X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=ae745efd6fdaa90f6ed39b9d8b59e4736a3c26fa;hb=a37048a6daf3238416bb08f870cad260b6dd92b8;hp=bd69e33246d6b3dae4593e008493f0b2582d1f63;hpb=8c965aa90470cfa8cbfaff88db71b6b5899a90ce;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index bd69e3324..ae745efd6 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -1,6 +1,8 @@ #include "throwing.qh" #include "weaponsystem.qh" +#include "../resources.qh" +#include "../items.qh" #include "../mutators/_mod.qh" #include #include "../g_damage.qh" @@ -11,6 +13,7 @@ #include #include #include +#include void thrown_wep_think(entity this) { @@ -31,26 +34,28 @@ 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; 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; @@ -58,10 +63,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto 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; @@ -86,7 +91,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto wep.pickup_anyway = true; // these are ALWAYS pickable //wa = W_AmmoItemCode(wpn); - if(ammotype == ammo_none) + if(ammotype == RESOURCE_NONE) { return ""; } @@ -97,37 +102,37 @@ 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 + 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); @@ -138,14 +143,12 @@ 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; if (g_weaponarena) return 0; - if (g_cts) - return 0; if(w == WEP_Null.m_id) return false; @@ -155,7 +158,7 @@ bool W_IsWeaponThrowable(entity this, int 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((Weapons_from(w)).ammo_field == ammo_none) + if((Weapons_from(w)).ammo_type == RESOURCE_NONE) return false; } return true; @@ -167,10 +170,10 @@ bool W_IsWeaponThrowable(entity this, int w) // 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; @@ -183,16 +186,18 @@ void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, 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); }