]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
s/world/NULL/
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index 75cc7e4d706a2ef5b5e85ec647549f07d6f630fc..a406e750980e2749c656682821f49618a1de6079 100644 (file)
@@ -13,45 +13,47 @@ CLASS(MineLayer, Weapon)
 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
-/* wepname   */ ATTRIB(MineLayer, message, string, _("Mine Layer"));
+/* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, NONE) \
+               P(class, prefix, animtime, float, NONE) \
+               P(class, prefix, damageforcescale, float, NONE) \
+               P(class, prefix, damage, float, NONE) \
+               P(class, prefix, detonatedelay, float, NONE) \
+               P(class, prefix, edgedamage, float, NONE) \
+               P(class, prefix, force, float, NONE) \
+               P(class, prefix, health, float, NONE) \
+               P(class, prefix, lifetime, float, NONE) \
+               P(class, prefix, lifetime_countdown, float, NONE) \
+               P(class, prefix, limit, float, NONE) \
+               P(class, prefix, protection, float, NONE) \
+               P(class, prefix, proximityradius, float, NONE) \
+               P(class, prefix, radius, float, NONE) \
+               P(class, prefix, refire, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, remote_damage, float, NONE) \
+               P(class, prefix, remote_edgedamage, float, NONE) \
+               P(class, prefix, remote_force, float, NONE) \
+               P(class, prefix, remote_radius, float, NONE) \
+               P(class, prefix, speed, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, time, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, MineLayer, minelayer)
+#undef X
 ENDCLASS(MineLayer)
-REGISTER_WEAPON(MINE_LAYER, NEW(MineLayer));
-
-#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
-#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, ammo) \
-       w_cvar(id, sn, NONE, animtime) \
-       w_cvar(id, sn, NONE, damage) \
-       w_cvar(id, sn, NONE, damageforcescale) \
-       w_cvar(id, sn, NONE, detonatedelay) \
-       w_cvar(id, sn, NONE, edgedamage) \
-       w_cvar(id, sn, NONE, force) \
-       w_cvar(id, sn, NONE, health) \
-       w_cvar(id, sn, NONE, lifetime) \
-       w_cvar(id, sn, NONE, lifetime_countdown) \
-       w_cvar(id, sn, NONE, limit) \
-       w_cvar(id, sn, NONE, protection) \
-       w_cvar(id, sn, NONE, proximityradius) \
-       w_cvar(id, sn, NONE, radius) \
-       w_cvar(id, sn, NONE, refire) \
-       w_cvar(id, sn, NONE, remote_damage) \
-       w_cvar(id, sn, NONE, remote_edgedamage) \
-       w_cvar(id, sn, NONE, remote_force) \
-       w_cvar(id, sn, NONE, remote_radius) \
-       w_cvar(id, sn, NONE, speed) \
-       w_cvar(id, sn, NONE, time) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
 
 #ifdef SVQC
-MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
+void W_MineLayer_Think(entity this);
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
@@ -59,279 +61,277 @@ void W_MineLayer_Think(void);
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(WEP_MINE_LAYER.m_id); }
+spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
 
-void W_MineLayer_Stick(entity to)
-{SELFPARAM();
-       spamsound(self, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
+void W_MineLayer_Stick(entity this, entity to)
+{
+       spamsound(this, CH_SHOTS, SND(MINE_STICK), VOL_BASE, ATTN_NORM);
 
        // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
 
-       entity newmine;
-       newmine = spawn();
-       newmine.classname = self.classname;
+       entity newmine = spawn();
+       newmine.classname = this.classname;
 
-       newmine.bot_dodge = self.bot_dodge;
-       newmine.bot_dodgerating = self.bot_dodgerating;
+       newmine.bot_dodge = this.bot_dodge;
+       newmine.bot_dodgerating = this.bot_dodgerating;
 
-       newmine.owner = self.owner;
-       newmine.realowner = self.realowner;
+       newmine.owner = this.owner;
+       newmine.realowner = this.realowner;
        setsize(newmine, '-4 -4 -4', '4 4 4');
-       setorigin(newmine, self.origin);
+       setorigin(newmine, this.origin);
        setmodel(newmine, MDL_MINELAYER_MINE);
        newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
 
        newmine.mine_orientation = -trace_plane_normal;
 
