#include "spawning.qh"
#include "weaponsystem.qh"
-#include "../mutators/all.qh"
-#include "../t_items.qh"
-#include "../../common/weapons/all.qh"
+#include "../resources.qh"
+#include "../mutators/_mod.qh"
+#include <common/t_items.qh>
+#include <server/items.qh>
+#include <common/weapons/_all.qh>
+
+.bool m_isreplaced; ///< Holds whether the weapon has been replaced.
string W_Apply_Weaponreplace(string in)
{
void weapon_defaultspawnfunc(entity this, Weapon e)
{
Weapon wpn = e;
- if (this.classname != "droppedweapon" && this.classname != "replacedweapon")
+ e = wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
+ this.classname = wpn.m_canonical_spawnfunc;
+ if (!Item_IsLoot(this) && !this.m_isreplaced)
{
if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
- objerror("Attempted to spawn a mutator-blocked weapon rejected");
+ LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
startitem_failed = true;
return;
}
string s = W_Apply_Weaponreplace(e.netname);
MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
- s = ret_string;
+ s = M_ARGV(2, string);
if (s == "")
{
- remove(this);
+ delete(this);
startitem_failed = true;
return;
}
for (int i = 1; i < t; ++i)
{
s = argv(i);
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.netname == s)
{
entity replacement = spawn();
copyentity(this, replacement);
- replacement.classname = "replacedweapon";
+ replacement.m_isreplaced = true;
weapon_defaultspawnfunc(replacement, it);
break;
}
- ));
+ });
}
}
if (t >= 1) // always the case!
{
s = argv(0);
wpn = WEP_Null;
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.netname == s)
{
wpn = it;
break;
}
- ));
+ });
}
if (wpn == WEP_Null)
{
- remove(this);
+ delete(this);
startitem_failed = true;
return;
}
}
+ if (!Item_IsDefinitionAllowed(wpn.m_pickup))
+ {
+ delete(this);
+ startitem_failed = true;
+ return;
+ }
+
if (!this.respawntime)
{
if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
// if we don't already have ammo, give us some ammo
- if (!this.(wpn.ammo_field))
+ if ((wpn.ammo_type != RESOURCE_NONE) && !GetResourceAmount(this, wpn.ammo_type))
{
- switch (wpn.ammo_field)
+ switch (wpn.ammo_type)
{
- case ammo_shells: this.ammo_shells = cvar("g_pickup_shells_weapon"); break;
- case ammo_nails: this.ammo_nails = cvar("g_pickup_nails_weapon"); break;
- case ammo_rockets: this.ammo_rockets = cvar("g_pickup_rockets_weapon"); break;
- case ammo_cells: this.ammo_cells = cvar("g_pickup_cells_weapon"); break;
- case ammo_plasma: this.ammo_plasma = cvar("g_pickup_plasma_weapon"); break;
- case ammo_fuel: this.ammo_fuel = cvar("g_pickup_fuel_weapon"); break;
+ case RESOURCE_SHELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
+ case RESOURCE_BULLETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
+ case RESOURCE_ROCKETS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
+ case RESOURCE_CELLS: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
+ case RESOURCE_PLASMA: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
+ case RESOURCE_FUEL: SetResourceAmount(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
}
}
if (g_pickup_weapons_anyway)
this.pickup_anyway = true;
+ if(!this.owner)
+ this.glowmod = wpn.wpcolor;
+
GameItem def = wpn.m_pickup;
_StartItem(
this,