]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index bc64b73713aa83dd25700815c4af2a141ebc17c2..411ab92bede55ee3725f571e17df0889bd1618ec 100644 (file)
@@ -22,7 +22,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        entity oldself, wep;
        float thisammo, i;
        string s;
-       var .float ammofield = (get_weaponinfo(wpn)).current_ammo;
+       var .float ammotype = (get_weaponinfo(wpn)).ammo_field;
 
        wep = spawn();
 
@@ -32,6 +32,8 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        wep.owner = wep.enemy = own;
        wep.flags |= FL_TOSSED;
        wep.colormap = own.colormap;
+       
+       W_DropEvent(WR_DROP,own,wpn,wep);
 
        if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
        {
@@ -61,75 +63,63 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                }
        }
 
+       oldself = self;
+       self = wep;
+       weapon_defaultspawnfunc(wpn);
+       self = oldself;
+       if(startitem_failed)
+               return string_null;
+       wep.glowmod = own.weaponentity_glowmod;
+       wep.think = 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(ammofield == ammo_none)
+       if(ammotype == ammo_none)
        {
-               oldself = self;
-               self = wep;
-               weapon_defaultspawnfunc(wpn);
-               self = oldself;
-               if(startitem_failed)
-                       return string_null;
-               wep.glowmod = own.weaponentity_glowmod;
-               wep.think = thrown_wep_think;
-               wep.savenextthink = wep.nextthink;
-               wep.nextthink = min(wep.nextthink, time + 0.5);
-               wep.pickup_anyway = TRUE; // these are ALWAYS pickable
                return "";
        }
        else
        {
                s = "";
-               oldself = self;
-               self = wep;
-               weapon_defaultspawnfunc(wpn);
-               self = oldself;
-               if(startitem_failed)
-                       return string_null;
+
                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)
                        {
-                               own.ammofield += self.(weapon_load[self.weapon]);
+                               own.ammotype += self.(weapon_load[self.weapon]);
                                self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
                        }
 
-                       wep.ammofield = 0;
+                       wep.ammotype = 0;
                }
                else if(doreduce)
                {
                        // if our weapon is loaded, give its load back to the player
                        if(self.(weapon_load[self.weapon]) > 0)
                        {
-                               own.ammofield += self.(weapon_load[self.weapon]);
+                               own.ammotype += self.(weapon_load[self.weapon]);
                                self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
                        }
 
-                       // stuff
-                       thisammo = min(own.ammofield, wep.ammofield);
-                       wep.ammofield = thisammo;
-                       own.ammofield -= thisammo;
+                       thisammo = min(own.ammotype, wep.ammotype);
+                       wep.ammotype = thisammo;
+                       own.ammotype -= thisammo;
 
-                       //print(sprintf("W_ThrowNewWeapon: wep ammo count: %f, own ammo count: %f, thisammo = %f\n", wep.ammofield, own.ammofield, thisammo));
-
-                       switch(ammofield)
+                       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;
                        }
 
                        s = substring(s, 5, -1);
                }
-               wep.glowmod = own.weaponentity_glowmod;
-               wep.think = thrown_wep_think;
-               wep.savenextthink = wep.nextthink;
-               wep.nextthink = min(wep.nextthink, time + 0.5);
-               wep.pickup_anyway = TRUE; // these are ALWAYS pickable
-
                return s;
        }
 }
@@ -146,17 +136,20 @@ float W_IsWeaponThrowable(float w)
                return 0;
     if(w == 0)
         return 0;
-       
+
+       #if 0
        if(start_weapons & WepSet_FromWeapon(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)).current_ammo == ammo_none)
+               if((get_weaponinfo(w)).ammo_field == ammo_none)
                        return 0;
        }
-
        return 1;
+       #else
+       return (get_weaponinfo(w)).weaponthrowable;
+       #endif
 }
 
 // toss current weapon
@@ -187,3 +180,10 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        if(!a) return;
        Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
 }
+
+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');
+}