#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
+#include <common/wepent.qh>
void thrown_wep_think(entity 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)
+string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
{
float thisammo;
string s;
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
- wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors);
+ wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
- W_DropEvent(wr_drop,own,wpn,wep);
+ W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
{
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
+ own.(ammotype) += own.(weaponentity).(weapon_load[i]);
+ own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
}
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
+ own.(ammotype) += own.(weaponentity).(weapon_load[i]);
+ own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
}
thisammo = min(own.(ammotype), wep.(ammotype));
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;
// toss current weapon
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;
if(!(this.weapons & set)) return;
this.weapons &= ~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);
+ string 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);
}
-void SpawnThrownWeapon(entity this, vector org, float w)
+void SpawnThrownWeapon(entity this, vector org, float w, .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(this.weapons & WepSet_FromWeapon(wep))
+ if(W_IsWeaponThrowable(this, wep.m_id))
+ W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
}