]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
Declare more ints as ints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index 7ac461969c102574bc076a4ea98242665a6964a7..aecaafb1854111d7aa7b271f5c670ec2742b9069 100644 (file)
@@ -1,3 +1,21 @@
+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+       #include "../../dpdefs/progsdefs.qh"
+    #include "../../dpdefs/dpextensions.qh"
+    #include "../../common/util.qh"
+    #include "../../common/weapons/weapons.qh"
+    #include "throwing.qh"
+    #include "weaponsystem.qh"
+    #include "../t_items.qh"
+    #include "../autocvars.qh"
+    #include "../constants.qh"
+    #include "../defs.qh"
+    #include "../../common/notifications.qh"
+    #include "../mutators/mutators_include.qh"
+    #include "../../common/mapinfo.qh"
+#endif
+
 void thrown_wep_think()
 {
        self.nextthink = time;
@@ -22,7 +40,7 @@ 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 .int ammotype = (get_weaponinfo(wpn)).ammo_field;
 
        wep = spawn();
 
@@ -33,6 +51,8 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        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)
@@ -71,10 +91,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        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(ammofield == ammo_none)
+       if(ammotype == ammo_none)
        {
                return "";
        }
@@ -87,31 +107,32 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                        // 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
                        }
 
-                       thisammo = min(own.ammofield, wep.ammofield);
-                       wep.ammofield = thisammo;
-                       own.ammofield -= thisammo;
+                       thisammo = min(own.ammotype, wep.ammotype);
+                       wep.ammotype = thisammo;
+                       own.ammotype -= 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;
                        }
 
@@ -133,17 +154,20 @@ 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
@@ -170,7 +194,14 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 
        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');
+}