-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../../dpdefs/progsdefs.qh"
- #include "../../dpdefs/dpextensions.qh"
- #include "../../common/util.qh"
- #include "../../common/weapons/weapons.qh"
- #include "throwing.qh"
- #include "weaponsystem.qh"
- #include "../t_items.qh"
- #include "../autocvars.qh"
- #include "../constants.qh"
- #include "../defs.qh"
- #include "../../common/notifications.qh"
- #include "../mutators/mutators_include.qh"
- #include "../../common/mapinfo.qh"
-#endif
+#include "throwing.qh"
+
+#include "weaponsystem.qh"
+#include "../mutators/all.qh"
+#include "../t_items.qh"
+#include "../g_damage.qh"
+#include "../../common/items/item.qh"
+#include "../../common/mapinfo.qh"
+#include "../../common/notifications.qh"
+#include "../../common/triggers/subs.qh"
+#include "../../common/util.qh"
+#include "../../common/weapons/all.qh"
void thrown_wep_think()
-{
+{SELFPARAM();
self.nextthink = time;
if(self.oldorigin != self.origin)
{
// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
-{
- entity oldself, wep;
+{SELFPARAM();
float thisammo, i;
string s;
- var .float ammotype = (get_weaponinfo(wpn)).ammo_field;
+ var .int ammotype = (get_weaponinfo(wpn)).ammo_field;
- wep = spawn();
+ entity wep = spawn();
setorigin(wep, org);
wep.classname = "droppedweapon";
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
- W_DropEvent(WR_DROP,own,wpn,wep);
+ W_DropEvent(wr_drop,own,wpn,wep);
if(WepSet_FromWeapon(wpn) & WEPSET_SUPERWEAPONS)
{
}
}
- oldself = self;
- self = wep;
- weapon_defaultspawnfunc(wpn);
- self = oldself;
+ WITH(entity, self, wep, weapon_defaultspawnfunc(wpn));
if(startitem_failed)
return string_null;
wep.glowmod = own.weaponentity_glowmod;
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
{
- own.ammotype += self.(weapon_load[self.weapon]);
+ own.(ammotype) += self.(weapon_load[self.weapon]);
self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
}
- wep.ammotype = 0;
+ wep.(ammotype) = 0;
}
else if(doreduce)
{
// if our weapon is loaded, give its load back to the player
if(self.(weapon_load[self.weapon]) > 0)
{
- own.ammotype += self.(weapon_load[self.weapon]);
+ 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;
+ thisammo = min(own.(ammotype), wep.(ammotype));
+ wep.(ammotype) = thisammo;
+ own.(ammotype) -= thisammo;
switch(ammotype)
{
}
}
-float W_IsWeaponThrowable(float w)
+bool W_IsWeaponThrowable(bool w)
{
+ if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon))
+ return false;
if (!autocvar_g_pickup_items)
- return 0;
+ return false;
if (g_weaponarena)
return 0;
if (g_cts)
return 0;
- if (g_nexball && w == WEP_MORTAR)
- return 0;
- if(w == 0)
- return 0;
+ if(w == WEP_Null.m_id)
+ return false;
#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;
+ return false;
if((get_weaponinfo(w)).ammo_field == ammo_none)
- return 0;
+ return false;
}
- return 1;
+ return true;
#else
return (get_weaponinfo(w)).weaponthrowable;
#endif
// toss current weapon
void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{
- float w;
- string a;
-
- w = self.weapon;
- if (w == 0)
+{SELFPARAM();
+ int w = self.weapon;
+ if (w == WEP_Null.m_id)
return; // just in case
if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
return;
self.weapons &= ~WepSet_FromWeapon(w);
W_SwitchWeapon_Force(self, w_getbestweapon(self));
- a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
+ string a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
if(!a) return;
Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
}
void SpawnThrownWeapon(vector org, float w)
-{
+{SELFPARAM();
if(self.weapons & WepSet_FromWeapon(self.weapon))
if(W_IsWeaponThrowable(self.weapon))
W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');