]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'master' into Mario/intrusive_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 4b0367fb5e6478079b1fc6ddc91c9f5467821105..69f12eb457c6533caa5af4d6831946cd9c75ae8b 100644 (file)
@@ -1,12 +1,13 @@
+#include "hagar.qh"
 #ifndef IMPLEMENTATION
 CLASS(Hagar, Weapon)
-/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(Hagar, impulse, int, 8)
+/* ammotype  */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
+/* impulse   */ ATTRIB(Hagar, impulse, int, 8);
 /* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
 /* color     */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
 #endif
 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
@@ -63,30 +64,30 @@ spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
-void W_Hagar_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
+void W_Hagar_Explode(entity this, entity directhitentity)
+{
+       this.event_damage = func_null;
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
 
-       remove(self);
+       delete(this);
 }
 
 void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Hagar_Explode());
+       W_Hagar_Explode(this, trigger);
 }
 
-void W_Hagar_Explode2()
-{SELFPARAM();
-       self.event_damage = func_null;
-       RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
+void W_Hagar_Explode2(entity this, entity directhitentity)
+{
+       this.event_damage = func_null;
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
 
-       remove(self);
+       delete(this);
 }
 
 void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Hagar_Explode2());
+       W_Hagar_Explode2(this, trigger);
 }
 
 void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -94,7 +95,7 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage
        if(this.health <= 0)
                return;
 
-       float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true)
+       float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
                && (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
                && (this.projectiledeathtype & HITTYPE_SECONDARY));
 
@@ -110,42 +111,42 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage
        this.angles = vectoangles(this.velocity);
 
        if(this.health <= 0)
-               W_PrepareExplosionByDamage(this, attacker, this.think);
+               W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
-void W_Hagar_Touch()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       this.use(this, NULL, NULL);
+void W_Hagar_Touch(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       this.use(this, NULL, toucher);
 }
 
-void W_Hagar_Touch2()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
+void W_Hagar_Touch2(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
 
-       if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
-               this.use(this, NULL, NULL);
+       if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
+               this.use(this, NULL, toucher);
        } else {
-               self.cnt++;
-               Send_Effect(EFFECT_HAGAR_BOUNCE, self.origin, self.velocity, 1);
-               self.angles = vectoangles(self.velocity);
-               self.owner = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               this.cnt++;
+               Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+               this.angles = vectoangles(this.velocity);
+               this.owner = NULL;
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
        }
 }
 
-void W_Hagar_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
        entity missile;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(hagar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo));
 
-       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_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_PRI(hagar, damage);
 
@@ -154,40 +155,43 @@ void W_Hagar_Attack(Weapon thiswep)
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
-       missile.touch = W_Hagar_Touch;
+       settouch(missile, W_Hagar_Touch);
        missile.use = W_Hagar_Explode_use;
-       missile.think = adaptor_think2use_hittype_splash;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR.m_id;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       missile.movetype = MOVETYPE_FLY;
+       set_movetype(missile, MOVETYPE_FLY);
        W_SetupProjVelocity_PRI(missile, hagar);
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
-void W_Hagar_Attack2(Weapon thiswep)
-{SELFPARAM();
+void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
+{
        entity missile;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
 
-       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
 
        Send_Effect(EFFECT_HAGAR_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_SEC(hagar, damage);
 
@@ -196,32 +200,35 @@ void W_Hagar_Attack2(Weapon thiswep)
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, missile);
 
-       missile.touch = W_Hagar_Touch2;
+       settouch(missile, W_Hagar_Touch2);
        missile.cnt = 0;
        missile.use = W_Hagar_Explode2_use;
-       missile.think = adaptor_think2use_hittype_splash;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       missile.movetype = MOVETYPE_BOUNCEMISSILE;
+       set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
        W_SetupProjVelocity_SEC(missile, hagar);
 
        missile.angles = vectoangles(missile.velocity);
        missile.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, missile);
+       IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+       MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(.entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+{
        // time to release the rockets we've loaded
 
        entity missile;
@@ -229,24 +236,24 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
        vector s;
        vector forward, right, up;
 
-       if(!self.hagar_load)
+       if(!actor.hagar_load)
                return;
 
-       weapon_prepareattack_do(self, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
+       weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(self, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
        right = v_right;
        up = v_up;
 
-       shots = self.hagar_load;
-       missile = world;
+       shots = actor.hagar_load;
+       missile = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
                missile = new(missile);
-               missile.owner = missile.realowner = self;
+               missile.owner = missile.realowner = actor;
                missile.bot_dodge = true;
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
@@ -255,16 +262,17 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = true;
+               IL_PUSH(g_damagedbycontents, missile);
 
