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 ammofield = (get_weaponinfo(wpn)).current_ammo;
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;
64 //wa = W_AmmoItemCode(wpn);
65 if(ammofield == ammo_none)
69 weapon_defaultspawnfunc(wpn);
73 wep.glowmod = own.weaponentity_glowmod;
74 wep.think = thrown_wep_think;
75 wep.savenextthink = wep.nextthink;
76 wep.nextthink = min(wep.nextthink, time + 0.5);
77 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
85 weapon_defaultspawnfunc(wpn);
89 if(doreduce && g_weapon_stay == 2)
91 // if our weapon is loaded, give its load back to the player
92 if(self.(weapon_load[self.weapon]) > 0)
94 own.ammofield += self.(weapon_load[self.weapon]);
95 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
102 // if our weapon is loaded, give its load back to the player
103 if(self.(weapon_load[self.weapon]) > 0)
105 own.ammofield += self.(weapon_load[self.weapon]);
106 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
110 thisammo = min(own.ammofield, wep.ammofield);
111 wep.ammofield = thisammo;
112 own.ammofield -= thisammo;
114 //print(sprintf("W_ThrowNewWeapon: wep ammo count: %f, own ammo count: %f, thisammo = %f\n", wep.ammofield, own.ammofield, thisammo));
118 case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
119 case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
120 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
121 case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
122 case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
125 s = substring(s, 5, -1);
127 wep.glowmod = own.weaponentity_glowmod;
128 wep.think = thrown_wep_think;
129 wep.savenextthink = wep.nextthink;
130 wep.nextthink = min(wep.nextthink, time + 0.5);
131 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
137 float W_IsWeaponThrowable(float w)
139 if (!autocvar_g_pickup_items)
145 if (g_nexball && w == WEP_MORTAR)
150 if(start_weapons & WepSet_FromWeapon(w))
152 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
153 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
155 if((get_weaponinfo(w)).current_ammo == ammo_none)
162 // toss current weapon
163 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
170 return; // just in case
171 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
173 if(!autocvar_g_weapon_throwable)
175 if(self.weaponentity.state != WS_READY)
177 if(!W_IsWeaponThrowable(w))
180 if(!(self.weapons & WepSet_FromWeapon(w)))
182 self.weapons &= ~WepSet_FromWeapon(w);
184 W_SwitchWeapon_Force(self, w_getbestweapon(self));
185 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
188 Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);