]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Hold weapon clip on the weapon entity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index f8c3c6ca93298ded90dd9b0dd331b24f8353795f..c8d242fa41ea19e8f22c83d460dea9f64d99eafb 100644 (file)
@@ -1,12 +1,13 @@
+#include "minelayer.qh"
 #ifndef IMPLEMENTATION
 CLASS(MineLayer, Weapon)
-/* ammotype  */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets)
-/* impulse   */ ATTRIB(MineLayer, impulse, int, 4)
+/* ammotype  */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
+/* impulse   */ ATTRIB(MineLayer, impulse, int, 4);
 /* flags     */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(MineLayer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
 /* color     */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
 #endif
 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
@@ -53,7 +54,7 @@ ENDCLASS(MineLayer)
 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
 
 #ifdef SVQC
-void W_MineLayer_Think();
+void W_MineLayer_Think(entity this);
 .float minelayer_detonate, mine_explodeanyway;
 .float mine_time;
 .vector mine_orientation;
@@ -63,231 +64,243 @@ void W_MineLayer_Think();
 #ifdef SVQC
 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 = spawn();
-       newmine.classname = self.classname;
+       IL_PUSH(g_mines, newmine);
+       newmine.weaponentity_fld = this.weaponentity_fld;
+       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;
+       set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
+       newmine.projectiledeathtype = this.projectiledeathtype;
 
-       newmine.mine_time = self.mine_time;
+       newmine.mine_time = this.mine_time;
 
        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;
+       IL_PUSH(g_projectiles, newmine);
+       IL_PUSH(g_bot_dodge, newmine);
 
-       remove(self);
+       delete(this);
 
        if(to)
                SetMovetypeFollow(newmine, to);
 }
 
-void W_MineLayer_Explode()
-{SELFPARAM();
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
-                               if(!IS_DEAD(other))
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+void W_MineLayer_Explode(entity this, entity directhitentity)
+{
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
+                                               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, directhitentity);
 
-       if(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
        {
                entity own = this.realowner;
                Weapon w = WEP_MINE_LAYER;
-               if(!w.wr_checkammo1(w, own))
+               if(!w.wr_checkammo1(w, own, weaponentity))
                {
                        own.cnt = WEP_MINE_LAYER.m_id;
-                       int slot = 0; // TODO: unhardcode
+                       int slot = weaponslot(weaponentity);
                        ATTACK_FINISHED(own, slot) = time;
-                       PS(own).m_switchweapon = w_getbestweapon(own);
+                       own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
                }
        }
-       self.realowner.minelayer_mines -= 1;
-       remove(self);
+       this.realowner.minelayer_mines -= 1;
+       delete(this);
 }
 
-void W_MineLayer_DoRemoteExplode()
-{SELFPARAM();
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+void W_MineLayer_Explode_think(entity this)
+{
+       W_MineLayer_Explode(this, NULL);
+}
+
+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.move_movetype == MOVETYPE_NONE || this.move_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(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
        {
                entity own = this.realowner;
                Weapon w = WEP_MINE_LAYER;
-               if(!w.wr_checkammo1(w, own))
+               if(!w.wr_checkammo1(w, own, weaponentity))
                {
                        own.cnt = WEP_MINE_LAYER.m_id;
-                       int slot = 0; // TODO: unhardcode
+                       int slot = weaponslot(weaponentity);
                        ATTACK_FINISHED(own, slot) = time;
-                       PS(own).m_switchweapon = w_getbestweapon(own);
+                       own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
                }
        }
        this.realowner.minelayer_mines -= 1;
-       remove(self);
+       delete(this);
 }
 
-void W_MineLayer_RemoteExplode()
-{SELFPARAM();
-       if(!IS_DEAD(self.realowner))
-               if((self.spawnshieldtime >= 0)
-                       ? (time >= self.spawnshieldtime) // timer
-                       : (vdist(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()
-{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, NULL);
 }
 
 int W_MineLayer_Count(entity e)
 {
        int minecount = 0;
-       entity mine;
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
+       IL_EACH(g_mines, it.realowner == e,
+       {
                minecount += 1;
+       });
 
        return minecount;
 }
 
-void W_MineLayer_Think()
-{SELFPARAM();
+void W_MineLayer_Think(entity this)
+{
        entity head;
 
-       self.nextthink = time;
+       this.nextthink = time;
 
