]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index 829b6ed62e772fc250c0847bd84dc6b5fcd26308..14da0f14ec66388b7637910ca3cf36cfb0466145 100644 (file)
@@ -2,14 +2,14 @@
 
 #include "weaponsystem.qh"
 #include "../mutators/all.qh"
-#include "../t_items.qh"
+#include <common/t_items.qh>
 #include "../g_damage.qh"
-#include "../../common/items/item.qh"
-#include "../../common/mapinfo.qh"
-#include "../../common/notifications.qh"
-#include "../../common/triggers/subs.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
+#include <common/items/item.qh>
+#include <common/mapinfo.qh>
+#include <common/notifications.qh>
+#include <common/triggers/subs.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
 
 void thrown_wep_think()
 {SELFPARAM();
@@ -32,7 +32,7 @@ void thrown_wep_think()
 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
 {SELFPARAM();
-       float thisammo, i;
+       float thisammo;
        string s;
        Weapon info = Weapons_from(wpn);
        var .int ammotype = info.ammo_field;
@@ -55,12 +55,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                }
                else
                {
-                       float superweapons = 1;
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       {
-                               WepSet set = WepSet_FromWeapon(Weapons_from(i));
-                               if ((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
-                       }
+                       int superweapons = 1;
+                       FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                               WepSet set = it.m_wepset;
+                               if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
+                       ));
                        if(superweapons <= 1)
                        {
                                wep.superweapons_finished = own.superweapons_finished;
@@ -79,7 +78,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        weapon_defaultspawnfunc(wep, info);
        if(startitem_failed)
                return string_null;
-       wep.glowmod = own.weaponentity_glowmod;
+       wep.glowmod = weaponentity_glowmod(info, own.clientcolors);
        wep.think = thrown_wep_think;
        wep.savenextthink = wep.nextthink;
        wep.nextthink = min(wep.nextthink, time + 0.5);
@@ -97,10 +96,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                if(doreduce && g_weapon_stay == 2)
                {
                        // if our weapon is loaded, give its load back to the player
-                       if(self.(weapon_load[self.weapon]) > 0)
+                       int i = PS(self).m_weapon.m_id;
+                       if(self.(weapon_load[i]) > 0)
                        {
-                               own.(ammotype) += self.(weapon_load[self.weapon]);
-                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
+                               own.(ammotype) += self.(weapon_load[i]);
+                               self.(weapon_load[i]) = -1; // schedule the weapon for reloading
                        }
 
                        wep.(ammotype) = 0;
@@ -108,10 +108,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                else if(doreduce)
                {
                        // if our weapon is loaded, give its load back to the player
-                       if(self.(weapon_load[self.weapon]) > 0)
+                       int i = PS(self).m_weapon.m_id;
+                       if(self.(weapon_load[i]) > 0)
                        {
-                               own.(ammotype) += self.(weapon_load[self.weapon]);
-                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
+                               own.(ammotype) += self.(weapon_load[i]);
+                               self.(weapon_load[i]) = -1; // schedule the weapon for reloading
                        }
 
                        thisammo = min(own.(ammotype), wep.(ammotype));
@@ -165,8 +166,8 @@ bool W_IsWeaponThrowable(bool w)
 // toss current weapon
 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 {SELFPARAM();
-       int w = self.weapon;
-       if (w == WEP_Null.m_id)
+       Weapon w = PS(self).m_weapon;
+       if (w == WEP_Null)
                return; // just in case
        if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
                return;
@@ -175,23 +176,23 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
        if(self.(weaponentity).state != WS_READY)
                return;
-       if(!W_IsWeaponThrowable(w))
+       if(!W_IsWeaponThrowable(w.m_id))
                return;
 
-       WepSet set = WepSet_FromWeapon(Weapons_from(w));
+       WepSet set = WepSet_FromWeapon(w);
        if(!(self.weapons & set)) return;
        self.weapons &= ~set;
 
-       W_SwitchWeapon_Force(self, Weapons_from(w_getbestweapon(self)));
-       string a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
+       W_SwitchWeapon_Force(self, w_getbestweapon(self));
+       string a = W_ThrowNewWeapon(self, w.m_id, doreduce, self.origin + delta, velo);
 
        if(!a) return;
-       Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
+       Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
 }
 
-void SpawnThrownWeapon(vector org, float w)
-{SELFPARAM();
-       if(self.weapons & WepSet_FromWeapon(Weapons_from(self.weapon)))
-               if(W_IsWeaponThrowable(self.weapon))
-                       W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');
+void SpawnThrownWeapon(entity this, vector org, float w)
+{
+       if(this.weapons & WepSet_FromWeapon(PS(this).m_weapon))
+               if(W_IsWeaponThrowable(PS(this).m_weapon.m_id))
+                       W_ThrowNewWeapon(this, PS(this).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200');
 }