]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into terencehill/infomessages_panel_update
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 46efc1fae8e7456827fd1f0f31ede46f32a74892..9262698daa6c09a8f63840bb05ecf88ce5528499 100644 (file)
@@ -154,7 +154,7 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf)
        // - The owner client has no use for beam start position or directions,
        //    it always figures this information out for itself with csqc code.
        // - Spectating the owner also truncates this information.
-       float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
+       float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
        if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
 
        WriteByte(MSG_ENTITY, sf);
@@ -173,25 +173,25 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf)
        }
        if(sf & ARC_SF_START) // starting location
        {
-               WriteCoord(MSG_ENTITY, self.beam_start.x);
-               WriteCoord(MSG_ENTITY, self.beam_start.y);
-               WriteCoord(MSG_ENTITY, self.beam_start.z);
+               WriteCoord(MSG_ENTITY, this.beam_start.x);
+               WriteCoord(MSG_ENTITY, this.beam_start.y);
+               WriteCoord(MSG_ENTITY, this.beam_start.z);
        }
        if(sf & ARC_SF_WANTDIR) // want/aim direction
        {
-               WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
-               WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
-               WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
+               WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
+               WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
+               WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
        }
        if(sf & ARC_SF_BEAMDIR) // beam direction
        {
-               WriteCoord(MSG_ENTITY, self.beam_dir.x);
-               WriteCoord(MSG_ENTITY, self.beam_dir.y);
-               WriteCoord(MSG_ENTITY, self.beam_dir.z);
+               WriteCoord(MSG_ENTITY, this.beam_dir.x);
+               WriteCoord(MSG_ENTITY, this.beam_dir.y);
+               WriteCoord(MSG_ENTITY, this.beam_dir.z);
        }
        if(sf & ARC_SF_BEAMTYPE) // beam type
        {
-               WriteByte(MSG_ENTITY, self.beam_type);
+               WriteByte(MSG_ENTITY, this.beam_type);
        }
 
        return true;
@@ -231,17 +231,17 @@ void Arc_Player_SetHeat(entity player)
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
-void W_Arc_Bolt_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
+void W_Arc_Bolt_Explode(entity this)
+{
+       this.event_damage = func_null;
+       RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, other);
 
-       remove(self);
+       remove(this);
 }
 
 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Arc_Bolt_Explode());
+       W_Arc_Bolt_Explode(this);
 }
 
 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -259,24 +259,24 @@ void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float dam
                W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
-void W_Arc_Bolt_Touch()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       self.use(this, NULL, NULL);
+void W_Arc_Bolt_Touch(entity this)
+{
+       PROJECTILE_TOUCH(this);
+       this.use(this, NULL, NULL);
 }
 
-void W_Arc_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
+{
        entity missile;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
 
-       W_SetupShot(self, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+       W_SetupShot(actor, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
 
        Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        missile = new(missile);
-       missile.owner = missile.realowner = self;
+       missile.owner = missile.realowner = actor;
        missile.bot_dodge = true;
        missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
 
@@ -304,75 +304,75 @@ void W_Arc_Attack_Bolt(Weapon thiswep)
 
        CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
-void W_Arc_Beam_Think()
-{SELFPARAM();
-       if(self != self.owner.arc_beam)
+void W_Arc_Beam_Think(entity this)
+{
+       if(this != this.owner.arc_beam)
        {
-               remove(self);
+               remove(this);
                return;
        }
 
 
        float burst = 0;
-       if( (PHYS_INPUT_BUTTON_ATCK2(self.owner) && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
+       if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
        {
-               if(!self.beam_bursting)
-                       self.beam_bursting = true;
+               if(!this.beam_bursting)
+                       this.beam_bursting = true;
                burst = ARC_BT_BURSTMASK;
        }
 
        Weapon thiswep = WEP_ARC;
 
        if(
-               !IS_PLAYER(self.owner)
+               !IS_PLAYER(this.owner)
                ||
-               (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
                ||
-               IS_DEAD(self.owner)
+               IS_DEAD(this.owner)
                ||
                gameover
                ||
-               (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
+               (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
                ||
-               STAT(FROZEN, self.owner)
+               STAT(FROZEN, this.owner)
                ||
-               self.owner.vehicle
+               this.owner.vehicle
                ||
-               (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
+               (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
        )
        {
                if ( WEP_CVAR(arc, cooldown) > 0 )
                {
                        float cooldown_speed = 0;
-                       if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
+                       if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
                        {
                                cooldown_speed = WEP_CVAR(arc, cooldown);
                        }
                        else if ( !burst )
                        {
-                               cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
+                               cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
                        }
 
