.float weapon_frametime;
-float W_WeaponRateFactor()
+float W_WeaponRateFactor(entity this)
{
float t = 1.0 / g_weaponratefactor;
- MUTATOR_CALLHOOK(WeaponRateFactor, t);
- t = weapon_rate;
+ MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
+ t = M_ARGV(0, float);
return t;
}
-float W_WeaponSpeedFactor()
+float W_WeaponSpeedFactor(entity this)
{
float t = 1.0 * g_weaponspeedfactor;
- MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
- t = ret_float;
+ MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
+ t = M_ARGV(0, float);
return t;
}
-bool CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient(entity this)
{
- SELFPARAM();
this.viewmodelforclient = this.owner;
if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
return true;
.entity weaponentity = this.weaponentity_fld;
if (this.owner.(weaponentity) != this)
{
- // owner has new gun; remove self
+ // owner has new gun; remove old one
if (this.weaponchild) remove(this.weaponchild);
remove(this);
return;
setthink(view, CL_Weaponentity_Think);
view.nextthink = time;
view.viewmodelforclient = actor;
- view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
if (weaponentity == weaponentities[0])
{
ATTACK_FINISHED(actor, slot) = time;
// dprint("resetting attack finished to ", ftos(time), "\n");
}
- ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
+ ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
}
actor.bulletcounter += 1;
// dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
- t *= W_WeaponRateFactor();
+ t *= W_WeaponRateFactor(actor);
// VorteX: haste can be added here
if (this.weapon_think == w_ready)
{
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
- WITHSELF(player, w.event(w, player));
+ w.event(w, player);
}