#include "throwing.qh" #include "weaponsystem.qh" #include "../resources.qh" #include "../mutators/_mod.qh" #include #include "../g_damage.qh" #include #include #include #include #include #include #include #include void thrown_wep_think(entity this) { this.nextthink = time; if(this.oldorigin != this.origin) { this.SendFlags |= ISF_LOCATION; this.oldorigin = this.origin; } this.owner = NULL; float timeleft = this.savenextthink - time; if(timeleft > 1) SUB_SetFade(this, this.savenextthink - 1, 1); else if(timeleft > 0) SUB_SetFade(this, time, timeleft); else SUB_VanishOrRemove(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, .entity weaponentity) { float thisammo; string s; Weapon info = Weapons_from(wpn); int ammotype = info.ammo_type; entity wep = new(droppedweapon); 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, own.(weaponentity)); navigation_dynamicgoal_init(wep, false); W_DropEvent(wr_drop,own,wpn,wep,weaponentity); if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS) { if(own.items & IT_UNLIMITED_SUPERWEAPONS) { wep.superweapons_finished = time + autocvar_g_balance_superweapons_time; } else { int superweapons = 1; 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; own.superweapons_finished = 0; } else { float timeleft = own.superweapons_finished - time; float weptimeleft = timeleft / superweapons; wep.superweapons_finished = time + weptimeleft; own.superweapons_finished -= weptimeleft; } } } weapon_defaultspawnfunc(wep, info); if(startitem_failed) return string_null; setthink(wep, thrown_wep_think); wep.savenextthink = wep.nextthink; wep.nextthink = min(wep.nextthink, time + 0.5); wep.pickup_anyway = true; // these are ALWAYS pickable //wa = W_AmmoItemCode(wpn); if(ammotype == RESOURCE_NONE) { return ""; } else { s = ""; if(doreduce && g_weapon_stay == 2) { // if our weapon is loaded, give its load back to the player int i = own.(weaponentity).m_weapon.m_id; if(own.(weaponentity).(weapon_load[i]) > 0) { GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i])); own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } SetResourceAmount(wep, ammotype, 0); } else if(doreduce) { // if our weapon is loaded, give its load back to the player int i = own.(weaponentity).m_weapon.m_id; if(own.(weaponentity).(weapon_load[i]) > 0) { GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i])); own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } float ownderammo = GetResourceAmount(own, ammotype); thisammo = min(ownderammo, GetResourceAmount(wep, ammotype)); SetResourceAmount(wep, ammotype, thisammo); SetResourceAmount(own, ammotype, ownderammo - thisammo); switch (ammotype) { 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); } return s; } } bool W_IsWeaponThrowable(entity this, int w) { if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w)) return false; if (!autocvar_g_pickup_items) return false; if (g_weaponarena) return 0; if(w == WEP_Null.m_id) return false; #if 0 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 false; if((Weapons_from(w)).ammo_type == RESOURCE_NONE) return false; } return true; #else return (Weapons_from(w)).weaponthrowable; #endif } // toss current weapon void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce) { Weapon w = this.(weaponentity).m_weapon; if (w == WEP_Null) return; // just in case if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity))) return; if(!autocvar_g_weapon_throwable) return; if(this.(weaponentity).state != WS_READY) return; if(!W_IsWeaponThrowable(this, w.m_id)) return; WepSet set = WepSet_FromWeapon(w); if(!(this.weapons & set)) return; this.weapons &= ~set; 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, Weapon wep, .entity weaponentity) { //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); }