]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
Merge branch 'master' into martin-t/mg-solidpen
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index ae745efd6fdaa90f6ed39b9d8b59e4736a3c26fa..7e8a061f049b1ebc552308c796219c1b716eedbd 100644 (file)
@@ -3,13 +3,13 @@
 #include "weaponsystem.qh"
 #include "../resources.qh"
 #include "../items.qh"
-#include "../mutators/_mod.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/triggers/subs.qh>
+#include <common/mapobjects/subs.qh>
 #include <common/util.qh>
 #include <common/weapons/_all.qh>
 #include <common/state.qh>
@@ -33,11 +33,9 @@ void thrown_wep_think(entity this)
                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)
+// 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)
 {
-       float thisammo;
-       string s;
        Weapon info = Weapons_from(wpn);
        int ammotype = info.ammo_type;
 
@@ -65,7 +63,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                        int superweapons = 1;
                        FOREACH(Weapons, it != WEP_Null, {
                                WepSet set = it.m_wepset;
-                               if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
+                               if((set & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, own) & set)) ++superweapons;
                        });
                        if(superweapons <= 1)
                        {
@@ -84,21 +82,19 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
 
        weapon_defaultspawnfunc(wep, info);
        if(startitem_failed)
-               return string_null;
+               return -1;
        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)
+       if(ammotype == RES_NONE)
        {
-               return "";
+               return 0;
        }
        else
        {
-               s = "";
-
                if(doreduce && g_weapon_stay == 2)
                {
                        // if our weapon is loaded, give its load back to the player
@@ -108,7 +104,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                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)
                {
@@ -120,24 +116,14 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                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;
-                       }
+                       float ownderammo = GetResource(own, ammotype);
+                       float thisammo = min(ownderammo, GetResource(wep, ammotype));
+                       SetResource(wep, ammotype, thisammo);
+                       SetResource(own, ammotype, ownderammo - thisammo);
 
-                       s = substring(s, 5, -1);
+                       return thisammo;
                }
-               return s;
+               return 0;
        }
 }
 
@@ -148,23 +134,11 @@ 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;
 
-       #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
@@ -183,21 +157,21 @@ void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta,
                return;
 
        WepSet set = WepSet_FromWeapon(w);
-       if(!(this.weapons & set)) return;
-       this.weapons &= ~set;
+       if(!(STAT(WEAPONS, this) & set)) return;
+       STAT(WEAPONS, this) &= ~set;
 
        W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
-       string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
+       float 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);
+       if(a < 0) return;
+       Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, w.m_id, a);
 }
 
 void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity)
 {
        //entity wep = this.(weaponentity).m_weapon;
 
-       if(this.weapons & WepSet_FromWeapon(wep))
+       if(STAT(WEAPONS, this) & WepSet_FromWeapon(wep))
                if(W_IsWeaponThrowable(this, wep.m_id))
                        W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
 }