string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
{
entity oldself, wep;
- float wa, thisammo, i, j;
+ float thisammo, i;
string s;
- var .float ammofield;
+ var .float ammotype = (get_weaponinfo(wpn)).ammo_field;
wep = spawn();
wep.owner = wep.enemy = own;
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+
+ W_DropEvent(WR_DROP,own,wpn,wep);
if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
{
}
}
- wa = W_AmmoItemCode(wpn);
- if(wa == 0)
+ oldself = self;
+ self = wep;
+ weapon_defaultspawnfunc(wpn);
+ self = oldself;
+ if(startitem_failed)
+ return string_null;
+ wep.glowmod = own.weaponentity_glowmod;
+ wep.think = thrown_wep_think;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
+ wep.pickup_anyway = true; // these are ALWAYS pickable
+
+ //wa = W_AmmoItemCode(wpn);
+ if(ammotype == ammo_none)
{
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
- if(startitem_failed)
- return string_null;
- wep.glowmod = own.weaponentity_glowmod;
- wep.think = thrown_wep_think;
- wep.savenextthink = wep.nextthink;
- wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
return "";
}
else
{
s = "";
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
- if(startitem_failed)
- return string_null;
+
if(doreduce && g_weapon_stay == 2)
{
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
+ // if our weapon is loaded, give its load back to the player
+ if(self.(weapon_load[self.weapon]) > 0)
{
- if(wa & j)
- {
- ammofield = Item_CounterField(j);
-
- // if our weapon is loaded, give its load back to the player
- if(self.(weapon_load[self.weapon]) > 0)
- {
- own.ammofield += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
- }
-
- wep.ammofield = 0;
- }
+ own.ammotype += self.(weapon_load[self.weapon]);
+ self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
+
+ wep.ammotype = 0;
}
else if(doreduce)
{
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
+ // if our weapon is loaded, give its load back to the player
+ if(self.(weapon_load[self.weapon]) > 0)
{
- if(wa & j)
- {
- ammofield = Item_CounterField(j);
-
- // if our weapon is loaded, give its load back to the player
- if(self.(weapon_load[self.weapon]) > 0)
- {
- own.ammofield += self.(weapon_load[self.weapon]);
- self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
- }
-
- thisammo = min(own.ammofield, wep.ammofield);
- wep.ammofield = thisammo;
- own.ammofield -= thisammo;
- s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
- }
+ own.ammotype += self.(weapon_load[self.weapon]);
+ self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
+
+ thisammo = min(own.ammotype, wep.ammotype);
+ wep.ammotype = thisammo;
+ own.ammotype -= thisammo;
+
+ switch(ammotype)
+ {
+ case ammo_shells: s = sprintf("%s and %d shells", s, thisammo); break;
+ case ammo_nails: s = sprintf("%s and %d nails", s, thisammo); break;
+ case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
+ case ammo_cells: s = sprintf("%s and %d cells", s, thisammo); break;
+ case ammo_plasma: s = sprintf("%s and %d plasma", s, thisammo); break;
+ case ammo_fuel: s = sprintf("%s and %d fuel", s, thisammo); break;
+ }
+
s = substring(s, 5, -1);
}
- wep.glowmod = own.weaponentity_glowmod;
- wep.think = thrown_wep_think;
- wep.savenextthink = wep.nextthink;
- wep.nextthink = min(wep.nextthink, time + 0.5);
- wep.pickup_anyway = TRUE; // these are ALWAYS pickable
-
return s;
}
}
float W_IsWeaponThrowable(float w)
{
- float wa;
-
if (!autocvar_g_pickup_items)
return 0;
if (g_weaponarena)
return 0;
if(w == 0)
return 0;
-
- wa = W_AmmoItemCode(w);
+
+ #if 0
if(start_weapons & WepSet_FromWeapon(w))
{
// start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
if(start_items & IT_UNLIMITED_WEAPON_AMMO)
return 0;
- if(wa == 0)
+ if((get_weaponinfo(w)).ammo_field == ammo_none)
return 0;
}
-
return 1;
+ #else
+ return (get_weaponinfo(w)).weaponthrowable;
+ #endif
}
// toss current weapon
W_SwitchWeapon_Force(self, w_getbestweapon(self));
a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
- if not(a) return;
+ if(!a) return;
Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
+
+void SpawnThrownWeapon(vector org, float w)
+{
+ if(self.weapons & WepSet_FromWeapon(self.weapon))
+ if(W_IsWeaponThrowable(self.weapon))
+ W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');
+}