X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=d36e2dd4697fc3f97ab9c94f8621926be52de8c9;hb=cd141fba8a7c59fef4b0e98eee651943b18cd99d;hp=83025da9a859869669381fc26167a9fadef66f8b;hpb=21307f327df5609b82d90496c1c6156d636d1c8d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index 83025da9a8..d36e2dd469 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -1,7 +1,7 @@ #include "throwing.qh" #include "weaponsystem.qh" -#include "../mutators/mutators_include.qh" +#include "../mutators/all.qh" #include "../t_items.qh" #include "../g_damage.qh" #include "../../common/items/item.qh" @@ -34,12 +34,12 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto {SELFPARAM(); float thisammo, i; string s; - var .int ammotype = (get_weaponinfo(wpn)).ammo_field; + Weapon info = get_weaponinfo(wpn); + var .int ammotype = info.ammo_field; - entity wep = spawn(); + entity wep = new(droppedweapon); setorigin(wep, org); - wep.classname = "droppedweapon"; wep.velocity = velo; wep.owner = wep.enemy = own; wep.flags |= FL_TOSSED; @@ -75,7 +75,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto } } - WITH(entity, self, wep, weapon_defaultspawnfunc(wpn)); + weapon_defaultspawnfunc(wep, info); if(startitem_failed) return string_null; wep.glowmod = own.weaponentity_glowmod; @@ -133,29 +133,29 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto } } -float W_IsWeaponThrowable(float w) +bool W_IsWeaponThrowable(bool w) { + if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon)) + return false; if (!autocvar_g_pickup_items) - return 0; + return false; if (g_weaponarena) return 0; if (g_cts) return 0; - if (g_nexball && w == WEP_MORTAR.m_id) - return 0; - if(w == 0) - return 0; + if(w == WEP_Null.m_id) + return false; #if 0 if(start_weapons & WepSet_FromWeapon(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 0; + return false; if((get_weaponinfo(w)).ammo_field == ammo_none) - return 0; + return false; } - return 1; + return true; #else return (get_weaponinfo(w)).weaponthrowable; #endif @@ -164,17 +164,15 @@ float W_IsWeaponThrowable(float w) // toss current weapon void W_ThrowWeapon(vector velo, vector delta, float doreduce) {SELFPARAM(); - float w; - string a; - - w = self.weapon; - if (w == 0) + int w = self.weapon; + if (w == WEP_Null.m_id) return; // just in case if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) return; if(!autocvar_g_weapon_throwable) return; - if(self.weaponentity.state != WS_READY) + int slot = 0; // TODO: unhardcode + if(self.weaponentity[slot].state != WS_READY) return; if(!W_IsWeaponThrowable(w)) return; @@ -184,7 +182,7 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce) self.weapons &= ~WepSet_FromWeapon(w); W_SwitchWeapon_Force(self, w_getbestweapon(self)); - a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); + string a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); if(!a) return; Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);