4 #include "weaponsystem.qh"
5 #include "../mutators/mutators_include.qh"
6 #include "../t_items.qh"
7 #include "../g_damage.qh"
8 #include "../../common/mapinfo.qh"
9 #include "../../common/notifications.qh"
10 #include "../../common/util.qh"
11 #include "../../common/weapons/all.qh"
13 void thrown_wep_think()
15 self.nextthink = time;
16 if(self.oldorigin != self.origin)
18 self.SendFlags |= ISF_LOCATION;
19 self.oldorigin = self.origin;
22 float timeleft = self.savenextthink - time;
24 SUB_SetFade(self, self.savenextthink - 1, 1);
26 SUB_SetFade(self, time, timeleft);
28 SUB_VanishOrRemove(self);
31 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
32 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
37 var .int ammotype = (get_weaponinfo(wpn)).ammo_field;
42 wep.classname = "droppedweapon";
44 wep.owner = wep.enemy = own;
45 wep.flags |= FL_TOSSED;
46 wep.colormap = own.colormap;
48 W_DropEvent(WR_DROP,own,wpn,wep);
50 if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
52 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
54 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
58 float superweapons = 1;
59 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
60 if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
61 if(own.weapons & WepSet_FromWeapon(i))
65 wep.superweapons_finished = own.superweapons_finished;
66 own.superweapons_finished = 0;
70 float timeleft = own.superweapons_finished - time;
71 float weptimeleft = timeleft / superweapons;
72 wep.superweapons_finished = time + weptimeleft;
73 own.superweapons_finished -= weptimeleft;
80 weapon_defaultspawnfunc(wpn);
84 wep.glowmod = own.weaponentity_glowmod;
85 wep.think = thrown_wep_think;
86 wep.savenextthink = wep.nextthink;
87 wep.nextthink = min(wep.nextthink, time + 0.5);
88 wep.pickup_anyway = true; // these are ALWAYS pickable
90 //wa = W_AmmoItemCode(wpn);
91 if(ammotype == ammo_none)
99 if(doreduce && g_weapon_stay == 2)
101 // if our weapon is loaded, give its load back to the player
102 if(self.(weapon_load[self.weapon]) > 0)
104 own.(ammotype) += self.(weapon_load[self.weapon]);
105 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
112 // if our weapon is loaded, give its load back to the player
113 if(self.(weapon_load[self.weapon]) > 0)
115 own.(ammotype) += self.(weapon_load[self.weapon]);
116 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
119 thisammo = min(own.(ammotype), wep.(ammotype));
120 wep.(ammotype) = thisammo;
121 own.(ammotype) -= thisammo;
125 case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
126 case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
127 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
128 case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
129 case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
130 case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
133 s = substring(s, 5, -1);
139 float W_IsWeaponThrowable(float w)
141 if (!autocvar_g_pickup_items)
147 if (g_nexball && w == WEP_MORTAR)
153 if(start_weapons & WepSet_FromWeapon(w))
155 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
156 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
158 if((get_weaponinfo(w)).ammo_field == ammo_none)
163 return (get_weaponinfo(w)).weaponthrowable;
167 // toss current weapon
168 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
175 return; // just in case
176 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
178 if(!autocvar_g_weapon_throwable)
180 if(self.weaponentity.state != WS_READY)
182 if(!W_IsWeaponThrowable(w))
185 if(!(self.weapons & WepSet_FromWeapon(w)))
187 self.weapons &= ~WepSet_FromWeapon(w);
189 W_SwitchWeapon_Force(self, w_getbestweapon(self));
190 a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
193 Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
196 void SpawnThrownWeapon(vector org, float w)
198 if(self.weapons & WepSet_FromWeapon(self.weapon))
199 if(W_IsWeaponThrowable(self.weapon))
200 W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');