-               missile.touch = W_Hagar_Touch; // not bouncy
+               settouch(missile, W_Hagar_Touch); // not bouncy
                missile.use = W_Hagar_Explode2_use;
-               missile.think = adaptor_think2use_hittype_splash;
+               setthink(missile, adaptor_think2use_hittype_splash);
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
                missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
-               missile.movetype = MOVETYPE_FLY;
+               set_movetype(missile, MOVETYPE_FLY);
                missile.missile_flags = MIF_SPLASH;
 
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
@@ -288,54 +296,56 @@ void W_Hagar_Attack2_Load_Release(.entity weaponentity)
 
                missile.angles = vectoangles(missile.velocity);
                missile.flags = FL_PROJECTILE;
+               IL_PUSH(g_projectiles, missile);
+               IL_PUSH(g_bot_dodge, missile);
 
                CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
 
-               MUTATOR_CALLHOOK(EditProjectile, self, missile);
+               MUTATOR_CALLHOOK(EditProjectile, actor, missile);
        }
 
-       weapon_thinkf(self, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
-       self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor();
-       self.hagar_load = 0;
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
+       actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
+       actor.hagar_load = 0;
 }
 
-void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
-{SELFPARAM();
+void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
+{
        // loadable hagar secondary attack, must always run each frame
 
        if(time < game_starttime)
                return;
 
-       bool loaded = self.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
+       bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        bool enough_ammo;
-       if(self.items & IT_UNLIMITED_WEAPON_AMMO)
+       if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
 
        bool stopped = loaded || !enough_ammo;
 
-       if(PHYS_INPUT_BUTTON_ATCK2(self))
+       if(PHYS_INPUT_BUTTON_ATCK2(actor))
        {
-               if(PHYS_INPUT_BUTTON_ATCK(self) && WEP_CVAR_SEC(hagar, load_abort))
+               if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(hagar, load_abort))
                {
-                       if(self.hagar_load)
+                       if(actor.hagar_load)
                        {
                                // if we pressed primary fire while loading, unload all rockets and abort
-                               self.(weaponentity).state = WS_READY;
-                               W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo
-                               self.hagar_load = 0;
-                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
+                               actor.(weaponentity).state = WS_READY;
+                               W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo
+                               actor.hagar_load = 0;
+                               sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
+                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
 
                                // require letting go of the alt fire button before we can load again
-                               self.hagar_loadblock = true;
+                               actor.hagar_loadblock = true;
                        }
                }
                else
@@ -343,65 +353,65 @@ void W_Hagar_Attack2_Load(Weapon thiswep, .entity weaponentity)
                        // check if we can attempt to load another rocket
                        if(!stopped)
                        {
-                               if(!self.hagar_loadblock && self.hagar_loadstep < time)
+                               if(!actor.hagar_loadblock && actor.hagar_loadstep < time)
                                {
-                                       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo));
-                                       self.(weaponentity).state = WS_INUSE;
-                                       self.hagar_load += 1;
-                                       sound(self, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
+                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo));
+                                       actor.(weaponentity).state = WS_INUSE;
+                                       actor.hagar_load += 1;
+                                       sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
 
-                                       if(self.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
+                                       if(actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max))
                                                stopped = true;
                                        else
-                                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor();
+                                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_speed) * W_WeaponRateFactor(actor);
                                }
                        }
-                       if(stopped && !self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
+                       if(stopped && !actor.hagar_loadbeep && actor.hagar_load) // prevents the beep from playing each frame
                        {
                                // if this is the last rocket we can load, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
-                               self.hagar_loadbeep = true;
-                               self.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor();
+                               sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
+                               actor.hagar_loadbeep = true;
+                               actor.hagar_loadstep = time + WEP_CVAR_SEC(hagar, load_hold) * W_WeaponRateFactor(actor);
                        }
                }
        }
-       else if(self.hagar_loadblock)
+       else if(actor.hagar_loadblock)
        {
                // the alt fire button has been released, so re-enable loading if blocked
-               self.hagar_loadblock = false;
+               actor.hagar_loadblock = false;
        }
 
-       if(self.hagar_load)
+       if(actor.hagar_load)
        {
                // play warning sound if we're about to release
-               if(stopped && self.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
+               if(stopped && actor.hagar_loadstep - 0.5 < time && WEP_CVAR_SEC(hagar, load_hold) >= 0)
                {
-                       if(!self.hagar_warning) // prevents the beep from playing each frame
+                       if(!actor.hagar_warning) // prevents the beep from playing each frame
                        {
                                // we're about to automatically release after holding time, play a beep sound to notify the player
-                               sound(self, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
-                               self.hagar_warning = true;
+                               sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
+                               actor.hagar_warning = true;
                        }
                }
 
                // release if player let go of button or if they've held it in too long
-               if(!PHYS_INPUT_BUTTON_ATCK2(self) || (stopped && self.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
+               if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
-                       self.(weaponentity).state = WS_READY;
-                       W_Hagar_Attack2_Load_Release(weaponentity);
+                       actor.(weaponentity).state = WS_READY;
+                       W_Hagar_Attack2_Load_Release(actor, weaponentity);
                }
        }
        else
        {
-               self.hagar_loadbeep = false;
-               self.hagar_warning = false;
+               actor.hagar_loadbeep = false;
+               actor.hagar_warning = false;
 
