#include "throwing.qh"
#include "weaponsystem.qh"
+#include "../resources.qh"
+#include "../items.qh"
#include "../mutators/_mod.qh"
#include <common/t_items.qh>
#include "../g_damage.qh"
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
+#include <common/wepent.qh>
void thrown_wep_think(entity this)
{
{
this.SendFlags |= ISF_LOCATION;
this.oldorigin = this.origin;
- this.bot_pickup = false;
}
- else
- this.bot_pickup = true;
this.owner = NULL;
float timeleft = this.savenextthink - time;
if(timeleft > 1)
}
// 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)
+string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
{
float thisammo;
string s;
Weapon info = Weapons_from(wpn);
- var .int ammotype = info.ammo_field;
-
- entity wep = new(droppedweapon);
+ int ammotype = info.ammo_type;
+ entity wep = spawn();
+ Item_SetLoot(wep, true);
setorigin(wep, org);
wep.velocity = velo;
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
- wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors);
+ wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
+ navigation_dynamicgoal_init(wep, false);
- W_DropEvent(wr_drop,own,wpn,wep);
+ W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
{
+ Item_SetExpiring(wep, true);
if(own.items & IT_UNLIMITED_SUPERWEAPONS)
{
wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
else
{
int superweapons = 1;
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
WepSet set = it.m_wepset;
if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
- ));
+ });
if(superweapons <= 1)
{
wep.superweapons_finished = own.superweapons_finished;
wep.pickup_anyway = true; // these are ALWAYS pickable
//wa = W_AmmoItemCode(wpn);
- if(ammotype == ammo_none)
+ if(ammotype == RESOURCE_NONE)
{
return "";
}
if(doreduce && g_weapon_stay == 2)
{
// if our weapon is loaded, give its load back to the player
- int i = PS(own).m_weapon.m_id;
- if(own.(weapon_load[i]) > 0)
+ int i = own.(weaponentity).m_weapon.m_id;
+ if(own.(weaponentity).(weapon_load[i]) > 0)
{
- own.(ammotype) += own.(weapon_load[i]);
- own.(weapon_load[i]) = -1; // schedule the weapon for reloading
+ GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
+ own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
}
-
- wep.(ammotype) = 0;
+ SetResourceAmount(wep, ammotype, 0);
}
else if(doreduce)
{
// if our weapon is loaded, give its load back to the player
- int i = PS(own).m_weapon.m_id;
- if(own.(weapon_load[i]) > 0)
+ int i = own.(weaponentity).m_weapon.m_id;
+ if(own.(weaponentity).(weapon_load[i]) > 0)
{
- own.(ammotype) += own.(weapon_load[i]);
- own.(weapon_load[i]) = -1; // schedule the weapon for reloading
+ GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
+ own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
}
- thisammo = min(own.(ammotype), wep.(ammotype));
- wep.(ammotype) = thisammo;
- own.(ammotype) -= thisammo;
+ float ownderammo = GetResourceAmount(own, ammotype);
+ thisammo = min(ownderammo, GetResourceAmount(wep, ammotype));
+ SetResourceAmount(wep, ammotype, thisammo);
+ SetResourceAmount(own, ammotype, ownderammo - thisammo);
- switch(ammotype)
+ switch (ammotype)
{
- case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
- case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
- case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
- case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
- case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
- case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
+ case RESOURCE_SHELLS: s = sprintf("%s and %d shells", s, thisammo); break;
+ case RESOURCE_BULLETS: s = sprintf("%s and %d nails", s, thisammo); break;
+ case RESOURCE_ROCKETS: s = sprintf("%s and %d rockets", s, thisammo); break;
+ case RESOURCE_CELLS: s = sprintf("%s and %d cells", s, thisammo); break;
+ case RESOURCE_PLASMA: s = sprintf("%s and %d plasma", s, thisammo); break;
+ case RESOURCE_FUEL: s = sprintf("%s and %d fuel", s, thisammo); break;
}
s = substring(s, 5, -1);
bool W_IsWeaponThrowable(entity this, int w)
{
- if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this))
+ if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w))
return false;
if (!autocvar_g_pickup_items)
return false;
if (g_weaponarena)
return 0;
- if (g_cts)
- return 0;
if(w == WEP_Null.m_id)
return false;
// 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((Weapons_from(w)).ammo_field == ammo_none)
+ if((Weapons_from(w)).ammo_type == RESOURCE_NONE)
return false;
}
return true;
// toss current weapon
void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
{
- Weapon w = PS(this).m_weapon;
+ Weapon w = this.(weaponentity).m_weapon;
if (w == WEP_Null)
return; // just in case
- if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this))
+ if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
return;
if(!autocvar_g_weapon_throwable)
return;
if(!(this.weapons & set)) return;
this.weapons &= ~set;
- W_SwitchWeapon_Force(this, w_getbestweapon(this));
- string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo);
+ W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
+ string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
if(!a) return;
Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
}
-void SpawnThrownWeapon(entity this, vector org, float w)
+void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity)
{
- 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');
+ //entity wep = this.(weaponentity).m_weapon;
+
+ if(this.weapons & WepSet_FromWeapon(wep))
+ if(W_IsWeaponThrowable(this, wep.m_id))
+ W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
}