]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
Apply player glow color instead of weapon charge color to dropped vortex and oknex
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index 9aaabb05bfafa8075ea63466e89ab0996ffe53b5..01c6ac0d200634347c27d88ba2631322b8fb7c66 100644 (file)
@@ -1,19 +1,22 @@
 #include "throwing.qh"
 
-#include "weaponsystem.qh"
-#include "../resources.qh"
-#include "../items.qh"
-#include <server/mutators/_mod.qh>
-#include <common/t_items.qh>
-#include "../g_damage.qh"
 #include <common/items/item.qh>
 #include <common/mapinfo.qh>
-#include <common/notifications/all.qh>
 #include <common/mapobjects/subs.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/notifications/all.qh>
+#include <common/resources/sv_resources.qh>
+#include <common/state.qh>
 #include <common/util.qh>
 #include <common/weapons/_all.qh>
-#include <common/state.qh>
 #include <common/wepent.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/weaponsystem.qh>
+#include <server/world.qh>
 
 void thrown_wep_think(entity this)
 {
@@ -36,8 +39,8 @@ void thrown_wep_think(entity this)
 // returns amount of ammo used, or -1 for failure, or 0 for no ammo count
 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
 {
-       Weapon info = Weapons_from(wpn);
-       int ammotype = info.ammo_type;
+       Weapon info = REGISTRY_GET(Weapons, wpn);
+       Resource ammotype = info.ammo_type;
 
        entity wep = spawn();
        Item_SetLoot(wep, true);
@@ -46,12 +49,12 @@ float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector
        wep.owner = wep.enemy = own;
        wep.flags |= FL_TOSSED;
        wep.colormap = own.colormap;
-       wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
+       // wep.glowmod will be set in weapon_defaultspawnfunc
        navigation_dynamicgoal_init(wep, false);
 
        W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
 
-       if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
+       if(WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn)) & WEPSET_SUPERWEAPONS)
        {
                Item_SetExpiring(wep, true);
                if(own.items & IT_UNLIMITED_SUPERWEAPONS)
@@ -67,15 +70,20 @@ float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector
                        });
                        if(superweapons <= 1)
                        {
-                               wep.superweapons_finished = own.superweapons_finished;
-                               own.superweapons_finished = 0;
+                               wep.superweapons_finished = StatusEffects_gettime(STATUSEFFECT_Superweapons, own);
+                               StatusEffects_remove(STATUSEFFECT_Superweapons, own, STATUSEFFECT_REMOVE_CLEAR);
                        }
                        else
                        {
-                               float timeleft = own.superweapons_finished - time;
+                               float timeleft = StatusEffects_gettime(STATUSEFFECT_Superweapons, own) - time;
                                float weptimeleft = timeleft / superweapons;
                                wep.superweapons_finished = time + weptimeleft;
-                               own.superweapons_finished -= weptimeleft;
+                               if(own.statuseffects)
+                               {
+                                       // TODO: this doesn't explicitly enable the effect, use apply here?
+                                       own.statuseffects.statuseffect_time[STATUSEFFECT_Superweapons.m_id] -= weptimeleft;
+                                       StatusEffects_update(own);
+                               }
                        }
                }
        }
@@ -89,7 +97,7 @@ float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector
        wep.pickup_anyway = true; // these are ALWAYS pickable
 
        //wa = W_AmmoItemCode(wpn);
-       if(ammotype == RESOURCE_NONE)
+       if(ammotype == RES_NONE)
        {
                return 0;
        }
@@ -104,7 +112,7 @@ float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector
                                GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
                                own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
                        }
-                       SetResourceAmount(wep, ammotype, 0);
+                       SetResource(wep, ammotype, 0);
                }
                else if(doreduce)
                {
@@ -116,10 +124,10 @@ float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector
                                own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
                        }
 
-                       float ownderammo = GetResourceAmount(own, ammotype);
-                       float thisammo = min(ownderammo, GetResourceAmount(wep, ammotype));
-                       SetResourceAmount(wep, ammotype, thisammo);
-                       SetResourceAmount(own, ammotype, ownderammo - thisammo);
+                       float ownderammo = GetResource(own, ammotype);
+                       float thisammo = min(ownderammo, GetResource(wep, ammotype));
+                       SetResource(wep, ammotype, thisammo);
+                       SetResource(own, ammotype, ownderammo - thisammo);
 
                        return thisammo;
                }
@@ -134,11 +142,11 @@ bool W_IsWeaponThrowable(entity this, int w)
        if (!autocvar_g_pickup_items)
                return false;
        if (g_weaponarena)
-               return 0;
-    if(w == WEP_Null.m_id)
-        return false;
+               return false;
+       if (w == WEP_Null.m_id)
+               return false;
 
-       return (Weapons_from(w)).weaponthrowable;
+       return (REGISTRY_GET(Weapons, w)).weaponthrowable;
 }
 
 // toss current weapon
@@ -147,6 +155,8 @@ void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta,
        Weapon w = this.(weaponentity).m_weapon;
        if (w == WEP_Null)
                return; // just in case
+       if (time < game_starttime)
+               return;
        if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
                return;
        if(!autocvar_g_weapon_throwable)