                // we aren't checking ammo during an attack, so we must do it here
-               if(!(thiswep.wr_checkammo1(thiswep) + thiswep.wr_checkammo2(thiswep)))
-               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor)))
+               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
-                       W_SwitchToOtherWeapon(self);
+                       W_SwitchToOtherWeapon(actor);
                        return;
                }
        }
@@ -415,7 +425,7 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       if(!thiswep.wr_checkammo1(thiswep))
+       if(!thiswep.wr_checkammo1(thiswep, actor))
        if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
@@ -423,10 +433,10 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
                return;
        }
 
-       W_Hagar_Attack(thiswep);
+       W_Hagar_Attack(thiswep, actor, weaponentity);
 
        int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor();
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
        int theframe = WFRAME_FIRE1;
        entity this = actor.(weaponentity);
        if(this)
@@ -437,13 +447,12 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
        weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 }
 
-METHOD(Hagar, wr_aim, void(entity thiswep))
+METHOD(Hagar, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     if(random()>0.15)
-        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
     else // not using secondary_speed since these are only 15% and should cause some ricochets without re-aiming
-        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
+        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_PRI(hagar, speed), 0, WEP_CVAR_PRI(hagar, lifetime), false);
 }
 METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
@@ -451,7 +460,7 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
 
     if(loadable_secondary)
-        W_Hagar_Attack2_Load(thiswep, weaponentity); // must always run each frame
+        W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
     if(autocvar_g_balance_hagar_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     }
@@ -464,65 +473,56 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)))
         {
-            W_Hagar_Attack2(thiswep);
+            W_Hagar_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, refire), w_ready);
         }
     }
 }
-METHOD(Hagar, wr_gonethink, void(entity thiswep))
+METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
     // we lost the weapon and want to prepare switching away
-    if(self.hagar_load)
+    if(actor.hagar_load)
     {
-        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-        self.(weaponentity).state = WS_READY;
-        W_Hagar_Attack2_Load_Release(weaponentity);
+       actor.(weaponentity).state = WS_READY;
+       W_Hagar_Attack2_Load_Release(actor, weaponentity);
     }
 }
-METHOD(Hagar, wr_setup, void(entity thiswep))
+METHOD(Hagar, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.hagar_loadblock = false;
+    actor.hagar_loadblock = false;
 
-    if(self.hagar_load)
+    if(actor.hagar_load)
     {
-        W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hagar, ammo) * self.hagar_load * -1); // give back ammo if necessary
-        self.hagar_load = 0;
+        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.hagar_load * -1); // give back ammo if necessary
+        actor.hagar_load = 0;
     }
 }
-METHOD(Hagar, wr_checkammo1, bool(entity thiswep))
+METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
-    ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
     return ammo_amount;
 }
-METHOD(Hagar, wr_checkammo2, bool(entity thiswep))
+METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
-    ammo_amount += self.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += actor.(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
     return ammo_amount;
 }
-METHOD(Hagar, wr_resetplayer, void(entity thiswep))
+METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.hagar_load = 0;
+    actor.hagar_load = 0;
 }
-METHOD(Hagar, wr_playerdeath, void(entity thiswep))
+METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    .entity weaponentity = weaponentities[0]; // TODO: unhardcode
     // if we have any rockets loaded when we die, release them
-    if(self.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-        W_Hagar_Attack2_Load_Release(weaponentity);
+    if(actor.hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
+       W_Hagar_Attack2_Load_Release(actor, weaponentity);
 }
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    if(!self.hagar_load) // require releasing loaded rockets first
-        W_Reload(self, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
+    if(!actor.hagar_load) // require releasing loaded rockets first
+        W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(hagar, ammo), WEP_CVAR_SEC(hagar, ammo)), SND_RELOAD);
 }
 METHOD(Hagar, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -539,20 +539,19 @@ METHOD(Hagar, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Hagar, wr_impacteffect, void(entity thiswep))
+METHOD(Hagar, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     vector org2;
     org2 = w_org + w_backoff * 6;
     pointparticles(EFFECT_HAGAR_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
     {
         if(w_random<0.15)
-            sound(self, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
+            sound(actor, CH_SHOTS, SND_HAGEXP1, VOL_BASE, ATTN_NORM);
         else if(w_random<0.7)
-            sound(self, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
+            sound(actor, CH_SHOTS, SND_HAGEXP2, VOL_BASE, ATTN_NORM);
         else
-            sound(self, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
+            sound(actor, CH_SHOTS, SND_HAGEXP3, VOL_BASE, ATTN_NORM);
     }
 }