float W_AmmoItemCode(float wpn)
{
- float f = (get_weaponinfo(wpn)).items;
- f &~= IT_SUPERWEAPON;
- return f;
+ return (get_weaponinfo(wpn)).items & IT_AMMO;
}
+.float savenextthink;
void thrown_wep_think()
{
- self.solid = SOLID_TRIGGER;
self.owner = world;
- SUB_SetFade(self, time + 20, 1);
+ float timeleft = self.savenextthink - time;
+ if(timeleft > 1)
+ SUB_SetFade(self, self.savenextthink - 1, 1);
+ else if(timeleft > 0)
+ SUB_SetFade(self, time, timeleft);
+ else
+ SUB_VanishOrRemove(self);
}
// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+ if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
+ {
+ if(own.items & IT_UNLIMITED_SUPERWEAPONS)
+ {
+ wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
+ }
+ else
+ {
+ float superweapons = 1;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
+ ++superweapons;
+ if(superweapons <= 1)
+ {
+ wep.superweapons_finished = own.superweapons_finished;
+ own.superweapons_finished = 0;
+ }
+ else
+ {
+ float timeleft = own.superweapons_finished - time;
+ float weptimeleft = timeleft / superweapons;
+ wep.superweapons_finished = time + weptimeleft;
+ own.superweapons_finished -= weptimeleft;
+ }
+ }
+ }
+
wa = W_AmmoItemCode(wpn);
if(wa == 0)
{
return string_null;
wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
- wep.nextthink = time + 0.5;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
+ wep.pickup_anyway = TRUE; // these are ALWAYS pickable
return "";
}
else
}
wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
- wep.nextthink = time + 0.5;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
return s;
}
wb = W_WeaponBit(w);
if(!wb)
return 0;
- if(wb & WEPBIT_SUPERWEAPONS) // can't throw a superweapon, they don't work
- return 0;
wa = W_AmmoItemCode(w);
if(start_weapons & wb)
{