]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weapons.qc
Remove useless weaponarena check
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
index 73d610b6c65a41c69eb4e00defc8128b3421f190..40c616a85c20178b76a66116e3eaaa847f591d05 100644 (file)
@@ -158,21 +158,6 @@ float weapon_action(float wpn, float wrequest)
        return (get_weaponinfo(wpn)).weapon_func(wrequest);
 }
 
-string W_Name(float weaponid)
-{
-       return (get_weaponinfo(weaponid)).message;
-}
-
-float W_WeaponBit(float wpn)
-{
-       return (get_weaponinfo(wpn)).weapons;
-}
-
-float W_AmmoItemCode(float wpn)
-{
-       return (get_weaponinfo(wpn)).items & IT_AMMO;
-}
-
 .float savenextthink;
 void thrown_wep_think()
 {
@@ -203,29 +188,30 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
        wep.flags |= FL_TOSSED;
        wep.colormap = own.colormap;
 
-       if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
+       if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
        {
-               if(self.items & IT_UNLIMITED_SUPERWEAPONS)
+               if(own.items & IT_UNLIMITED_SUPERWEAPONS)
                {
                        wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
                }
                else
                {
-                       float superweapons = 0;
+                       float superweapons = 1;
                        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                               if(self.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
-                                       ++superweapons;
+                               if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
+                                       if(WEPSET_CONTAINS_EW(own, i))
+                                               ++superweapons;
                        if(superweapons <= 1)
                        {
-                               wep.superweapons_finished = self.superweapons_finished;
-                               self.superweapons_finished = 0;
+                               wep.superweapons_finished = own.superweapons_finished;
+                               own.superweapons_finished = 0;
                        }
                        else
                        {
-                               float timeleft = self.superweapons_finished - time;
+                               float timeleft = own.superweapons_finished - time;
                                float weptimeleft = timeleft / superweapons;
                                wep.superweapons_finished = time + weptimeleft;
-                               self.superweapons_finished -= weptimeleft;
+                               own.superweapons_finished -= weptimeleft;
                        }
                }
        }
@@ -262,7 +248,6 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                if(wa & j)
                                {
                                        ammofield = Item_CounterField(j);
-                                       wep.ammofield = 0;
 
                                        // if our weapon is loaded, give its load back to the player
                                        if(self.(weapon_load[self.weapon]) > 0)
@@ -270,6 +255,8 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                                own.ammofield += self.(weapon_load[self.weapon]);
                                                self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
                                        }
+
+                                       wep.ammofield = 0;
                                }
                        }
                }
@@ -280,10 +267,6 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                if(wa & j)
                                {
                                        ammofield = Item_CounterField(j);
-                                       thisammo = min(own.ammofield, wep.ammofield);
-                                       wep.ammofield = thisammo;
-                                       own.ammofield -= thisammo;
-                                       s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
 
                                        // if our weapon is loaded, give its load back to the player
                                        if(self.(weapon_load[self.weapon]) > 0)
@@ -291,6 +274,11 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                                                own.ammofield += self.(weapon_load[self.weapon]);
                                                self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
                                        }
+
+                                       thisammo = min(own.ammofield, wep.ammofield);
+                                       wep.ammofield = thisammo;
+                                       own.ammofield -= thisammo;
+                                       s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
                                }
                        }
                        s = substring(s, 5, -1);
@@ -300,32 +288,30 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                wep.savenextthink = wep.nextthink;
                wep.nextthink = min(wep.nextthink, time + 0.5);
                wep.pickup_anyway = TRUE; // these are ALWAYS pickable
+
                return s;
        }
 }
 
 float W_IsWeaponThrowable(float w)
 {
-       float wb, wa;
+       float wa;
 
        if (!autocvar_g_pickup_items)
                return 0;
        if (g_weaponarena)
                return 0;
-       if (g_lms)
-               return 0;
        if (g_ca)
                return 0;
        if (g_cts)
                return 0;
        if (g_nexball && w == WEP_GRENADE_LAUNCHER)
                return 0;
-
-       wb = W_WeaponBit(w);
-       if(!wb)
-               return 0;
+    if(w == 0)
+        return 0;
+       
        wa = W_AmmoItemCode(w);
-       if(start_weapons & wb)
+       if(WEPSET_CONTAINS_AW(start_weapons, 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)
@@ -340,7 +326,7 @@ float W_IsWeaponThrowable(float w)
 // toss current weapon
 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 {
-       float w, wb;
+       float w;
        string a;
 
        w = self.weapon;
@@ -355,19 +341,15 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
        if(!W_IsWeaponThrowable(w))
                return;
 
-       wb = W_WeaponBit(w);
-       if(self.weapons & wb != wb)
+       if(!WEPSET_CONTAINS_EW(self, w))
                return;
+       WEPSET_ANDNOT_EW(self, w);
 
-       self.weapons &~= wb;
        W_SwitchWeapon_Force(self, w_getbestweapon(self));
        a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-       if not(a)
-               return;
-       if(a == "")
-               sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
-       else
-               sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
+       
+       if not(a) return;
+       Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
 }
 
 // Bringed back weapon frame
@@ -459,8 +441,8 @@ void W_WeaponFrame()
        //if (self.button0)
        //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
 
-       float wb;
-       wb = W_WeaponBit(self.weapon);
+       float w;
+       w = self.weapon;
 
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
@@ -470,18 +452,18 @@ void W_WeaponFrame()
        while (c < W_TICSPERFRAME)
        {
                c = c + 1;
-               if(wb && ((self.weapons & wb) == 0))
+               if(w && !WEPSET_CONTAINS_EW(self, w))
                {
                        if(self.weapon == self.switchweapon)
                                W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       wb = 0;
+                       w = 0;
                }
 
                v_forward = fo;
                v_right = ri;
                v_up = up;
 
-               if(wb)
+               if(w)
                        weapon_action(self.weapon, WR_THINK);
                else
                        weapon_action(self.weapon, WR_GONETHINK);
@@ -521,3 +503,20 @@ void W_WeaponFrame()
                self.currentammo = 1;
 #endif
 }
+
+string W_Apply_Weaponreplace(string in)
+{
+       float n = tokenize_console(in);
+       string out = "";
+       float i;
+       for(i = 0; i < n; ++i)
+       {
+               string s = argv(i);
+               string r = cvar_string(strcat("g_weaponreplace_", s));
+               if(r == "")
+                       out = strcat(out, " ", s);
+               else if(r != "0")
+                       out = strcat(out, " ", r);
+       }
+       return substring(out, 1, -1);
+}