]> 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 80a97d1e2f4c1921fdcd275a81c7ab4a5b24f701..aecaafb1854111d7aa7b271f5c670ec2742b9069 100644 (file)
@@ -1,5 +1,29 @@
+#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;
+       if(self.oldorigin != self.origin)
+       {
+               self.SendFlags |= ISF_LOCATION;
+               self.oldorigin = self.origin;
+       }
        self.owner = world;
        float timeleft = self.savenextthink - time;
        if(timeleft > 1)
@@ -14,9 +38,9 @@ void thrown_wep_think()
 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
 {
        entity oldself, wep;
-       float wa, thisammo, i, j;
+       float thisammo, i;
        string s;
-       var .float ammofield;
+       var .int ammotype = (get_weaponinfo(wpn)).ammo_field;
 
        wep = spawn();
 
@@ -27,6 +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)
@@ -55,109 +81,93 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                }
        }
 
-       wa = W_AmmoItemCode(wpn);
-       if(wa == 0)
+       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(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)
                {
-                       for(i = 0, j = 1; i < 24; ++i, j *= 2)
+                       // if our weapon is loaded, give its load back to the player
+                       if(self.(weapon_load[self.weapon]) > 0)
                        {
-                               if(wa & j)
-                               {
-                                       ammofield = Item_CounterField(j);
-
-                                       // 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]);
-                                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
-                                       }
-
-                                       wep.ammofield = 0;
-                               }
+                               own.ammotype += self.(weapon_load[self.weapon]);
+                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
                        }
+
+                       wep.ammotype = 0;
                }
                else if(doreduce)
                {
-                       for(i = 0, j = 1; i < 24; ++i, j *= 2)
+                       // 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]);
+                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
+                       }
+
+                       thisammo = min(own.ammotype, wep.ammotype);
+                       wep.ammotype = thisammo;
+                       own.ammotype -= thisammo;
+
+                       switch(ammotype)
                        {
-                               if(wa & j)
-                               {
-                                       ammofield = Item_CounterField(j);
-
-                                       // 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]);
-                                               self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
-                                       }
-
-                                       thisammo = min(own.ammofield, wep.ammofield);
-                                       wep.ammofield = thisammo;
-                                       own.ammofield -= thisammo;
-                                       s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
-                               }
+                               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;
        }
 }
 
 float W_IsWeaponThrowable(float w)
 {
-       float wa;
-
        if (!autocvar_g_pickup_items)
                return 0;
        if (g_weaponarena)
                return 0;
        if (g_cts)
                return 0;
-       if (g_nexball && w == WEP_GRENADE_LAUNCHER)
+       if (g_nexball && w == WEP_MORTAR)
                return 0;
     if(w == 0)
         return 0;
-       
-       wa = W_AmmoItemCode(w);
+
+       #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(wa == 0)
+               if((get_weaponinfo(w)).ammo_field == ammo_none)
                        return 0;
        }
-
        return 1;
+       #else
+       return (get_weaponinfo(w)).weaponthrowable;
+       #endif
 }
 
 // toss current weapon
@@ -184,7 +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 not(a) return;
+
+       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');
+}