-       if(self.movetype == MOVETYPE_FOLLOW)
+       if(this.move_movetype == MOVETYPE_FOLLOW)
        {
-               if(LostMovetypeFollow(self))
+               if(LostMovetypeFollow(this))
                {
-                       UnsetMovetypeFollow(self);
-                       self.movetype = MOVETYPE_NONE;
+                       UnsetMovetypeFollow(this);
+                       set_movetype(this, 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) || IS_DEAD(self.realowner) || STAT(FROZEN, self.realowner))
+       if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
        {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_MineLayer_Explode();
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_MineLayer_Explode(this, NULL);
                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) && !IS_DEAD(head) && !STAT(FROZEN, head))
-               if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
-               if(!self.mine_time)
+               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(PS(self.realowner).m_weapon == WEP_MINE_LAYER)
-       if(!IS_DEAD(self.realowner))
-       if(self.minelayer_detonate)
-               W_MineLayer_RemoteExplode();
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
+       if(!IS_DEAD(this.realowner))
+       if(this.minelayer_detonate)
+               W_MineLayer_RemoteExplode(this);
 }
 
-void W_MineLayer_Touch()
-{SELFPARAM();
-       if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
+void W_MineLayer_Touch(entity this, entity toucher)
+{
+       if(this.move_movetype == MOVETYPE_NONE || this.move_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, toucher))
        {
-               if(wasfreed(self))
-                       self.realowner.minelayer_mines -= 1;
+               if(wasfreed(this))
+                       this.realowner.minelayer_mines -= 1;
                return;
        }
 
-       if(other && IS_PLAYER(other) && !IS_DEAD(other))
+       if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
        {
                // hit a player
                // don't stick
        }
        else
        {
-               W_MineLayer_Stick(other);
+               W_MineLayer_Stick(this, toucher);
        }
 }
 
@@ -305,33 +318,35 @@ void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float da
        this.angles = vectoangles(this.velocity);
 
        if(this.health <= 0)
-               W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode);
+               W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
 }
 
-void W_MineLayer_Attack(Weapon thiswep)
-{SELFPARAM();
+void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
        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), weaponentity);
 
-       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, weaponentity, '-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.weaponentity_fld = weaponentity;
+       IL_PUSH(g_mines, mine);
+       mine.owner = mine.realowner = actor;
        if(WEP_CVAR(minelayer, detonatedelay) >= 0)
                mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
        else
@@ -346,7 +361,7 @@ void W_MineLayer_Attack(Weapon thiswep)
        mine.event_damage = W_MineLayer_Damage;
        mine.damagedbycontents = true;
 
-       mine.movetype = MOVETYPE_TOSS;
+       set_movetype(mine, MOVETYPE_TOSS);
        PROJECTILE_MAKETRIGGER(mine);
        mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
        setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
@@ -360,6 +375,8 @@ void W_MineLayer_Attack(Weapon thiswep)
        mine.nextthink = time;
        mine.cnt = (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
        mine.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, mine);
+       IL_PUSH(g_bot_dodge, mine);
        mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
 
        if(mine.cnt > 0) { mine.cnt += time; }
@@ -371,49 +388,46 @@ 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, weaponentity, 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(entity this, float detonate)
+bool W_MineLayer_PlacedMines(entity this, bool detonate)
 {
-       entity mine;
-       float minfound = 0;
+       bool minfound = false;
 
-       for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == this)
+       IL_EACH(g_mines, it.realowner == this,
        {
                if(detonate)
                {
-                       if(!mine.minelayer_detonate)
+                       if(!it.minelayer_detonate)
                        {
-                               mine.minelayer_detonate = true;
-                               minfound = 1;
+                               it.minelayer_detonate = true;
+                               minfound = true;
                        }
                }
                else
-                       minfound = 1;
-       }
+                       minfound = true;
+       });
        return minfound;
 }
 
