#include "throwing.qh"
-#include "weaponsystem.qh"
-#include "../resources.qh"
-#include "../items.qh"
-#include <server/mutators/_mod.qh>
-#include <common/t_items.qh>
-#include "../g_damage.qh"
#include <common/items/item.qh>
#include <common/mapinfo.qh>
-#include <common/notifications/all.qh>
#include <common/mapobjects/subs.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/notifications/all.qh>
+#include <common/resources/sv_resources.qh>
+#include <common/state.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
-#include <common/state.qh>
#include <common/wepent.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/weaponsystem.qh>
+#include <server/world.qh>
void thrown_wep_think(entity this)
{
// returns amount of ammo used, or -1 for failure, or 0 for no ammo count
float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
{
- Weapon info = Weapons_from(wpn);
- int ammotype = info.ammo_type;
+ Weapon info = REGISTRY_GET(Weapons, wpn);
+ Resource ammotype = info.ammo_type;
entity wep = spawn();
Item_SetLoot(wep, true);
W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
- if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
+ if(WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn)) & WEPSET_SUPERWEAPONS)
{
Item_SetExpiring(wep, true);
if(own.items & IT_UNLIMITED_SUPERWEAPONS)
});
if(superweapons <= 1)
{
- wep.superweapons_finished = own.superweapons_finished;
- own.superweapons_finished = 0;
+ wep.superweapons_finished = StatusEffects_gettime(STATUSEFFECT_Superweapons, own);
+ StatusEffects_remove(STATUSEFFECT_Superweapons, own, STATUSEFFECT_REMOVE_CLEAR);
}
else
{
- float timeleft = own.superweapons_finished - time;
+ float timeleft = StatusEffects_gettime(STATUSEFFECT_Superweapons, own) - time;
float weptimeleft = timeleft / superweapons;
wep.superweapons_finished = time + weptimeleft;
- own.superweapons_finished -= weptimeleft;
+ if(own.statuseffects)
+ {
+ // TODO: this doesn't explicitly enable the effect, use apply here?
+ own.statuseffects.statuseffect_time[STATUSEFFECT_Superweapons.m_id] -= weptimeleft;
+ StatusEffects_update(own);
+ }
}
}
}
if (w == WEP_Null.m_id)
return false;
- return (Weapons_from(w)).weaponthrowable;
+ return (REGISTRY_GET(Weapons, w)).weaponthrowable;
}
// toss current weapon
Weapon w = this.(weaponentity).m_weapon;
if (w == WEP_Null)
return; // just in case
+ if (time < game_starttime)
+ return;
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
return;
if(!autocvar_g_weapon_throwable)