X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=c703649936b5999ed3d67ff9db435445113e73ff;hb=f2741730af3cbdb03dc3a3e1bd10c1b881f5a75d;hp=d14bcfd1cfdec2d48aacdef8a572f0af9b0b0dd8;hpb=02e0727816326407cc681dd2d12c67d157e618cf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index d14bcfd1c..c70364993 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -1,17 +1,18 @@ #include "throwing.qh" -#include "../_all.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" #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) { @@ -30,24 +31,23 @@ void thrown_wep_think() // 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) -{ - entity oldself, wep; - float thisammo, i; +{SELFPARAM(); + float thisammo; string s; - var .int ammotype = (get_weaponinfo(wpn)).ammo_field; + Weapon info = Weapons_from(wpn); + var .int ammotype = info.ammo_field; - wep = spawn(); + entity wep = new(droppedweapon); setorigin(wep, org); - wep.classname = "droppedweapon"; wep.velocity = velo; wep.owner = wep.enemy = own; wep.flags |= FL_TOSSED; wep.colormap = own.colormap; - W_DropEvent(WR_DROP,own,wpn,wep); + 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) { @@ -55,11 +55,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto } 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; @@ -75,10 +75,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto } } - oldself = self; - self = wep; - weapon_defaultspawnfunc(wpn); - self = oldself; + weapon_defaultspawnfunc(wep, info); if(startitem_failed) return string_null; wep.glowmod = own.weaponentity_glowmod; @@ -99,10 +96,11 @@ 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 - if(self.(weapon_load[self.weapon]) > 0) + int i = PS(self).m_weapon.m_id; + if(self.(weapon_load[i]) > 0) { - own.(ammotype) += self.(weapon_load[self.weapon]); - self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading + own.(ammotype) += self.(weapon_load[i]); + self.(weapon_load[i]) = -1; // schedule the weapon for reloading } wep.(ammotype) = 0; @@ -110,10 +108,11 @@ 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 - if(self.(weapon_load[self.weapon]) > 0) + int i = PS(self).m_weapon.m_id; + if(self.(weapon_load[i]) > 0) { - own.(ammotype) += self.(weapon_load[self.weapon]); - self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading + own.(ammotype) += self.(weapon_load[i]); + self.(weapon_load[i]) = -1; // schedule the weapon for reloading } thisammo = min(own.(ammotype), wep.(ammotype)); @@ -136,66 +135,64 @@ 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) - return 0; - if(w == 0) - return 0; + if(w == WEP_Null.m_id) + 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 0; - if((get_weaponinfo(w)).ammo_field == ammo_none) - return 0; + return false; + if((Weapons_from(w)).ammo_field == ammo_none) + return false; } - return 1; + 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) -{ - float w; - string a; - - w = self.weapon; - if (w == 0) +{SELFPARAM(); + Weapon w = PS(self).m_weapon; + if (w == WEP_Null) return; // just in case if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) return; if(!autocvar_g_weapon_throwable) return; - if(self.weaponentity.state != WS_READY) + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + if(self.(weaponentity).state != WS_READY) return; - if(!W_IsWeaponThrowable(w)) + if(!W_IsWeaponThrowable(w.m_id)) return; - if(!(self.weapons & WepSet_FromWeapon(w))) - return; - self.weapons &= ~WepSet_FromWeapon(w); + WepSet set = WepSet_FromWeapon(w); + if(!(self.weapons & set)) return; + self.weapons &= ~set; W_SwitchWeapon_Force(self, w_getbestweapon(self)); - a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); + string a = W_ThrowNewWeapon(self, w.m_id, doreduce, self.origin + delta, velo); if(!a) return; - Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w); + Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id); } void SpawnThrownWeapon(vector org, float w) -{ - if(self.weapons & WepSet_FromWeapon(self.weapon)) - if(W_IsWeaponThrowable(self.weapon)) - W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200'); +{SELFPARAM(); + if(self.weapons & WepSet_FromWeapon(PS(self).m_weapon)) + if(W_IsWeaponThrowable(PS(self).m_weapon.m_id)) + W_ThrowNewWeapon(self, PS(self).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200'); }