-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../../dpdefs/progsdefs.qh"
- #include "../../dpdefs/dpextensions.qh"
- #include "../../common/util.qh"
- #include "../../common/weapons/weapons.qh"
- #include "throwing.qh"
- #include "weaponsystem.qh"
- #include "../t_items.qh"
- #include "../autocvars.qh"
- #include "../constants.qh"
- #include "../defs.qh"
- #include "../../common/notifications.qh"
- #include "../mutators/mutators_include.qh"
- #include "../../common/mapinfo.qh"
-#endif
+#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";
}
}
- 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;
// 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;
}
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');