+#include "throwing.qh"
+#include "../_all.qh"
+
+#include "weaponsystem.qh"
+#include "../mutators/mutators_include.qh"
+#include "../t_items.qh"
+#include "../g_damage.qh"
+#include "../g_subs.qh"
+#include "../../common/mapinfo.qh"
+#include "../../common/notifications.qh"
+#include "../../common/util.qh"
+#include "../../common/weapons/weapons.qh"
+
void thrown_wep_think()
{
self.nextthink = time;
entity oldself, wep;
float thisammo, i;
string s;
- var .float ammotype = (get_weaponinfo(wpn)).ammo_field;
+ var .int ammotype = (get_weaponinfo(wpn)).ammo_field;
wep = spawn();
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+ W_DropEvent(WR_DROP,own,wpn,wep);
+
if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
{
if(own.items & IT_UNLIMITED_SUPERWEAPONS)
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
-
+ wep.pickup_anyway = true; // these are ALWAYS pickable
+
//wa = W_AmmoItemCode(wpn);
if(ammotype == ammo_none)
{
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
{
- own.ammotype += self.(weapon_load[self.weapon]);
+ own.(ammotype) += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
- wep.ammotype = 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.ammotype += self.(weapon_load[self.weapon]);
+ own.(ammotype) += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
- thisammo = min(own.ammotype, wep.ammotype);
- wep.ammotype = thisammo;
- own.ammotype -= thisammo;
+ thisammo = min(own.(ammotype), wep.(ammotype));
+ wep.(ammotype) = thisammo;
+ own.(ammotype) -= thisammo;
switch(ammotype)
{
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;
}
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((get_weaponinfo(w)).ammo_field == ammo_none)
return 0;
}
-
return 1;
+ #else
+ return (get_weaponinfo(w)).weaponthrowable;
+ #endif
}
// toss current weapon
W_SwitchWeapon_Force(self, w_getbestweapon(self));
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-
+
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');
+}