-       newmine.takedamage = self.takedamage;
-       newmine.damageforcescale = self.damageforcescale;
-       newmine.health = self.health;
-       newmine.event_damage = self.event_damage;
-       newmine.spawnshieldtime = self.spawnshieldtime;
+       newmine.takedamage = this.takedamage;
+       newmine.damageforcescale = this.damageforcescale;
+       newmine.health = this.health;
+       newmine.event_damage = this.event_damage;
+       newmine.spawnshieldtime = this.spawnshieldtime;
        newmine.damagedbycontents = true;
 
        newmine.movetype = MOVETYPE_NONE; // lock the mine in place
-       newmine.projectiledeathtype = self.projectiledeathtype;
+       newmine.projectiledeathtype = this.projectiledeathtype;
 
-       newmine.mine_time = self.mine_time;
+       newmine.mine_time = this.mine_time;
 
-       newmine.touch = func_null;
-       newmine.think = W_MineLayer_Think;
+       settouch(newmine, func_null);
+       setthink(newmine, W_MineLayer_Think);
        newmine.nextthink = time;
-       newmine.cnt = self.cnt;
-       newmine.flags = self.flags;
+       newmine.cnt = this.cnt;
+       newmine.flags = this.flags;
 
-       remove(self);
-       setself(newmine);
+       remove(this);
 
        if(to)
-               SetMovetypeFollow(self, to);
+               SetMovetypeFollow(newmine, to);
 }
 
-void W_MineLayer_Explode(void)
-{SELFPARAM();
+void W_MineLayer_Explode(entity this)
+{
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
+                       if(DIFF_TEAM(this.realowner, other))
+                               if(!IS_DEAD(other))
                                        if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
+       RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, other);
 
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+       if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
        {
-               setself(self.realowner);
+               entity own = this.realowner;
                Weapon w = WEP_MINE_LAYER;
-               if(!w.wr_checkammo1(w))
+               if(!w.wr_checkammo1(w, own))
                {
-                       self.cnt = WEP_MINE_LAYER.m_id;
-                       ATTACK_FINISHED(self) = time;
-                       self.switchweapon = w_getbestweapon(self);
+                       own.cnt = WEP_MINE_LAYER.m_id;
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(own, slot) = time;
+                       PS(own).m_switchweapon = w_getbestweapon(own);
                }
-               setself(this);
        }
-       self.realowner.minelayer_mines -= 1;
-       remove(self);
+       this.realowner.minelayer_mines -= 1;
+       remove(this);
 }
 
-void W_MineLayer_DoRemoteExplode(void)
-{SELFPARAM();
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+void W_MineLayer_DoRemoteExplode(entity this)
+{
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
-               self.velocity = self.mine_orientation; // particle fx and decals need .velocity
+       if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
+               this.velocity = this.mine_orientation; // particle fx and decals need .velocity
 
-       RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+       RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
 
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
+       if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
        {
-               setself(self.realowner);
+               entity own = this.realowner;
                Weapon w = WEP_MINE_LAYER;
-               if(!w.wr_checkammo1(w))
+               if(!w.wr_checkammo1(w, own))
                {
-                       self.cnt = WEP_MINE_LAYER.m_id;
-                       ATTACK_FINISHED(self) = time;
-                       self.switchweapon = w_getbestweapon(self);
+                       own.cnt = WEP_MINE_LAYER.m_id;
+                       int slot = 0; // TODO: unhardcode
+                       ATTACK_FINISHED(own, slot) = time;
+                       PS(own).m_switchweapon = w_getbestweapon(own);
                }
-               setself(this);
        }
-       self.realowner.minelayer_mines -= 1;
-       remove(self);
+       this.realowner.minelayer_mines -= 1;
+       remove(this);
 }
 
-void W_MineLayer_RemoteExplode(void)
-{SELFPARAM();
-       if(self.realowner.deadflag == DEAD_NO)
-               if((self.spawnshieldtime >= 0)
-                       ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
+void W_MineLayer_RemoteExplode(entity this)
+{
+       if(!IS_DEAD(this.realowner))
+               if((this.spawnshieldtime >= 0)
+                       ? (time >= this.spawnshieldtime) // timer
+                       : (vdist(NearestPointOnBox(this.realowner, this.origin) - this.origin, >, WEP_CVAR(minelayer, remote_radius))) // safety device
                )
                {
-                       W_MineLayer_DoRemoteExplode();
+                       W_MineLayer_DoRemoteExplode(this);
                }
 }
 
