]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
Fixes the superweapons portion of #2422 "target_items issues"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index 462af14d8e0ca151f366f9daa611f1caf3c00cc7..ba039fc1055baf6655a3bc91724635df4d69281f 100644 (file)
@@ -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;
 
@@ -69,36 +67,34 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                        });
                        if(superweapons <= 1)
                        {
-                               wep.superweapons_finished = own.superweapons_finished;
-                               own.superweapons_finished = 0;
+                               wep.superweapons_finished = STAT(SUPERWEAPONS_FINISHED, own);
+                               STAT(SUPERWEAPONS_FINISHED, own) = 0;
                        }
                        else
                        {
-                               float timeleft = own.superweapons_finished - time;
+                               float timeleft = STAT(SUPERWEAPONS_FINISHED, own) - time;
                                float weptimeleft = timeleft / superweapons;
                                wep.superweapons_finished = time + weptimeleft;
-                               own.superweapons_finished -= weptimeleft;
+                               STAT(SUPERWEAPONS_FINISHED, own) -= weptimeleft;
                        }
                }
        }
 
        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;
        }
 }
 
@@ -148,9 +134,9 @@ 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;
 
        return (Weapons_from(w)).weaponthrowable;
 }
@@ -175,10 +161,10 @@ void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta,
        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)