3 #include <common/resources/sv_resources.qh>
4 #include <common/weapons/_all.qh>
5 #include <server/items/items.qh>
6 #include <server/items/spawning.qh>
7 #include <server/mutators/_mod.qh>
8 #include <server/weapons/weaponsystem.qh>
9 #include <server/world.qh>
11 .bool m_isreplaced; ///< Holds whether the weapon has been replaced.
13 string W_Apply_Weaponreplace(string in)
16 FOREACH_WORD(in, true, {
17 string replacement = "";
18 Weapon w = Weapon_from_name(it);
21 replacement = w.weaponreplace;
22 if (replacement == "") replacement = it;
24 if (replacement == "0") continue;
25 out = cons(out, replacement);
30 void weapon_defaultspawnfunc(entity this, Weapon wpn)
32 wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
33 this.classname = wpn.m_canonical_spawnfunc;
34 if (!ITEM_IS_LOOT(this) && !this.m_isreplaced)
36 if (wpn.spawnflags & WEP_FLAG_MUTATORBLOCKED)
38 //LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
39 startitem_failed = true;
43 string s = W_Apply_Weaponreplace(wpn.netname);
44 MUTATOR_CALLHOOK(SetWeaponreplace, this, wpn, s);
45 s = M_ARGV(2, string);
49 startitem_failed = true;
52 int t = tokenize_console(s);
55 this.team = --internalteam;
56 for (int i = 1; i < t; ++i)
59 Weapon wep = Weapon_from_name(s);
62 entity replacement = spawn();
63 Item_CopyFields(this, replacement);
64 replacement.m_isreplaced = true;
65 weapon_defaultspawnfunc(replacement, wep);
69 if (t >= 1) // always the case!
72 wpn = Weapon_from_name(s);
77 startitem_failed = true;
82 if(!ITEM_IS_LOOT(this))
83 weaponsInMapAll |= WepSet_FromWeapon(wpn);
85 if (!Item_IsDefinitionAllowed(wpn.m_pickup))
88 startitem_failed = true;
92 if (!this.respawntime)
94 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
96 this.respawntime = g_pickup_respawntime_superweapon;
97 this.respawntimejitter = g_pickup_respawntimejitter_superweapon;
101 this.respawntime = g_pickup_respawntime_weapon;
102 this.respawntimejitter = g_pickup_respawntimejitter_weapon;
106 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
107 if (!this.superweapons_finished)
108 this.superweapons_finished = autocvar_g_balance_superweapons_time;
110 // if we don't already have ammo, give us some ammo
111 // TODO: registry handles
112 if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
115 if (q3compat && this.count > 0)
116 ammo = this.count * GetAmmoConsumptionQ3(wpn.netname);
117 // WEAPONTODO: magazines of MG, rifle and OK weapons are unaccounted for
120 switch (wpn.ammo_type)
122 case RES_SHELLS: ammo = cvar("g_pickup_shells_weapon"); break;
123 case RES_BULLETS: ammo = cvar("g_pickup_nails_weapon"); break;
124 case RES_ROCKETS: ammo = cvar("g_pickup_rockets_weapon"); break;
125 case RES_CELLS: ammo = cvar("g_pickup_cells_weapon"); break;
126 case RES_PLASMA: ammo = cvar("g_pickup_plasma_weapon"); break;
127 case RES_FUEL: ammo = cvar("g_pickup_fuel_weapon"); break;
131 SetResource(this, wpn.ammo_type, ammo);
137 for (int i = 0, j = 1; i < 24; ++i, j <<= 1)
141 ammotype = Item_CounterField(j);
143 this.ammotype = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
150 if (g_pickup_weapons_anyway)
151 this.pickup_anyway = true;
154 this.glowmod = wpn.wpcolor;
156 this.glowmod = colormapPaletteColor(this.owner.clientcolors & 0x0F, true);
158 GameItem def = wpn.m_pickup;
160 _StartItem(this, this.itemdef, this.respawntime, this.respawntimejitter);
163 if (this.modelindex) { // don't precache if this was removed