-void W_MineLayer_ProximityExplode(void)
-{SELFPARAM();
+void W_MineLayer_ProximityExplode(entity this)
+{
        // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
-       if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
+       if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0)
        {
                entity head;
-               head = findradius(self.origin, WEP_CVAR(minelayer, radius));
+               head = findradius(this.origin, WEP_CVAR(minelayer, radius));
                while(head)
                {
-                       if(head == self.realowner || SAME_TEAM(head, self.realowner))
+                       if(head == this.realowner || SAME_TEAM(head, this.realowner))
                                return;
                        head = head.chain;
                }
        }
 
-       self.mine_time = 0;
-       W_MineLayer_Explode();
+       this.mine_time = 0;
+       W_MineLayer_Explode(this);
 }
 
 int W_MineLayer_Count(entity e)
 {
        int minecount = 0;
        entity mine;
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
+       for(mine = NULL; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
                minecount += 1;
 
        return minecount;
 }
 
-void W_MineLayer_Think(void)
-{SELFPARAM();
+void W_MineLayer_Think(entity this)
+{
        entity head;
 
-       self.nextthink = time;
+       this.nextthink = time;
 
-       if(self.movetype == MOVETYPE_FOLLOW)
+       if(this.movetype == MOVETYPE_FOLLOW)
        {
-               if(LostMovetypeFollow(self))
+               if(LostMovetypeFollow(this))
                {
-                       UnsetMovetypeFollow(self);
-                       self.movetype = MOVETYPE_NONE;
+                       UnsetMovetypeFollow(this);
+                       this.movetype = MOVETYPE_NONE;
                }
        }
 
        // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
        // TODO: replace this mine_trigger.wav sound with a real countdown
-       if((time > self.cnt) && (!self.mine_time) && (self.cnt > 0))
+       if((time > this.cnt) && (!this.mine_time) && (this.cnt > 0))
        {
                if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
-                       spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
-               self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
-               self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
+                       spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
+               this.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
+               this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
        }
 
        // a player's mines shall explode if he disconnects or dies
        // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
-       if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
+       if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
        {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_MineLayer_Explode();
+               other = NULL;
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_MineLayer_Explode(this);
                return;
        }
 
        // set the mine for detonation when a foe gets close enough
-       head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
+       head = findradius(this.origin, WEP_CVAR(minelayer, proximityradius));
        while(head)
        {
-               if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
-               if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
-               if(!self.mine_time)
+               if(IS_PLAYER(head) && !IS_DEAD(head) && !STAT(FROZEN, head))
+               if(head != this.realowner && DIFF_TEAM(head, this.realowner)) // don't trigger for team mates
+               if(!this.mine_time)
                {
-                       spamsound(self, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
-                       self.mine_time = time + WEP_CVAR(minelayer, time);
+                       spamsound(this, CH_SHOTS, SND(MINE_TRIGGER), VOL_BASE, ATTN_NORM);
+                       this.mine_time = time + WEP_CVAR(minelayer, time);
                }
                head = head.chain;
        }
 
        // explode if it's time to
-       if(self.mine_time && time >= self.mine_time)
+       if(this.mine_time && time >= this.mine_time)
        {
-               W_MineLayer_ProximityExplode();
+               W_MineLayer_ProximityExplode(this);
                return;
        }
 
        // remote detonation
-       if(self.realowner.weapon == WEP_MINE_LAYER.m_id)
-       if(self.realowner.deadflag == DEAD_NO)
-       if(self.minelayer_detonate)
-               W_MineLayer_RemoteExplode();
+       if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
+       if(!IS_DEAD(this.realowner))
+       if(this.minelayer_detonate)
+               W_MineLayer_RemoteExplode(this);
 }
 
-void W_MineLayer_Touch(void)
-{SELFPARAM();
-       if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
+void W_MineLayer_Touch(entity this)
+{
+       if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
                return; // we're already a stuck mine, why do we get called? TODO does this even happen?
 
