X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=30b700098d4a056d150ba589ce39d57b1376ff99;hb=451e02a2857d8c671f6dcf6a0639ea7c609b3ba9;hp=ef98f69d382e6068cfb50f141ec3bde958fce5ad;hpb=43eba8ca70f00458db385630f86009f6d7fa849a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index ef98f69d3..30b700098 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -1,40 +1,44 @@ #include "throwing.qh" #include "weaponsystem.qh" -#include "../mutators/all.qh" -#include "../t_items.qh" +#include "../mutators/_mod.qh" +#include #include "../g_damage.qh" -#include "../../common/items/item.qh" -#include "../../common/mapinfo.qh" -#include "../../common/notifications.qh" -#include "../../common/triggers/subs.qh" -#include "../../common/util.qh" -#include "../../common/weapons/all.qh" - -void thrown_wep_think() -{SELFPARAM(); - self.nextthink = time; - if(self.oldorigin != self.origin) +#include +#include +#include +#include +#include +#include +#include + +void thrown_wep_think(entity this) +{ + this.nextthink = time; + if(this.oldorigin != this.origin) { - self.SendFlags |= ISF_LOCATION; - self.oldorigin = self.origin; + this.SendFlags |= ISF_LOCATION; + this.oldorigin = this.origin; + this.bot_pickup = false; } - self.owner = world; - float timeleft = self.savenextthink - time; + else + this.bot_pickup = true; + this.owner = NULL; + float timeleft = this.savenextthink - time; if(timeleft > 1) - SUB_SetFade(self, self.savenextthink - 1, 1); + SUB_SetFade(this, this.savenextthink - 1, 1); else if(timeleft > 0) - SUB_SetFade(self, time, timeleft); + SUB_SetFade(this, time, timeleft); else - SUB_VanishOrRemove(self); + 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) -{SELFPARAM(); - float thisammo, i; +{ + float thisammo; string s; - Weapon info = get_weaponinfo(wpn); + Weapon info = Weapons_from(wpn); var .int ammotype = info.ammo_field; entity wep = new(droppedweapon); @@ -44,10 +48,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto wep.owner = wep.enemy = own; wep.flags |= FL_TOSSED; wep.colormap = own.colormap; + wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors); W_DropEvent(wr_drop,own,wpn,wep); - if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS) + if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS) { if(own.items & IT_UNLIMITED_SUPERWEAPONS) { @@ -55,11 +60,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto } else { - float superweapons = 1; - for(i = WEP_FIRST; i <= WEP_LAST; ++i) - if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS) - if(own.weapons & WepSet_FromWeapon(i)) - ++superweapons; + int superweapons = 1; + FOREACH(Weapons, it != WEP_Null, LAMBDA( + WepSet set = it.m_wepset; + if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons; + )); if(superweapons <= 1) { wep.superweapons_finished = own.superweapons_finished; @@ -78,8 +83,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto weapon_defaultspawnfunc(wep, info); if(startitem_failed) return string_null; - wep.glowmod = own.weaponentity_glowmod; - wep.think = thrown_wep_think; + 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 @@ -96,10 +100,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto if(doreduce && g_weapon_stay == 2) { // if our weapon is loaded, give its load back to the player - if(self.(weapon_load[self.weapon]) > 0) + int i = PS(own).m_weapon.m_id; + if(own.(weapon_load[i]) > 0) { - own.(ammotype) += self.(weapon_load[self.weapon]); - self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading + own.(ammotype) += own.(weapon_load[i]); + own.(weapon_load[i]) = -1; // schedule the weapon for reloading } wep.(ammotype) = 0; @@ -107,10 +112,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto else if(doreduce) { // if our weapon is loaded, give its load back to the player - if(self.(weapon_load[self.weapon]) > 0) + int i = PS(own).m_weapon.m_id; + if(own.(weapon_load[i]) > 0) { - own.(ammotype) += self.(weapon_load[self.weapon]); - self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading + own.(ammotype) += own.(weapon_load[i]); + own.(weapon_load[i]) = -1; // schedule the weapon for reloading } thisammo = min(own.(ammotype), wep.(ammotype)); @@ -133,9 +139,9 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto } } -bool W_IsWeaponThrowable(bool w) +bool W_IsWeaponThrowable(entity this, int w) { - if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon)) + if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this)) return false; if (!autocvar_g_pickup_items) return false; @@ -147,50 +153,49 @@ bool W_IsWeaponThrowable(bool w) return false; #if 0 - if(start_weapons & WepSet_FromWeapon(w)) + 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((get_weaponinfo(w)).ammo_field == ammo_none) + if((Weapons_from(w)).ammo_field == ammo_none) return false; } return true; #else - return (get_weaponinfo(w)).weaponthrowable; + return (Weapons_from(w)).weaponthrowable; #endif } // toss current weapon -void W_ThrowWeapon(vector velo, vector delta, float doreduce) -{SELFPARAM(); - int w = self.weapon; - if (w == WEP_Null.m_id) +void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce) +{ + Weapon w = PS(this).m_weapon; + if (w == WEP_Null) return; // just in case - if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) + if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this)) return; if(!autocvar_g_weapon_throwable) return; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode - if(self.(weaponentity).state != WS_READY) + if(this.(weaponentity).state != WS_READY) return; - if(!W_IsWeaponThrowable(w)) + if(!W_IsWeaponThrowable(this, w.m_id)) return; - if(!(self.weapons & WepSet_FromWeapon(w))) - return; - self.weapons &= ~WepSet_FromWeapon(w); + WepSet set = WepSet_FromWeapon(w); + if(!(this.weapons & set)) return; + this.weapons &= ~set; - W_SwitchWeapon_Force(self, w_getbestweapon(self)); - string a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); + W_SwitchWeapon_Force(this, w_getbestweapon(this)); + string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo); if(!a) return; - Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w); + Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id); } -void SpawnThrownWeapon(vector org, float w) -{SELFPARAM(); - if(self.weapons & WepSet_FromWeapon(self.weapon)) - if(W_IsWeaponThrowable(self.weapon)) - W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200'); +void SpawnThrownWeapon(entity this, vector org, float w) +{ + if(this.weapons & WepSet_FromWeapon(PS(this).m_weapon)) + if(W_IsWeaponThrowable(this, PS(this).m_weapon.m_id)) + W_ThrowNewWeapon(this, PS(this).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200'); }