]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/throwing.qc
Merge branch 'master' into TimePath/global_self
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
index 37ca67ccdd4fdca874459cd5afe0e844ddd5b7fd..2fb19609eaf71685cc33a15d7d9ca700fb870cc2 100644 (file)
@@ -1,18 +1,17 @@
 #include "throwing.qh"
-#include "../_.qh"
+#include "../_all.qh"
 
 #include "weaponsystem.qh"
 #include "../mutators/mutators_include.qh"
 #include "../t_items.qh"
 #include "../g_damage.qh"
-#include "../g_subs.qh"
 #include "../../common/mapinfo.qh"
 #include "../../common/notifications.qh"
 #include "../../common/util.qh"
-#include "../../common/weapons/weapons.qh"
+#include "../../common/weapons/all.qh"
 
 void thrown_wep_think()
-{
+{SELFPARAM();
        self.nextthink = time;
        if(self.oldorigin != self.origin)
        {
@@ -31,13 +30,12 @@ void thrown_wep_think()
 
 // 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 oldself, wep;
+{SELFPARAM();
        float thisammo, i;
        string s;
        var .int ammotype = (get_weaponinfo(wpn)).ammo_field;
 
-       wep = spawn();
+       entity wep = spawn();
 
        setorigin(wep, org);
        wep.classname = "droppedweapon";
@@ -76,10 +74,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
                }
        }
 
-       oldself = self;
-       self = wep;
-       weapon_defaultspawnfunc(wpn);
-       self = oldself;
+       WITH(entity, self, wep, weapon_defaultspawnfunc(wpn));
        if(startitem_failed)
                return string_null;
        wep.glowmod = own.weaponentity_glowmod;
@@ -145,7 +140,7 @@ float W_IsWeaponThrowable(float w)
                return 0;
        if (g_cts)
                return 0;
-       if (g_nexball && w == WEP_MORTAR)
+       if (g_nexball && w == WEP_MORTAR.m_id)
                return 0;
     if(w == 0)
         return 0;
@@ -167,7 +162,7 @@ float W_IsWeaponThrowable(float w)
 
 // toss current weapon
 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{
+{SELFPARAM();
        float w;
        string a;
 
@@ -195,7 +190,7 @@ void W_ThrowWeapon(vector velo, vector delta, float doreduce)
 }
 
 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');