X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=7e8a061f049b1ebc552308c796219c1b716eedbd;hp=4b7d45b964157127f682e1de6048aa1bc3c358cd;hb=af43b181a15f348a4de2045b716ebc7765ce8f9f;hpb=ee5353529c2fee304ac944aa19af53cc85eca7b0 diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index 4b7d45b964..7e8a061f04 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -1,13 +1,15 @@ #include "throwing.qh" #include "weaponsystem.qh" -#include "../mutators/_mod.qh" +#include "../resources.qh" +#include "../items.qh" +#include #include #include "../g_damage.qh" #include #include #include -#include +#include #include #include #include @@ -31,16 +33,14 @@ 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); - var .int ammotype = info.ammo_field; - - entity wep = new(droppedweapon); + int ammotype = info.ammo_type; + entity wep = spawn(); + Item_SetLoot(wep, true); setorigin(wep, org); wep.velocity = velo; wep.owner = wep.enemy = own; @@ -53,6 +53,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS) { + Item_SetExpiring(wep, true); if(own.items & IT_UNLIMITED_SUPERWEAPONS) { wep.superweapons_finished = time + autocvar_g_balance_superweapons_time; @@ -62,7 +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) { @@ -81,32 +82,29 @@ 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 == ammo_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 int i = own.(weaponentity).m_weapon.m_id; if(own.(weaponentity).(weapon_load[i]) > 0) { - own.(ammotype) += own.(weaponentity).(weapon_load[i]); + GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i])); own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } - - wep.(ammotype) = 0; + SetResource(wep, ammotype, 0); } else if(doreduce) { @@ -114,27 +112,18 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto int i = own.(weaponentity).m_weapon.m_id; if(own.(weaponentity).(weapon_load[i]) > 0) { - own.(ammotype) += own.(weaponentity).(weapon_load[i]); + GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i])); own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } - thisammo = min(own.(ammotype), wep.(ammotype)); - wep.(ammotype) = thisammo; - own.(ammotype) -= thisammo; - - 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; - } + 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; } } @@ -145,23 +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_field == ammo_none) - return false; - } - return true; - #else return (Weapons_from(w)).weaponthrowable; - #endif } // toss current weapon @@ -180,21 +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); }