#include "throwing.qh"
#include "weaponsystem.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
#include <common/t_items.qh>
#include "../g_damage.qh"
#include <common/items/item.qh>
#include <common/notifications/all.qh>
#include <common/triggers/subs.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/state.qh>
-void thrown_wep_think()
-{SELFPARAM();
- self.nextthink = time;
- if(self.oldorigin != self.origin)
+void thrown_wep_think(entity this)
+{
+ this.nextthink = time;
+ if(this.oldorigin != this.origin)
{
- self.SendFlags |= ISF_LOCATION;
- self.oldorigin = self.origin;
+ this.SendFlags |= ISF_LOCATION;
+ this.oldorigin = this.origin;
+ this.bot_pickup = false;
}
- self.owner = world;
- float timeleft = self.savenextthink - time;
+ else
+ this.bot_pickup = true;
+ this.owner = NULL;
+ float timeleft = this.savenextthink - time;
if(timeleft > 1)
- SUB_SetFade(self, self.savenextthink - 1, 1);
+ SUB_SetFade(this, this.savenextthink - 1, 1);
else if(timeleft > 0)
- SUB_SetFade(self, time, timeleft);
+ SUB_SetFade(this, time, timeleft);
else
- SUB_VanishOrRemove(self);
+ SUB_VanishOrRemove(this);
}
// 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;
string s;
Weapon info = Weapons_from(wpn);
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+ wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors);
W_DropEvent(wr_drop,own,wpn,wep);
weapon_defaultspawnfunc(wep, info);
if(startitem_failed)
return string_null;
- wep.glowmod = weaponentity_glowmod(info, own.clientcolors);
- wep.think = thrown_wep_think;
+ setthink(wep, thrown_wep_think);
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = true; // these are ALWAYS pickable
if(doreduce && g_weapon_stay == 2)
{
// if our weapon is loaded, give its load back to the player
- int i = PS(self).m_weapon.m_id;
- if(self.(weapon_load[i]) > 0)
+ int i = PS(own).m_weapon.m_id;
+ if(own.(weapon_load[i]) > 0)
{
- own.(ammotype) += self.(weapon_load[i]);
- self.(weapon_load[i]) = -1; // schedule the weapon for reloading
+ own.(ammotype) += own.(weapon_load[i]);
+ own.(weapon_load[i]) = -1; // schedule the weapon for reloading
}
wep.(ammotype) = 0;
else if(doreduce)
{
// if our weapon is loaded, give its load back to the player
- int i = PS(self).m_weapon.m_id;
- if(self.(weapon_load[i]) > 0)
+ int i = PS(own).m_weapon.m_id;
+ if(own.(weapon_load[i]) > 0)
{
- own.(ammotype) += self.(weapon_load[i]);
- self.(weapon_load[i]) = -1; // schedule the weapon for reloading
+ own.(ammotype) += own.(weapon_load[i]);
+ own.(weapon_load[i]) = -1; // schedule the weapon for reloading
}
thisammo = min(own.(ammotype), wep.(ammotype));
}
}
-bool W_IsWeaponThrowable(bool w)
+bool W_IsWeaponThrowable(entity this, int w)
{
- if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon))
+ if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this))
return false;
if (!autocvar_g_pickup_items)
return false;
}
// toss current weapon
-void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{SELFPARAM();
- Weapon w = PS(self).m_weapon;
+void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
+{
+ Weapon w = PS(this).m_weapon;
if (w == WEP_Null)
return; // just in case
- if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
+ if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this))
return;
if(!autocvar_g_weapon_throwable)
return;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if(self.(weaponentity).state != WS_READY)
+ if(this.(weaponentity).state != WS_READY)
return;
- if(!W_IsWeaponThrowable(w.m_id))
+ if(!W_IsWeaponThrowable(this, w.m_id))
return;
WepSet set = WepSet_FromWeapon(w);
- if(!(self.weapons & set)) return;
- self.weapons &= ~set;
+ if(!(this.weapons & set)) return;
+ this.weapons &= ~set;
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- string a = W_ThrowNewWeapon(self, w.m_id, doreduce, self.origin + delta, velo);
+ W_SwitchWeapon_Force(this, w_getbestweapon(this));
+ string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo);
if(!a) return;
- Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
+ Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
}
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))
+ if(W_IsWeaponThrowable(this, PS(this).m_weapon.m_id))
W_ThrowNewWeapon(this, PS(this).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200');
}