#include "throwing.qh"
#include "weaponsystem.qh"
-#include "../mutators/all.qh"
-#include "../t_items.qh"
+#include "../mutators/_mod.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"
-
-void thrown_wep_think()
-{SELFPARAM();
- self.nextthink = time;
- if(self.oldorigin != self.origin)
+#include <common/items/item.qh>
+#include <common/mapinfo.qh>
+#include <common/notifications/all.qh>
+#include <common/triggers/subs.qh>
+#include <common/util.qh>
+#include <common/weapons/_all.qh>
+#include <common/state.qh>
+
+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, i;
+{
+ float thisammo;
string s;
- Weapon info = get_weaponinfo(wpn);
+ Weapon info = Weapons_from(wpn);
var .int ammotype = info.ammo_field;
entity wep = new(droppedweapon);
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);
- if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
+ if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
{
if(own.items & IT_UNLIMITED_SUPERWEAPONS)
{
}
else
{
- float superweapons = 1;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
- if(own.weapons & WepSet_FromWeapon(i))
- ++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;
weapon_defaultspawnfunc(wep, info);
if(startitem_failed)
return string_null;
- wep.glowmod = own.weaponentity_glowmod;
- 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
- if(self.(weapon_load[self.weapon]) > 0)
+ int i = PS(own).m_weapon.m_id;
+ if(own.(weapon_load[i]) > 0)
{
- own.(ammotype) += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -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
- if(self.(weapon_load[self.weapon]) > 0)
+ int i = PS(own).m_weapon.m_id;
+ if(own.(weapon_load[i]) > 0)
{
- own.(ammotype) += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -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;
return false;
#if 0
- if(start_weapons & WepSet_FromWeapon(w))
+ if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
{
// start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
if(start_items & IT_UNLIMITED_WEAPON_AMMO)
return false;
- if((get_weaponinfo(w)).ammo_field == ammo_none)
+ if((Weapons_from(w)).ammo_field == ammo_none)
return false;
}
return true;
#else
- return (get_weaponinfo(w)).weaponthrowable;
+ return (Weapons_from(w)).weaponthrowable;
#endif
}
// toss current weapon
-void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{SELFPARAM();
- int w = self.weapon;
- if (w == WEP_Null.m_id)
+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))
+ if(!W_IsWeaponThrowable(this, w.m_id))
return;
- if(!(self.weapons & WepSet_FromWeapon(w)))
- return;
- self.weapons &= ~WepSet_FromWeapon(w);
+ WepSet set = WepSet_FromWeapon(w);
+ if(!(this.weapons & set)) return;
+ this.weapons &= ~set;
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- string a = W_ThrowNewWeapon(self, w, 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);
+ Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
}
-void SpawnThrownWeapon(vector org, float w)
-{SELFPARAM();
- if(self.weapons & WepSet_FromWeapon(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(this, PS(this).m_weapon.m_id))
+ W_ThrowNewWeapon(this, PS(this).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200');
}