-METHOD(MineLayer, wr_aim, void(entity thiswep))
+METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     // aim and decide to fire if appropriate
-    if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
-        PHYS_INPUT_BUTTON_ATCK(self) = false;
+    if(actor.minelayer_mines >= WEP_CVAR(minelayer, limit))
+        PHYS_INPUT_BUTTON_ATCK(actor) = false;
     else
-        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
+        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 edgedamage, coredamage, edgeradius, recipricoledgeradius;
         float selfdamage, teamdamage, enemydamage;
         edgedamage = WEP_CVAR(minelayer, edgedamage);
         coredamage = WEP_CVAR(minelayer, damage);
@@ -422,87 +436,74 @@ METHOD(MineLayer, wr_aim, void(entity thiswep))
         selfdamage = 0;
         teamdamage = 0;
         enemydamage = 0;
-        targetlist = findchainfloat(bot_attack, true);
-        entity mine = find(world, classname, "mine");
-        while(mine)
+
+        IL_EACH(g_mines, it.realowner == actor,
         {
-            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);
+               entity mine = it;
+               IL_EACH(g_bot_targets, it.bot_attack,
+               {
+                       float d = vlen(it.origin + (it.mins + it.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)
+                if(it == actor)
                     selfdamage = selfdamage + d;
-                else if(targ.team == self.team && teamplay)
+                else if(SAME_TEAM(it, actor))
                     teamdamage = teamdamage + d;
-                else if(bot_shouldattack(self, targ))
+                else if(bot_shouldattack(actor, it))
                     enemydamage = enemydamage + d;
-                targ = targ.chain;
-            }
-            mine = find(mine, classname, "mine");
-        }
+               });
+        });
+
         float desirabledamage;
         desirabledamage = enemydamage;
-        if(time > self.invincible_finished && time > self.spawnshieldtime)
+        if(time > actor.invincible_finished && time > actor.spawnshieldtime)
             desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-        if(teamplay && self.team)
+        if(teamplay && actor.team)
             desirabledamage = desirabledamage - teamdamage;
 
-        mine = find(world, classname, "mine");
-        while(mine)
+        makevectors(actor.v_angle);
+        IL_EACH(g_mines, it.realowner == actor,
         {
-            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
-                    ) PHYS_INPUT_BUTTON_ATCK2(self) = true;
-                    targ = targ.chain;
-                }
-            }else{
-                float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+                   entity mine = it;
+                   IL_EACH(g_bot_targets, it.bot_attack,
+                   {
+                       if((v_forward * normalize(mine.origin - it.origin) < 0.1)
+                           && desirabledamage > 0.1 * coredamage
+                           ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                   });
+               }
+               else
+               {
                 //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))
-                                PHYS_INPUT_BUTTON_ATCK2(self) = true;
-            // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
-            }
-
-            mine = find(mine, classname, "mine");
-        }
+                if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
+                       && IS_PLAYER(actor.enemy)
+                       && (desirabledamage >= 0.1 * coredamage)
+                       )
+                {
+                       float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
+                       if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
+                               PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                }
+               }
+        });
+
         // 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(self) = true;
-        if((skill > 6.5) && (selfdamage > self.health))
-            PHYS_INPUT_BUTTON_ATCK2(self) = false;
-        //if(PHYS_INPUT_BUTTON_ATCK2(self) == true)
+            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(self)) PHYS_INPUT_BUTTON_ATCK(self) = false;
+        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
+    if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).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))) {
@@ -513,7 +514,7 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(minelayer, refire)))
         {
-            W_MineLayer_Attack(thiswep);
+            W_MineLayer_Attack(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
         }
     }
@@ -524,7 +525,7 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent
             sound(actor, CH_WEAPON_B, SND_MINE_DET, VOL_BASE, ATTN_NORM);
     }
 }
-METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     //int slot = 0; // TODO: unhardcode
     // actually do // don't switch while placing a mine
@@ -536,22 +537,20 @@ METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor))
     //}
     //return true;
 }
-METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(MineLayer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(W_MineLayer_PlacedMines(actor, false))
         return true;
     else
         return false;
 }
-METHOD(MineLayer, wr_resetplayers, void(entity thiswep))
+METHOD(MineLayer, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.minelayer_mines = 0;
+    actor.minelayer_mines = 0;
 }
 METHOD(MineLayer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    SELFPARAM();
-    W_Reload(self, WEP_CVAR(minelayer, ammo), SND_RELOAD);
+    W_Reload(actor, weaponentity, WEP_CVAR(minelayer, ammo), SND_RELOAD);
 }
 METHOD(MineLayer, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -565,14 +564,13 @@ METHOD(MineLayer, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(MineLayer, wr_impacteffect, void(entity thiswep))
+METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     vector org2;
     org2 = w_org + w_backoff * 12;
     pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_MINE_EXP, VOL_BASE, ATTN_NORM);
 }
 
 #endif