                        if ( cooldown_speed )
                        {
-                               if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
-                                       self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
-                               self.owner.arc_cooldown = cooldown_speed;
+                               if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+                                       this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
+                               this.owner.arc_cooldown = cooldown_speed;
                        }
 
-                       if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
+                       if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
                        {
                                Send_Effect(EFFECT_ARC_OVERHEAT,
-                                       self.beam_start, self.beam_wantdir, 1 );
-                               sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+                                       this.beam_start, this.beam_wantdir, 1 );
+                               sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
                        }
                }
 
-               if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
-               entity own = self.owner;
+               if(this == this.owner.arc_beam) { this.owner.arc_beam = NULL; }
+               entity own = this.owner;
                Weapon w = WEP_ARC;
                if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
                if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
@@ -380,13 +380,13 @@ void W_Arc_Beam_Think()
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(own);
                }
-               remove(self);
+               remove(this);
                return;
        }
 
        // decrease ammo
        float coefficient = frametime;
-       if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                float rootammo;
                if(burst)
@@ -396,17 +396,17 @@ void W_Arc_Beam_Think()
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
-                       self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
+                       coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
+                       this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
-       self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
+       this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
 
-       makevectors(self.owner.v_angle);
+       makevectors(this.owner.v_angle);
 
        W_SetupShot_Range(
-               self.owner,
+               this.owner,
                true,
                0,
                SND_Null,
@@ -416,44 +416,44 @@ void W_Arc_Beam_Think()
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
-       if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
-               w_shotdir = self.beam_dir;
+       if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+               w_shotdir = this.beam_dir;
        }
 
        // network information: shot origin and want/aim direction
-       if(self.beam_start != w_shotorg)
+       if(this.beam_start != w_shotorg)
        {
-               self.SendFlags |= ARC_SF_START;
-               self.beam_start = w_shotorg;
+               this.SendFlags |= ARC_SF_START;
+               this.beam_start = w_shotorg;
        }
-       if(self.beam_wantdir != w_shotdir)
+       if(this.beam_wantdir != w_shotdir)
        {
-               self.SendFlags |= ARC_SF_WANTDIR;
-               self.beam_wantdir = w_shotdir;
+               this.SendFlags |= ARC_SF_WANTDIR;
+               this.beam_wantdir = w_shotdir;
        }
 
-       if(!self.beam_initialized)
+       if(!this.beam_initialized)
        {
-               self.beam_dir = w_shotdir;
-               self.beam_initialized = true;
+               this.beam_dir = w_shotdir;
+               this.beam_initialized = true;
        }
 
        // WEAPONTODO: Detect player velocity so that the beam curves when moving too
-       // idea: blend together self.beam_dir with the inverted direction the player is moving in
+       // idea: blend together this.beam_dir with the inverted direction the player is moving in
        // might have to make some special accomodation so that it only uses view_right and view_up
 
        // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
 
        float segments;
-       if(self.beam_dir != w_shotdir)
+       if(this.beam_dir != w_shotdir)
        {
                // calculate how much we're going to move the end of the beam to the want position
                // WEAPONTODO (server and client):
                // blendfactor never actually becomes 0 in this situation, which is a problem
-               // regarding precision... this means that self.beam_dir and w_shotdir approach
+               // regarding precision... this means that this.beam_dir and w_shotdir approach
                // eachother, however they never actually become the same value with this method.
                // Perhaps we should do some form of rounding/snapping?
-               float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
+               float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
                if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
                {
                        // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
@@ -462,7 +462,7 @@ void W_Arc_Beam_Think()
                                (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
                                min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
                        );
-                       self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+                       this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
                }
                else
                {
@@ -472,11 +472,11 @@ void W_Arc_Beam_Think()
                                (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
                                1
                        );
-                       self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+                       this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
                }
 
                // network information: beam direction
-               self.SendFlags |= ARC_SF_BEAMDIR;
+               this.SendFlags |= ARC_SF_BEAMDIR;
 
                // calculate how many segments are needed
                float max_allowed_segments;
@@ -509,7 +509,7 @@ void W_Arc_Beam_Think()
        }
        else { segments = 1; }
 