-       if(WarpZone_Projectile_Touch())
+       if(WarpZone_Projectile_Touch(this))
        {
-               if(wasfreed(self))
-                       self.realowner.minelayer_mines -= 1;
+               if(wasfreed(this))
+                       this.realowner.minelayer_mines -= 1;
                return;
        }
 
-       if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
+       if(other && IS_PLAYER(other) && !IS_DEAD(other))
        {
                // hit a player
                // don't stick
        }
        else
        {
-               W_MineLayer_Stick(other);
+               W_MineLayer_Stick(this, other);
        }
 }
 
-void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       float is_from_enemy = (inflictor.realowner != self.realowner);
+       float is_from_enemy = (inflictor.realowner != this.realowner);
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
+       this.health = this.health - damage;
+       this.angles = vectoangles(this.velocity);
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
+       if(this.health <= 0)
+               W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode);
 }
 
-void W_MineLayer_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_MineLayer_Attack(Weapon thiswep, entity actor)
+{
        entity mine;
        entity flash;
 
        // scan how many mines we placed, and return if we reached our limit
        if(WEP_CVAR(minelayer, limit))
        {
-               if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+               if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
                {
                        // the refire delay keeps this message from being spammed
-                       Send_Notification(NOTIF_ONE, self, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
-                       play2(self, SND(UNAVAILABLE));
+                       Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
+                       play2(actor, SND(UNAVAILABLE));
                        return;
                }
        }
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR(minelayer, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo));
 
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 5, SND(MINE_FIRE), CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+       W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage));
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       mine = WarpZone_RefSys_SpawnSameRefSys(self);
-       mine.owner = mine.realowner = self;
+       mine = WarpZone_RefSys_SpawnSameRefSys(actor);
+       mine.owner = mine.realowner = actor;
        if(WEP_CVAR(minelayer, detonatedelay) >= 0)
                mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
        else
@@ -355,8 +355,8 @@ void W_MineLayer_Attack(Weapon thiswep)
        W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
        mine.angles = vectoangles(mine.velocity);
 
-       mine.touch = W_MineLayer_Touch;
-       mine.think = W_MineLayer_Think;
+       settouch(mine, W_MineLayer_Touch);
+       setthink(mine, W_MineLayer_Think);
        mine.nextthink = time;
        mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
        mine.flags = FL_PROJECTILE;
@@ -371,21 +371,21 @@ void W_MineLayer_Attack(Weapon thiswep)
        setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(self, flash, '5 0 0');
+       W_AttachToShotorg(actor, flash, '5 0 0');
 
        // common properties
 
-       MUTATOR_CALLHOOK(EditProjectile, self, mine);
+       MUTATOR_CALLHOOK(EditProjectile, actor, mine);
 
-       self.minelayer_mines = W_MineLayer_Count(self);
+       actor.minelayer_mines = W_MineLayer_Count(actor);
 }
 
-float W_MineLayer_PlacedMines(float detonate)
-{SELFPARAM();
+float W_MineLayer_PlacedMines(entity this, float detonate)
+{
        entity mine;
        float minfound = 0;
 
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
+       for(mine = NULL; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this)
        {
                if(detonate)
                {
@@ -401,183 +401,175 @@ float W_MineLayer_PlacedMines(float detonate)
        return minfound;
 }
 
