3 #include "weaponsystem.qh"
4 #include "../resources.qh"
5 #include <server/mutators/_mod.qh>
6 #include <server/items/items.qh>
7 #include <server/items/spawning.qh>
8 #include <common/weapons/_all.qh>
10 .bool m_isreplaced; ///< Holds whether the weapon has been replaced.
12 string W_Apply_Weaponreplace(string in)
15 FOREACH_WORD(in, true, {
16 string replacement = "";
17 Weapon w = Weapon_from_name(it);
20 replacement = w.weaponreplace;
21 if (replacement == "") replacement = it;
23 if (replacement == "0") continue;
24 out = cons(out, replacement);
29 void weapon_defaultspawnfunc(entity this, Weapon wpn)
31 wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
32 this.classname = wpn.m_canonical_spawnfunc;
33 if (!Item_IsLoot(this) && !this.m_isreplaced)
35 if (wpn.spawnflags & WEP_FLAG_MUTATORBLOCKED)
37 //LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
38 startitem_failed = true;
42 string s = W_Apply_Weaponreplace(wpn.netname);
43 MUTATOR_CALLHOOK(SetWeaponreplace, this, wpn, s);
44 s = M_ARGV(2, string);
48 startitem_failed = true;
51 int t = tokenize_console(s);
54 this.team = --internalteam;
55 for (int i = 1; i < t; ++i)
58 Weapon wep = Weapon_from_name(s);
61 entity replacement = spawn();
62 copyentity(this, replacement);
63 replacement.m_isreplaced = true;
64 weapon_defaultspawnfunc(replacement, wep);
68 if (t >= 1) // always the case!
71 wpn = Weapon_from_name(s);
76 startitem_failed = true;
81 if(!Item_IsLoot(this))
82 weaponsInMapAll |= WepSet_FromWeapon(wpn);
84 if (!Item_IsDefinitionAllowed(wpn.m_pickup))
87 startitem_failed = true;
91 if (!this.respawntime)
93 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
95 this.respawntime = g_pickup_respawntime_superweapon;
96 this.respawntimejitter = g_pickup_respawntimejitter_superweapon;
100 this.respawntime = g_pickup_respawntime_weapon;
101 this.respawntimejitter = g_pickup_respawntimejitter_weapon;
105 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
106 if (!this.superweapons_finished)
107 this.superweapons_finished = autocvar_g_balance_superweapons_time;
109 // if we don't already have ammo, give us some ammo
110 if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
112 switch (wpn.ammo_type)
114 case RES_SHELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_shells_weapon")); break;
115 case RES_BULLETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_nails_weapon")); break;
116 case RES_ROCKETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
117 case RES_CELLS: SetResource(this, wpn.ammo_type, cvar("g_pickup_cells_weapon")); break;
118 case RES_PLASMA: SetResource(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon")); break;
119 case RES_FUEL: SetResource(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon")); break;
126 for (int i = 0, j = 1; i < 24; ++i, j <<= 1)
130 ammotype = Item_CounterField(j);
132 this.ammotype = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
139 if (g_pickup_weapons_anyway)
140 this.pickup_anyway = true;
143 this.glowmod = wpn.wpcolor;
145 GameItem def = wpn.m_pickup;
149 this.respawntime, // defaultrespawntime
150 this.respawntimejitter // defaultrespawntimejitter
153 if (this.modelindex) { // don't precache if this was removed