-       vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+       vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
        vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
 
        float i;
@@ -531,12 +531,12 @@ void W_Arc_Beam_Think()
                vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
-                       self.owner,
+                       this.owner,
                        last_origin,
                        new_origin,
                        MOVE_NORMAL,
-                       self.owner,
-                       ANTILAG_LATENCY(self.owner)
+                       this.owner,
+                       ANTILAG_LATENCY(this.owner)
                );
 
                // Do all the transforms for warpzones right now, as we already
@@ -570,7 +570,7 @@ void W_Arc_Beam_Think()
                                vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
                        );
 
-                       if(is_player && SAME_TEAM(self.owner, trace_ent))
+                       if(is_player && SAME_TEAM(this.owner, trace_ent))
                        {
                                float roothealth, rootarmor;
                                if(burst)
@@ -626,10 +626,10 @@ void W_Arc_Beam_Think()
                                else
                                        { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
 
-                               if(accuracy_isgooddamage(self.owner, trace_ent))
+                               if(accuracy_isgooddamage(this.owner, trace_ent))
                                {
                                        accuracy_add(
-                                               self.owner,
+                                               this.owner,
                                                WEP_ARC.m_id,
                                                0,
                                                rootdamage * coefficient * falloff
@@ -638,8 +638,8 @@ void W_Arc_Beam_Think()
 
                                Damage(
                                        trace_ent,
-                                       self.owner,
-                                       self.owner,
+                                       this.owner,
+                                       this.owner,
                                        rootdamage * coefficient * falloff,
                                        WEP_ARC.m_id,
                                        hitorigin,
@@ -664,79 +664,77 @@ void W_Arc_Beam_Think()
        new_beam_type |= burst;
 
        // network information: beam type
-       if(new_beam_type != self.beam_type)
+       if(new_beam_type != this.beam_type)
        {
-               self.SendFlags |= ARC_SF_BEAMTYPE;
-               self.beam_type = new_beam_type;
+               this.SendFlags |= ARC_SF_BEAMTYPE;
+               this.beam_type = new_beam_type;
        }
 
-       self.owner.beam_prev = time;
-       self.nextthink = time;
+       this.owner.beam_prev = time;
+       this.nextthink = time;
 }
 
-void W_Arc_Beam(float burst)
-{SELFPARAM();
+void W_Arc_Beam(float burst, entity actor)
+{
 
        // only play fire sound if 1 sec has passed since player let go the fire button
-       if(time - self.beam_prev > 1)
-               sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
+       if(time - actor.beam_prev > 1)
+               sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
 
-       entity beam = self.arc_beam = new(W_Arc_Beam);
+       entity beam = actor.arc_beam = new(W_Arc_Beam);
        beam.solid = SOLID_NOT;
        setthink(beam, W_Arc_Beam_Think);
-       beam.owner = self;
+       beam.owner = actor;
        beam.movetype = MOVETYPE_NONE;
        beam.bot_dodge = true;
        beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
        beam.beam_bursting = burst;
        Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
 
-       WITHSELF(beam, getthink(beam)());
+       getthink(beam)(beam);
 }
+void Arc_Smoke(entity actor)
+{
+       makevectors(actor.v_angle);
+       W_SetupShot_Range(actor,true,0,SND_Null,0,0,0);
 
-void Arc_Smoke()
-{SELFPARAM();
-       makevectors(self.v_angle);
-       W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
-
-       vector smoke_origin = w_shotorg + self.velocity*frametime;
-       if ( self.arc_overheat > time )
+       vector smoke_origin = w_shotorg + actor.velocity*frametime;
+       if ( actor.arc_overheat > time )
        {
-               if ( random() < self.arc_heat_percent )
+               if ( random() < actor.arc_heat_percent )
                        Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
-               if ( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) )
+               if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
                {
                        Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
-                       if ( !self.arc_smoke_sound )
+                       if ( !actor.arc_smoke_sound )
                        {
-                               self.arc_smoke_sound = 1;
-                               sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
+                               actor.arc_smoke_sound = 1;
+                               sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
                        }
                }
        }
-       else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
-                       self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
+       else if ( actor.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
+                       actor.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
        {
-               if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
+               if ( random() < (actor.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
                                ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
                        Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
        }
 