-               METHOD(MineLayer, wr_aim, void(entity thiswep))
-               {
-                       // aim and decide to fire if appropriate
-                       if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
-                               self.BUTTON_ATCK = false;
-                       else
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
-                       if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
-                       {
-                               // decide whether to detonate mines
-                               entity targetlist, targ;
-                               float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
-                               float selfdamage, teamdamage, enemydamage;
-                               edgedamage = WEP_CVAR(minelayer, edgedamage);
-                               coredamage = WEP_CVAR(minelayer, damage);
-                               edgeradius = WEP_CVAR(minelayer, radius);
-                               recipricoledgeradius = 1 / edgeradius;
-                               selfdamage = 0;
-                               teamdamage = 0;
-                               enemydamage = 0;
-                               targetlist = findchainfloat(bot_attack, true);
-                               entity mine = find(world, classname, "mine");
-                               while(mine)
-                               {
-                                       if(mine.realowner != self)
-                                       {
-                                               mine = find(mine, classname, "mine");
-                                               continue;
-                                       }
-                                       targ = targetlist;
-                                       while(targ)
-                                       {
-                                               d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
-                                               d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
-                                               // count potential damage according to type of target
-                                               if(targ == self)
-                                                       selfdamage = selfdamage + d;
-                                               else if(targ.team == self.team && teamplay)
-                                                       teamdamage = teamdamage + d;
-                                               else if(bot_shouldattack(targ))
-                                                       enemydamage = enemydamage + d;
-                                               targ = targ.chain;
-                                       }
-                                       mine = find(mine, classname, "mine");
-                               }
-                               float desirabledamage;
-                               desirabledamage = enemydamage;
-                               if(time > self.invincible_finished && time > self.spawnshieldtime)
-                                       desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                               if(teamplay && self.team)
-                                       desirabledamage = desirabledamage - teamdamage;
-
-                               mine = find(world, classname, "mine");
-                               while(mine)
-                               {
-                                       if(mine.realowner != self)
-                                       {
-                                               mine = find(mine, classname, "mine");
-                                               continue;
-                                       }
-                                       makevectors(mine.v_angle);
-                                       targ = targetlist;
-                                       if(skill > 9) // normal players only do this for the target they are tracking
-                                       {
-                                               targ = targetlist;
-                                               while(targ)
-                                               {
-                                                       if(
-                                                               (v_forward * normalize(mine.origin - targ.origin)< 0.1)
-                                                               && desirabledamage > 0.1*coredamage
-                                                       )self.BUTTON_ATCK2 = true;
-                                                       targ = targ.chain;
-                                               }
-                                       }else{
-                                               float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
-                                               //As the distance gets larger, a correct detonation gets near imposible
-                                               //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
-                                               if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
-                                                       if(IS_PLAYER(self.enemy))
-                                                               if(desirabledamage >= 0.1*coredamage)
-                                                                       if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                                                               self.BUTTON_ATCK2 = true;
-                                       //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
-                                       }
-
-                                       mine = find(mine, classname, "mine");
-                               }
-                               // if we would be doing at X percent of the core damage, detonate it
-                               // but don't fire a new shot at the same time!
-                               if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
-                                       self.BUTTON_ATCK2 = true;
-                               if((skill > 6.5) && (selfdamage > self.health))
-                                       self.BUTTON_ATCK2 = false;
-                               //if(self.BUTTON_ATCK2 == true)
-                               //      dprint(ftos(desirabledamage),"\n");
-                               if(self.BUTTON_ATCK2 == true) self.BUTTON_ATCK = false;
-                       }
-               }
-               METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
-               {
-                       if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
-                       {
-                               // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-                               if(!(W_MineLayer_PlacedMines(false) && actor.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo))) {
-                                       Weapon w = get_weaponinfo(actor.weapon);
-                                       w.wr_reload(w);
-                               }
-                       }
-                       else if(fire1)
-                       {
-                               if(weapon_prepareattack(actor, false, WEP_CVAR(minelayer, refire)))
-                               {
-                                       W_MineLayer_Attack(thiswep);
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
-                               }
-                       }
-
-                       if(fire2)
-                       {
-                               if(W_MineLayer_PlacedMines(true))
-                                       sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
-                       }
-               }
-               METHOD(MineLayer, wr_init, void(entity thiswep))
-               {
