X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=6e40d16b80e57ca538accb5aa67b26defa8ae268;hb=546842f7e5a63b11a9b862dbf1709318bb97689b;hp=c69b8e9a9ce1c2ebb70e2c8799f84535a3a2b606;hpb=8e0690ba978a6a0c7287bc3cfa2873a05b15fc5f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index c69b8e9a9..af1483932 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -1,16 +1,19 @@ #include "throwing.qh" #include "weaponsystem.qh" -#include "../mutators/all.qh" +#include "../resources.qh" +#include "../items.qh" +#include #include #include "../g_damage.qh" #include #include #include -#include +#include #include -#include +#include #include +#include void thrown_wep_think(entity this) { @@ -30,26 +33,27 @@ 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) +// 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; wep.flags |= FL_TOSSED; wep.colormap = own.colormap; + wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity)); + navigation_dynamicgoal_init(wep, false); - W_DropEvent(wr_drop,own,wpn,wep); + W_DropEvent(wr_drop,own,wpn,wep,weaponentity); 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; @@ -57,10 +61,10 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto else { int superweapons = 1; - FOREACH(Weapons, it != WEP_Null, LAMBDA( + 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) { wep.superweapons_finished = own.superweapons_finished; @@ -78,122 +82,96 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto weapon_defaultspawnfunc(wep, info); if(startitem_failed) - return string_null; - wep.glowmod = weaponentity_glowmod(info, own.clientcolors); + 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 = PS(own).m_weapon.m_id; - if(own.(weapon_load[i]) > 0) + int i = own.(weaponentity).m_weapon.m_id; + if(own.(weaponentity).(weapon_load[i]) > 0) { - own.(ammotype) += own.(weapon_load[i]); - own.(weapon_load[i]) = -1; // schedule the weapon for reloading + 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) { // if our weapon is loaded, give its load back to the player - int i = PS(own).m_weapon.m_id; - if(own.(weapon_load[i]) > 0) + int i = own.(weaponentity).m_weapon.m_id; + if(own.(weaponentity).(weapon_load[i]) > 0) { - own.(ammotype) += own.(weapon_load[i]); - own.(weapon_load[i]) = -1; // schedule the weapon for reloading + 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; } } bool W_IsWeaponThrowable(entity this, int w) { - if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this)) + if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w)) return false; if (!autocvar_g_pickup_items) return false; if (g_weaponarena) return 0; - if (g_cts) - return 0; 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 -void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce) +void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce) { - Weapon w = PS(this).m_weapon; + Weapon w = this.(weaponentity).m_weapon; if (w == WEP_Null) return; // just in case - if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this)) + if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity))) return; if(!autocvar_g_weapon_throwable) return; - .entity weaponentity = weaponentities[0]; // TODO: unhardcode if(this.(weaponentity).state != WS_READY) return; if(!W_IsWeaponThrowable(this, w.m_id)) 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)); - string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo); + W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), 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, float w) +void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity) { - 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'); + //entity wep = this.(weaponentity).m_weapon; + + 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); }