1 void thrown_wep_think()
4 if(self.oldorigin != self.origin)
6 self.SendFlags |= ISF_LOCATION;
7 self.oldorigin = self.origin;
10 float timeleft = self.savenextthink - time;
12 SUB_SetFade(self, self.savenextthink - 1, 1);
14 SUB_SetFade(self, time, timeleft);
16 SUB_VanishOrRemove(self);
19 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
20 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
25 var .float ammotype = (get_weaponinfo(wpn)).ammo_field;
30 wep.classname = "droppedweapon";
32 wep.owner = wep.enemy = own;
33 wep.flags |= FL_TOSSED;
34 wep.colormap = own.colormap;
36 if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
38 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
40 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
44 float superweapons = 1;
45 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
46 if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
47 if(own.weapons & WepSet_FromWeapon(i))
51 wep.superweapons_finished = own.superweapons_finished;
52 own.superweapons_finished = 0;
56 float timeleft = own.superweapons_finished - time;
57 float weptimeleft = timeleft / superweapons;
58 wep.superweapons_finished = time + weptimeleft;
59 own.superweapons_finished -= weptimeleft;
66 weapon_defaultspawnfunc(wpn);
70 wep.glowmod = own.weaponentity_glowmod;
71 wep.think = thrown_wep_think;
72 wep.savenextthink = wep.nextthink;
73 wep.nextthink = min(wep.nextthink, time + 0.5);
74 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
76 //wa = W_AmmoItemCode(wpn);
77 if(ammotype == ammo_none)
85 if(doreduce && g_weapon_stay == 2)
87 // if our weapon is loaded, give its load back to the player
88 if(self.(weapon_load[self.weapon]) > 0)
90 own.ammotype += self.(weapon_load[self.weapon]);
91 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
98 // if our weapon is loaded, give its load back to the player
99 if(self.(weapon_load[self.weapon]) > 0)
101 own.ammotype += self.(weapon_load[self.weapon]);
102 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
105 thisammo = min(own.ammotype, wep.ammotype);
106 wep.ammotype = thisammo;
107 own.ammotype -= thisammo;
111 case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
112 case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
113 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
114 case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
115 case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
116 case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
119 s = substring(s, 5, -1);
125 float W_IsWeaponThrowable(float w)
127 if (!autocvar_g_pickup_items)
133 if (g_nexball && w == WEP_MORTAR)
139 if(start_weapons & WepSet_FromWeapon(w))
141 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
142 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
144 if((get_weaponinfo(w)).ammo_field == ammo_none)
149 return (get_weaponinfo(w)).weaponthrowable;
153 // toss current weapon
154 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
161 return; // just in case
162 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
164 if(!autocvar_g_weapon_throwable)
166 if(self.weaponentity.state != WS_READY)
168 if(!W_IsWeaponThrowable(w))
171 if(!(self.weapons & WepSet_FromWeapon(w)))
173 self.weapons &= ~WepSet_FromWeapon(w);
175 W_SwitchWeapon_Force(self, w_getbestweapon(self));
176 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
179 Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
182 void SpawnThrownWeapon(vector org, float w)
184 if(self.weapons & WepSet_FromWeapon(self.weapon))
185 if(W_IsWeaponThrowable(self.weapon))
186 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');