3 #include "weaponsystem.qh"
4 #include "../resources.qh"
5 #include "../mutators/_mod.qh"
6 #include <common/t_items.qh>
7 #include <common/weapons/_all.qh>
9 string W_Apply_Weaponreplace(string in)
12 FOREACH_WORD(in, true, {
13 string replacement = "";
14 Weapon w = Weapons_fromstr(it);
17 replacement = w.weaponreplace;
18 if (replacement == "") replacement = it;
20 if (replacement == "0") continue;
21 out = cons(out, replacement);
26 void weapon_defaultspawnfunc(entity this, Weapon e)
29 if (this.classname != "droppedweapon" && this.classname != "replacedweapon")
31 if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
33 LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
34 startitem_failed = true;
38 string s = W_Apply_Weaponreplace(e.netname);
39 MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
40 s = M_ARGV(2, string);
44 startitem_failed = true;
47 int t = tokenize_console(s);
50 this.team = --internalteam;
51 for (int i = 1; i < t; ++i)
54 FOREACH(Weapons, it != WEP_Null, {
57 entity replacement = spawn();
58 copyentity(this, replacement);
59 replacement.classname = "replacedweapon";
60 weapon_defaultspawnfunc(replacement, it);
66 if (t >= 1) // always the case!
70 FOREACH(Weapons, it != WEP_Null, {
81 startitem_failed = true;
86 if (!this.respawntime)
88 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
90 this.respawntime = g_pickup_respawntime_superweapon;
91 this.respawntimejitter = g_pickup_respawntimejitter_superweapon;
95 this.respawntime = g_pickup_respawntime_weapon;
96 this.respawntimejitter = g_pickup_respawntimejitter_weapon;
100 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
101 if (!this.superweapons_finished)
102 this.superweapons_finished = autocvar_g_balance_superweapons_time;
104 // if we don't already have ammo, give us some ammo
105 if ((wpn.ammo_type != RESOURCE_NONE) && !GetResourceAmount(this, wpn.ammo_type))
107 switch (wpn.ammo_type)
109 case RESOURCE_SHELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
110 case RESOURCE_BULLETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
111 case RESOURCE_ROCKETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
112 case RESOURCE_CELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
113 case RESOURCE_PLASMA: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
114 case RESOURCE_FUEL: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
121 for (int i = 0, j = 1; i < 24; ++i, j <<= 1)
125 ammotype = Item_CounterField(j);
127 this.ammotype = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
134 if (g_pickup_weapons_anyway)
135 this.pickup_anyway = true;
138 this.glowmod = wpn.wpcolor;
140 GameItem def = wpn.m_pickup;
144 this.respawntime, // defaultrespawntime
145 this.respawntimejitter // defaultrespawntimejitter
148 if (this.modelindex) { // don't precache if this was removed