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>
14 #include <common/wepent.qh>
16 void thrown_wep_think(entity this)
18 this.nextthink = time;
19 if(this.oldorigin != this.origin)
21 this.SendFlags |= ISF_LOCATION;
22 this.oldorigin = this.origin;
23 this.bot_pickup = false;
26 this.bot_pickup = true;
28 float timeleft = this.savenextthink - time;
30 SUB_SetFade(this, this.savenextthink - 1, 1);
32 SUB_SetFade(this, time, timeleft);
34 SUB_VanishOrRemove(this);
37 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
38 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
42 Weapon info = Weapons_from(wpn);
43 var .int ammotype = info.ammo_field;
45 entity wep = new(droppedweapon);
49 wep.owner = wep.enemy = own;
50 wep.flags |= FL_TOSSED;
51 wep.colormap = own.colormap;
52 wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
54 W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
56 if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
58 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
60 wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
65 FOREACH(Weapons, it != WEP_Null, LAMBDA(
66 WepSet set = it.m_wepset;
67 if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
71 wep.superweapons_finished = own.superweapons_finished;
72 own.superweapons_finished = 0;
76 float timeleft = own.superweapons_finished - time;
77 float weptimeleft = timeleft / superweapons;
78 wep.superweapons_finished = time + weptimeleft;
79 own.superweapons_finished -= weptimeleft;
84 weapon_defaultspawnfunc(wep, info);
87 setthink(wep, thrown_wep_think);
88 wep.savenextthink = wep.nextthink;
89 wep.nextthink = min(wep.nextthink, time + 0.5);
90 wep.pickup_anyway = true; // these are ALWAYS pickable
92 //wa = W_AmmoItemCode(wpn);
93 if(ammotype == ammo_none)
101 if(doreduce && g_weapon_stay == 2)
103 // if our weapon is loaded, give its load back to the player
104 int i = own.(weaponentity).m_weapon.m_id;
105 if(own.(weaponentity).(weapon_load[i]) > 0)
107 own.(ammotype) += own.(weaponentity).(weapon_load[i]);
108 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
115 // if our weapon is loaded, give its load back to the player
116 int i = own.(weaponentity).m_weapon.m_id;
117 if(own.(weaponentity).(weapon_load[i]) > 0)
119 own.(ammotype) += own.(weaponentity).(weapon_load[i]);
120 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
123 thisammo = min(own.(ammotype), wep.(ammotype));
124 wep.(ammotype) = thisammo;
125 own.(ammotype) -= thisammo;
129 case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
130 case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
131 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
132 case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
133 case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
134 case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
137 s = substring(s, 5, -1);
143 bool W_IsWeaponThrowable(entity this, int w)
145 if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w))
147 if (!autocvar_g_pickup_items)
153 if(w == WEP_Null.m_id)
157 if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
159 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
160 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
162 if((Weapons_from(w)).ammo_field == ammo_none)
167 return (Weapons_from(w)).weaponthrowable;
171 // toss current weapon
172 void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
174 Weapon w = this.(weaponentity).m_weapon;
176 return; // just in case
177 if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
179 if(!autocvar_g_weapon_throwable)
181 if(this.(weaponentity).state != WS_READY)
183 if(!W_IsWeaponThrowable(this, w.m_id))
186 WepSet set = WepSet_FromWeapon(w);
187 if(!(this.weapons & set)) return;
188 this.weapons &= ~set;
190 W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
191 string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
194 Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
197 void SpawnThrownWeapon(entity this, vector org, float w, .entity weaponentity)
199 entity wep = this.(weaponentity).m_weapon;
201 if(this.weapons & WepSet_FromWeapon(wep))
202 if(W_IsWeaponThrowable(this, wep.m_id))
203 W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);