3 #include "weaponsystem.qh"
4 #include "../mutators/_mod.qh"
5 #include <common/t_items.qh>
6 #include "../g_damage.qh"
7 #include <common/items/item.qh>
8 #include <common/mapinfo.qh>
9 #include <common/notifications/all.qh>
10 #include <common/triggers/subs.qh>
11 #include <common/util.qh>
12 #include <common/weapons/_all.qh>
13 #include <common/state.qh>
15 void thrown_wep_think(entity this)
17 this.nextthink = time;
18 if(this.oldorigin != this.origin)
20 this.SendFlags |= ISF_LOCATION;
21 this.oldorigin = this.origin;
24 float timeleft = this.savenextthink - time;
26 SUB_SetFade(this, this.savenextthink - 1, 1);
28 SUB_SetFade(this, time, timeleft);
30 SUB_VanishOrRemove(this);
33 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
34 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
38 Weapon info = Weapons_from(wpn);
39 var .int ammotype = info.ammo_field;
41 entity wep = new(droppedweapon);
45 wep.owner = wep.enemy = own;
46 wep.flags |= FL_TOSSED;
47 wep.colormap = own.colormap;
48 wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
50 W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
52 if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
54 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
56 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
61 FOREACH(Weapons, it != WEP_Null, LAMBDA(
62 WepSet set = it.m_wepset;
63 if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
67 wep.superweapons_finished = own.superweapons_finished;
68 own.superweapons_finished = 0;
72 float timeleft = own.superweapons_finished - time;
73 float weptimeleft = timeleft / superweapons;
74 wep.superweapons_finished = time + weptimeleft;
75 own.superweapons_finished -= weptimeleft;
80 weapon_defaultspawnfunc(wep, info);
83 setthink(wep, thrown_wep_think);
84 wep.savenextthink = wep.nextthink;
85 wep.nextthink = min(wep.nextthink, time + 0.5);
86 wep.pickup_anyway = true; // these are ALWAYS pickable
88 //wa = W_AmmoItemCode(wpn);
89 if(ammotype == ammo_none)
97 if(doreduce && g_weapon_stay == 2)
99 // if our weapon is loaded, give its load back to the player
100 int i = own.(weaponentity).m_weapon.m_id;
101 if(own.(weaponentity).(weapon_load[i]) > 0)
103 own.(ammotype) += own.(weaponentity).(weapon_load[i]);
104 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
111 // if our weapon is loaded, give its load back to the player
112 int i = own.(weaponentity).m_weapon.m_id;
113 if(own.(weaponentity).(weapon_load[i]) > 0)
115 own.(ammotype) += own.(weaponentity).(weapon_load[i]);
116 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
119 thisammo = min(own.(ammotype), wep.(ammotype));
120 wep.(ammotype) = thisammo;
121 own.(ammotype) -= thisammo;
125 case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
126 case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
127 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
128 case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
129 case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
130 case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
133 s = substring(s, 5, -1);
139 bool W_IsWeaponThrowable(entity this, int w)
141 if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this))
143 if (!autocvar_g_pickup_items)
149 if(w == WEP_Null.m_id)
153 if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
155 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
156 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
158 if((Weapons_from(w)).ammo_field == ammo_none)
163 return (Weapons_from(w)).weaponthrowable;
167 // toss current weapon
168 void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
170 Weapon w = this.(weaponentity).m_weapon;
172 return; // just in case
173 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this))
175 if(!autocvar_g_weapon_throwable)
177 if(this.(weaponentity).state != WS_READY)
179 if(!W_IsWeaponThrowable(this, w.m_id))
182 WepSet set = WepSet_FromWeapon(w);
183 if(!(this.weapons & set)) return;
184 this.weapons &= ~set;
186 W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
187 string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
190 Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
193 void SpawnThrownWeapon(entity this, vector org, float w, .entity weaponentity)
195 if(this.weapons & WepSet_FromWeapon(this.(weaponentity).m_weapon))
196 if(W_IsWeaponThrowable(this, this.(weaponentity).m_weapon.m_id))
197 W_ThrowNewWeapon(this, this.(weaponentity).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);