-                       MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(MineLayer, wr_checkammo1, bool(entity thiswep))
-               {
-                       // don't switch while placing a mine
-                       if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER.m_id)
-                       {
-                               float ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
-                               ammo_amount += self.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
-                               return ammo_amount;
-                       }
-                       return true;
-               }
-               METHOD(MineLayer, wr_checkammo2, bool(entity thiswep))
-               {
-                       if(W_MineLayer_PlacedMines(false))
-                               return true;
-                       else
-                               return false;
-               }
-               METHOD(MineLayer, wr_config, void(entity thiswep))
-               {
-                       MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
-               {
-                       self.minelayer_mines = 0;
-               }
-               METHOD(MineLayer, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, WEP_CVAR(minelayer, ammo), SND(RELOAD));
-               }
-               METHOD(MineLayer, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_MINELAYER_SUICIDE;
-               }
-               METHOD(MineLayer, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_MINELAYER_MURDER;
-               }
+METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
+{
+    // aim and decide to fire if appropriate
+    if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
+        PHYS_INPUT_BUTTON_ATCK(actor) = false;
+    else
+        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+    if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+    {
+        // decide whether to detonate mines
+        entity targetlist, targ;
+        float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+        float selfdamage, teamdamage, enemydamage;
+        edgedamage = WEP_CVAR(minelayer, edgedamage);
+        coredamage = WEP_CVAR(minelayer, damage);
+        edgeradius = WEP_CVAR(minelayer, radius);
+        recipricoledgeradius = 1 / edgeradius;
+        selfdamage = 0;
+        teamdamage = 0;
+        enemydamage = 0;
+        targetlist = findchainfloat(bot_attack, true);
+        entity mine = find(NULL, classname, "mine");
+        while(mine)
+        {
+            if(mine.realowner != actor)
+            {
+                mine = find(mine, classname, "mine");
+                continue;
+            }
+            targ = targetlist;
+            while(targ)
+            {
+                d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
+                d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+                // count potential damage according to type of target
+                if(targ == actor)
+                    selfdamage = selfdamage + d;
+                else if(targ.team == actor.team && teamplay)
+                    teamdamage = teamdamage + d;
+                else if(bot_shouldattack(actor, targ))
+                    enemydamage = enemydamage + d;
+                targ = targ.chain;
+            }
+            mine = find(mine, classname, "mine");
+        }
+        float desirabledamage;
+        desirabledamage = enemydamage;
+        if(time > actor.invincible_finished && time > actor.spawnshieldtime)
+            desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+        if(teamplay && actor.team)
+            desirabledamage = desirabledamage - teamdamage;
+
+        mine = find(NULL, classname, "mine");
+        while(mine)
+        {
+            if(mine.realowner != actor)
+            {
+                mine = find(mine, classname, "mine");
+                continue;
+            }
+            makevectors(mine.v_angle);
+            targ = targetlist;
+            if(skill > 9) // normal players only do this for the target they are tracking
+            {
+                targ = targetlist;
+                while(targ)
+                {
+                    if(
+                        (v_forward * normalize(mine.origin - targ.origin)< 0.1)
+                        && desirabledamage > 0.1*coredamage
+                    ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                    targ = targ.chain;
+                }
+            }else{
+                float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
+                //As the distance gets larger, a correct detonation gets near imposible
+                //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
+                if(v_forward * normalize(mine.origin - actor.enemy.origin)< 0.1)
+                    if(IS_PLAYER(actor.enemy))
+                        if(desirabledamage >= 0.1*coredamage)
+                            if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+                                PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+            // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+            }
+
+            mine = find(mine, classname, "mine");
+        }
+        // if we would be doing at X percent of the core damage, detonate it
+        // but don't fire a new shot at the same time!
+        if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+        if((skill > 6.5) && (selfdamage > actor.health))
+            PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+        //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
+        //     dprint(ftos(desirabledamage),"\n");
+        if(PHYS_INPUT_BUTTON_ATCK2(actor)) PHYS_INPUT_BUTTON_ATCK(actor) = false;
+    }
+}
+METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(autocvar_g_balance_minelayer_reload_ammo && actor.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+    {
+        // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+        if(!(W_MineLayer_PlacedMines(actor, false) && actor.(thiswep.ammo_field) < WEP_CVAR(minelayer, ammo))) {
+            thiswep.wr_reload(thiswep, actor, weaponentity);
+        }
+    }
+    else if(fire & 1)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
+        {
+            W_MineLayer_Attack(thiswep, actor);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+        }
+    }
+
+    if(fire & 2)
+    {
+        if(W_MineLayer_PlacedMines(actor, true))
+            sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
+    }
+}
+METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    //int slot = 0; // TODO: unhardcode
+    // actually do // don't switch while placing a mine
+    //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
+    //{
+        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(minelayer, ammo);
+        ammo_amount += actor.(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+        return ammo_amount;
+    //}
+    //return true;
+}
+METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    if(W_MineLayer_PlacedMines(actor, false))
+        return true;
+    else
+        return false;
+}
+METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
+{
+    actor.minelayer_mines = 0;
+}
+METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, WEP_CVAR(minelayer, ammo), SND_RELOAD);
+}
+METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_MINELAYER_SUICIDE;
+}
+METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_MINELAYER_MURDER;
+}
 
 #endif
 #ifdef CSQC
 
-               METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 12;
-                       pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
-               }
+METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    vector org2;
+    org2 = w_org + w_backoff * 12;
+    pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
+    if(!w_issilent)
+        sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
+}
 
 #endif
 #endif