-       if (  self.arc_smoke_sound && ( self.arc_overheat <= time ||
-               !( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) ) ) || PS(self).m_switchweapon != WEP_ARC )
+       if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
+               !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
        {
-               self.arc_smoke_sound = 0;
-               sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+               actor.arc_smoke_sound = 0;
+               sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
 
-METHOD(Arc, wr_aim, void(entity thiswep))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     if(WEP_CVAR(arc, beam_botaimspeed))
     {
-        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
-               self,
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
+               actor,
             WEP_CVAR(arc, beam_botaimspeed),
             0,
             WEP_CVAR(arc, beam_botaimlifetime),
@@ -745,8 +743,8 @@ METHOD(Arc, wr_aim, void(entity thiswep))
     }
     else
     {
-        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
-               self,
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
+               actor,
             1000000,
             0,
             0.001,
@@ -757,7 +755,7 @@ METHOD(Arc, wr_aim, void(entity thiswep))
 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     Arc_Player_SetHeat(actor);
-    Arc_Smoke();
+    Arc_Smoke(actor);
 
     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
 
@@ -779,7 +777,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
             {
-                W_Arc_Beam(boolean(beam_fire2));
+                W_Arc_Beam(boolean(beam_fire2), actor);
 
                 if(!actor.arc_BUTTON_ATCK_prev)
                 {
@@ -795,7 +793,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
         {
-            W_Arc_Attack_Bolt(thiswep);
+            W_Arc_Attack_Bolt(thiswep, actor);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
         }
     }
@@ -805,7 +803,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
         int slot = weaponslot(weaponentity);
-        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
     }
     actor.arc_BUTTON_ATCK_prev = false;
 
@@ -816,7 +814,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i
         W_Arc_Attack2();
         actor.arc_count = autocvar_g_balance_arc_secondary_count;
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-        actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+        actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
     }
     #endif
 }
@@ -853,37 +851,34 @@ METHOD(Arc, wr_killmessage, Notification(entity thiswep))
     else
         return WEAPON_ARC_MURDER;
 }
-METHOD(Arc, wr_drop, void(entity thiswep))
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    weapon_dropevent_item.arc_overheat = self.arc_overheat;
-    weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
-    self.arc_overheat = 0;
-    self.arc_cooldown = 0;
+    weapon_dropevent_item.arc_overheat = actor.arc_overheat;
+    weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
+    actor.arc_overheat = 0;
+    actor.arc_cooldown = 0;
 }
-METHOD(Arc, wr_pickup, void(entity thiswep))
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    if ( !client_hasweapon(self, thiswep, false, false) &&
+    if ( !client_hasweapon(actor, thiswep, false, false) &&
         weapon_dropevent_item.arc_overheat > time )
     {
-        self.arc_overheat = weapon_dropevent_item.arc_overheat;
-        self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+        actor.arc_overheat = weapon_dropevent_item.arc_overheat;
+        actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
     }
 }
 #endif
 #ifdef CSQC
 bool autocvar_cl_arcbeam_teamcolor = true;
 
-METHOD(Arc, wr_impacteffect, void(entity thiswep))
+METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     if(w_deathtype & HITTYPE_SECONDARY)
     {
         vector org2;
         org2 = w_org + w_backoff * 6;
         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
-        if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+        if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
     }
 }
 
@@ -970,10 +965,10 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
 void Reset_ArcBeam()
 {
        entity e;
-       for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
+       for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
                e.beam_initialized = false;
        }
-       for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+       for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
                e.beam_initialized = false;
        }
 }
@@ -1198,8 +1193,8 @@ void Draw_ArcBeam(entity this)
                        '0 0 0',
                        new_origin,
                        MOVE_NORMAL,
-                       world,
-                       world,
+                       NULL,
+                       NULL,
                        Draw_ArcBeam_callback
                );
 
@@ -1265,7 +1260,7 @@ void Draw_ArcBeam(entity this)
        }
 
        // cleanup
-       Draw_ArcBeam_callback_entity = world;
+       Draw_ArcBeam_callback_entity = NULL;
        Draw_ArcBeam_callback_last_thickness = 0;
        Draw_ArcBeam_callback_last_top = '0 0 0';
        Draw_ArcBeam_callback_last_bottom = '0 0 0';
@@ -1284,7 +1279,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 
        if(isnew)
        {
-               int gunalign = W_GetGunAlignment(world);
+               int gunalign = W_GetGunAlignment(NULL);
 
                this.beam_shotorigin = arc_shotorigin[gunalign];