X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=53e68d9eb2259df91048e56348e3d8b2add3b1b1;hb=057c60f46f956874af713b3501e360c9c593e1e1;hp=c69b8e9a9ce1c2ebb70e2c8799f84535a3a2b606;hpb=b9671f63469586007314131f3f53728795c035cd;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index c69b8e9a9..53e68d9eb 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/all.qh" +#include "../mutators/_mod.qh" #include #include "../g_damage.qh" #include @@ -9,8 +9,9 @@ #include #include #include -#include +#include #include +#include void thrown_wep_think(entity this) { @@ -31,7 +32,7 @@ void thrown_wep_think(entity 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) +string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity) { float thisammo; string s; @@ -45,8 +46,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto wep.owner = wep.enemy = own; wep.flags |= FL_TOSSED; wep.colormap = own.colormap; + 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) { @@ -79,7 +82,6 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto weapon_defaultspawnfunc(wep, info); if(startitem_failed) return string_null; - wep.glowmod = weaponentity_glowmod(info, own.clientcolors); setthink(wep, thrown_wep_think); wep.savenextthink = wep.nextthink; wep.nextthink = min(wep.nextthink, time + 0.5); @@ -97,11 +99,11 @@ 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 - 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 + own.(ammotype) += own.(weaponentity).(weapon_load[i]); + own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } wep.(ammotype) = 0; @@ -109,11 +111,11 @@ 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 - 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 + own.(ammotype) += own.(weaponentity).(weapon_load[i]); + own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } thisammo = min(own.(ammotype), wep.(ammotype)); @@ -138,7 +140,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto 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; @@ -165,16 +167,15 @@ bool W_IsWeaponThrowable(entity this, int w) } // toss current weapon -void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce) +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; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(this.(weaponentity).state != WS_READY) return; if(!W_IsWeaponThrowable(this, w.m_id)) @@ -184,16 +185,18 @@ void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce) 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); }