               this.(weaponentity).alpha = this.alpha;
-               this.(weaponentity).colormap = this.colormap;
-               this.(weaponentity).glowmod = this.glowmod;
-       }
-
-       this.angles = '0 0 0';
-
-       float f = this.weapon_nextthink - time;
-       if (this.state == WS_RAISE && !intermission_running)
-       {
-               entity newwep = Weapons_from(this.owner.switchweapon);
-               f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
-               this.angles_x = -90 * f * f;
-       }
-       else if (this.state == WS_DROP && !intermission_running)
-       {
-               entity oldwep = Weapons_from(this.owner.weapon);
-               f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
-               this.angles_x = -90 * f * f;
-       }
-       else if (this.state == WS_CLEAR)
+       if (this.weaponchild)
        {
-               f = 1;
-               this.angles_x = -90 * f * f;
+               this.weaponchild.alpha = this.alpha;
+               this.weaponchild.effects = this.effects;
        }
 }
 
@@ -443,31 +154,27 @@ void CL_ExteriorWeaponentity_Think()
 }
 
 // spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e, .entity weaponentity)
+void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 {
-       entity view = e.(weaponentity) = new(weaponentity);
+       entity view = actor.(weaponentity) = new(weaponentity);
        make_pure(view);
        view.solid = SOLID_NOT;
-       view.owner = e;
+       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.weaponentity_fld = weaponentity;
        view.think = CL_Weaponentity_Think;
-       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
        view.nextthink = time;
+       view.viewmodelforclient = actor;
+       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
 
        if (weaponentity == weaponentities[0])
        {
-               entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
+               entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
                make_pure(exterior);
                exterior.solid = SOLID_NOT;
-               exterior.exteriorweaponentity = exterior;
-               exterior.owner = e;
+               exterior.owner = actor;
                setorigin(exterior, '0 0 0');
-               exterior.angles = '0 0 0';
                exterior.think = CL_ExteriorWeaponentity_Think;
                exterior.nextthink = time;
 
@@ -513,9 +220,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
                        if (mine.owner == actor) return false;
 
        if (thiswep == WEP_SHOTGUN)
-               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
+               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
 
-       if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+       if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
        {
                sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
@@ -562,7 +269,7 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
                return false;
 
        // do not even think about shooting if switching
-       if (actor.switchweapon != actor.weapon) return false;
+       if (PS(actor).m_switchweapon.m_id != actor.weapon) return false;
 
        if (attacktime >= 0)
        {
@@ -608,7 +315,13 @@ bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bo
        return false;
 }
 
-void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+
+/**
+ * @param t defer thinking until time + t
+ * @param func next think function
+ */
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
        .entity weaponentity, int fire) func)
 {
        entity this = actor.(weaponentity);
@@ -618,30 +331,25 @@ void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(W
                fr = this.wframe;
                restartanim = false;
        }
-       else if (fr == WFRAME_IDLE)
-       {
-               restartanim = false;
-       }
        else
        {
-               restartanim = true;
+               restartanim = fr != WFRAME_IDLE;
        }
 
        vector of = v_forward;
        vector or = v_right;
        vector ou = v_up;
 
+       vector a = '0 0 0';
        if (this)
        {
                this.wframe = fr;
-               vector a = '0 0 0';
                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;
-               setanim(this, a, restartanim == false, restartanim, restartanim);
        }
 
        v_forward = of;
@@ -665,20 +373,28 @@ void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(W
                this.weapon_nextthink = time;
                // dprint("reset weapon animation timer at ", ftos(time), "\n");
        }
-       this.weapon_nextthink = this.weapon_nextthink + t;
+       this.weapon_nextthink += t;
+       if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
        this.weapon_think = func;
        // dprint("next ", ftos(this.weapon_nextthink), "\n");
 
+       if (this)
+       {
+               entity e;
+               FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
+       }
+
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
-                   && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
-               else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
+               int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
+                       ? ANIMACTION_MELEE
+                       : ANIMACTION_SHOOT
+                       ;
+               animdecide_setaction(actor, act, restartanim);
        }
-       else
+       else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
        {
-               if (actor.anim_upper_action == ANIMACTION_SHOOT
-                   || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
+               actor.anim_upper_action = 0;
        }
 }
 
@@ -696,11 +412,11 @@ bool forbidWeaponUse(entity player)
 
 void W_WeaponFrame(entity actor)
 {
-       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
        entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
 
-       if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+       if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
 
 
        if (forbidWeaponUse(actor))
@@ -713,7 +429,7 @@ void W_WeaponFrame(entity actor)
                }
        }
 
-       if (actor.switchweapon == 0)
+       if (PS(actor).m_switchweapon.m_id == 0)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
@@ -729,7 +445,7 @@ void W_WeaponFrame(entity actor)
        vector up = v_up;
 
        // Change weapon
-       if (actor.weapon != actor.switchweapon)
+       if (actor.weapon != PS(actor).m_switchweapon.m_id)
        {
                switch (this.state)
                {
@@ -742,11 +458,11 @@ void W_WeaponFrame(entity actor)
                        case WS_CLEAR:
                        {
                                // end switching!
-                               actor.switchingweapon = actor.switchweapon;
-                               entity newwep = Weapons_from(actor.switchweapon);
+                               Weapon newwep = PS(actor).m_switchweapon;
+                               actor.switchingweapon = newwep.m_id;
 
                                // the two weapon entities will notice this has changed and update their models
-                               actor.weapon = actor.switchweapon;
+                               actor.weapon = newwep.m_id;
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
@@ -756,7 +472,7 @@ void W_WeaponFrame(entity actor)
                                // 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[actor.switchweapon]);
+                                       actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
                                        actor.clip_size = newwep.reloading_ammo;
                                }
                                else
@@ -770,23 +486,17 @@ void W_WeaponFrame(entity actor)
                        case WS_DROP:
                        {
                                // in dropping phase we can switch at any time
-                               actor.switchingweapon = actor.switchweapon;
+                               actor.switchingweapon = PS(actor).m_switchweapon.m_id;
                                break;
                        }
                        case WS_READY:
                        {
                                // start switching!
-                               actor.switchingweapon = actor.switchweapon;
+                               actor.switchingweapon = PS(actor).m_switchweapon.m_id;
                                entity oldwep = Weapons_from(actor.weapon);
 
                                // set up weapon switch think in the future, and start drop anim
-                               if (
-#if INDEPENDENT_ATTACK_FINISHED
-                                           true
-#else
-                                           ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
-#endif
-                                  )
+                               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;
@@ -808,9 +518,9 @@ void W_WeaponFrame(entity actor)
        // server framerate is very low and the weapon fire rate very high
        for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               if (w && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
                {
-                       if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       if (actor.weapon == PS(actor).m_switchweapon.m_id) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                        w = 0;
                }
 
@@ -828,8 +538,8 @@ void W_WeaponFrame(entity actor)
                        }
                        else
                        {
-                               if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
-                                               WEP_HOOK.m_id);
+                               if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+                                       W_SwitchWeapon(WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
@@ -880,9 +590,11 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
-       entity this = actor.(weaponentity);
-       if (gettagindex(this, "shot")) setattachment(flash, this, "shot");
-       else setattachment(flash, this, "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);
 
        entity xflash = spawn();
@@ -890,15 +602,15 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
 
        flash.viewmodelforclient = actor;
 
-       if (this.oldorigin.x > 0)
+       if (view.oldorigin.x > 0)
        {
-               setattachment(xflash, actor.exteriorweaponentity, "");
-               setorigin(xflash, this.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);
        }
 }