3 #include "weaponsystem.qh"
4 #include "../resources.qh"
6 #include <server/mutators/_mod.qh>
7 #include <common/t_items.qh>
8 #include "../g_damage.qh"
9 #include <common/items/item.qh>
10 #include <common/mapinfo.qh>
11 #include <common/notifications/all.qh>
12 #include <common/mapobjects/subs.qh>
13 #include <common/util.qh>
14 #include <common/weapons/_all.qh>
15 #include <common/state.qh>
16 #include <common/wepent.qh>
18 void thrown_wep_think(entity this)
20 this.nextthink = time;
21 if(this.oldorigin != this.origin)
23 this.SendFlags |= ISF_LOCATION;
24 this.oldorigin = this.origin;
27 float timeleft = this.savenextthink - time;
29 SUB_SetFade(this, this.savenextthink - 1, 1);
31 SUB_SetFade(this, time, timeleft);
33 SUB_VanishOrRemove(this);
36 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
37 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
41 Weapon info = Weapons_from(wpn);
42 int ammotype = info.ammo_type;
45 Item_SetLoot(wep, true);
48 wep.owner = wep.enemy = own;
49 wep.flags |= FL_TOSSED;
50 wep.colormap = own.colormap;
51 wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
52 navigation_dynamicgoal_init(wep, false);
54 W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
56 if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
58 Item_SetExpiring(wep, true);
59 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
61 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
66 FOREACH(Weapons, it != WEP_Null, {
67 WepSet set = it.m_wepset;
68 if((set & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, own) & set)) ++superweapons;
72 wep.superweapons_finished = own.superweapons_finished;
73 own.superweapons_finished = 0;
77 float timeleft = own.superweapons_finished - time;
78 float weptimeleft = timeleft / superweapons;
79 wep.superweapons_finished = time + weptimeleft;
80 own.superweapons_finished -= weptimeleft;
85 weapon_defaultspawnfunc(wep, info);
88 setthink(wep, thrown_wep_think);
89 wep.savenextthink = wep.nextthink;
90 wep.nextthink = min(wep.nextthink, time + 0.5);
91 wep.pickup_anyway = true; // these are ALWAYS pickable
93 //wa = W_AmmoItemCode(wpn);
94 if(ammotype == RESOURCE_NONE)
102 if(doreduce && g_weapon_stay == 2)
104 // if our weapon is loaded, give its load back to the player
105 int i = own.(weaponentity).m_weapon.m_id;
106 if(own.(weaponentity).(weapon_load[i]) > 0)
108 GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
109 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
111 SetResourceAmount(wep, ammotype, 0);
115 // if our weapon is loaded, give its load back to the player
116 int i = own.(weaponentity).m_weapon.m_id;
117 if(own.(weaponentity).(weapon_load[i]) > 0)
119 GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
120 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
123 float ownderammo = GetResourceAmount(own, ammotype);
124 thisammo = min(ownderammo, GetResourceAmount(wep, ammotype));
125 SetResourceAmount(wep, ammotype, thisammo);
126 SetResourceAmount(own, ammotype, ownderammo - thisammo);
130 case RESOURCE_SHELLS: s = sprintf("%s and %d shells", s, thisammo); break;
131 case RESOURCE_BULLETS: s = sprintf("%s and %d nails", s, thisammo); break;
132 case RESOURCE_ROCKETS: s = sprintf("%s and %d rockets", s, thisammo); break;
133 case RESOURCE_CELLS: s = sprintf("%s and %d cells", s, thisammo); break;
134 case RESOURCE_PLASMA: s = sprintf("%s and %d plasma", s, thisammo); break;
135 case RESOURCE_FUEL: s = sprintf("%s and %d fuel", s, thisammo); break;
138 s = substring(s, 5, -1);
144 bool W_IsWeaponThrowable(entity this, int w)
146 if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w))
148 if (!autocvar_g_pickup_items)
152 if(w == WEP_Null.m_id)
155 return (Weapons_from(w)).weaponthrowable;
158 // toss current weapon
159 void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
161 Weapon w = this.(weaponentity).m_weapon;
163 return; // just in case
164 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
166 if(!autocvar_g_weapon_throwable)
168 if(this.(weaponentity).state != WS_READY)
170 if(!W_IsWeaponThrowable(this, w.m_id))
173 WepSet set = WepSet_FromWeapon(w);
174 if(!(STAT(WEAPONS, this) & set)) return;
175 STAT(WEAPONS, this) &= ~set;
177 W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
178 string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
181 Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
184 void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity)
186 //entity wep = this.(weaponentity).m_weapon;
188 if(STAT(WEAPONS, this) & WepSet_FromWeapon(wep))
189 if(W_IsWeaponThrowable(this, wep.m_id))
190 W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);