+#include "throwing.qh"
+#include "../_all.qh"
+
+#include "weaponsystem.qh"
+#include "../mutators/mutators_include.qh"
+#include "../t_items.qh"
+#include "../g_damage.qh"
+#include "../../common/mapinfo.qh"
+#include "../../common/notifications.qh"
+#include "../../common/util.qh"
+#include "../../common/weapons/all.qh"
+
void thrown_wep_think()
-{
+{SELFPARAM();
self.nextthink = time;
if(self.oldorigin != self.origin)
{
// 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 .float ammotype = (get_weaponinfo(wpn)).ammo_field;
+ var .int ammotype = (get_weaponinfo(wpn)).ammo_field;
- wep = spawn();
+ entity wep = spawn();
setorigin(wep, org);
wep.classname = "droppedweapon";
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
-
+
W_DropEvent(WR_DROP,own,wpn,wep);
if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
}
}
- 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;
wep.think = thrown_wep_think;
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
-
+ wep.pickup_anyway = true; // these are ALWAYS pickable
+
//wa = W_AmmoItemCode(wpn);
if(ammotype == ammo_none)
{
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
{
- own.ammotype += self.(weapon_load[self.weapon]);
+ own.(ammotype) += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
- wep.ammotype = 0;
+ wep.(ammotype) = 0;
}
else if(doreduce)
{
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
{
- own.ammotype += self.(weapon_load[self.weapon]);
+ own.(ammotype) += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
- thisammo = min(own.ammotype, wep.ammotype);
- wep.ammotype = thisammo;
- own.ammotype -= thisammo;
+ thisammo = min(own.(ammotype), wep.(ammotype));
+ wep.(ammotype) = thisammo;
+ own.(ammotype) -= thisammo;
switch(ammotype)
{
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;
// toss current weapon
void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{
+{SELFPARAM();
float w;
string a;
W_SwitchWeapon_Force(self, w_getbestweapon(self));
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
-
+
if(!a) return;
Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
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');
+ W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');
}