X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fthrowing.qc;h=e36bc68c62af99b39d543d4811140b9c35cee65a;hb=0cdf634f93d947c815066304c6fe01b63d3386c7;hp=ae745efd6fdaa90f6ed39b9d8b59e4736a3c26fa;hpb=57659ff7226cfc4411d212a5aa1875effbf7d4e1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/throwing.qc b/qcsrc/server/weapons/throwing.qc index ae745efd6..e36bc68c6 100644 --- a/qcsrc/server/weapons/throwing.qc +++ b/qcsrc/server/weapons/throwing.qc @@ -3,13 +3,13 @@ #include "weaponsystem.qh" #include "../resources.qh" #include "../items.qh" -#include "../mutators/_mod.qh" +#include #include #include "../g_damage.qh" #include #include #include -#include +#include #include #include #include @@ -33,12 +33,10 @@ void thrown_wep_think(entity this) SUB_VanishOrRemove(this); } -// 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 weaponentity) +// 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) { - float thisammo; - string s; - Weapon info = Weapons_from(wpn); + Weapon info = REGISTRY_GET(Weapons, wpn); int ammotype = info.ammo_type; entity wep = spawn(); @@ -53,7 +51,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto 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) @@ -65,40 +63,38 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto int superweapons = 1; FOREACH(Weapons, it != WEP_Null, { WepSet set = it.m_wepset; - if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons; + if((set & WEPSET_SUPERWEAPONS) && (STAT(WEAPONS, own) & set)) ++superweapons; }); if(superweapons <= 1) { - wep.superweapons_finished = own.superweapons_finished; - own.superweapons_finished = 0; + wep.superweapons_finished = STAT(SUPERWEAPONS_FINISHED, own); + STAT(SUPERWEAPONS_FINISHED, own) = 0; } else { - float timeleft = own.superweapons_finished - time; + float timeleft = STAT(SUPERWEAPONS_FINISHED, own) - time; float weptimeleft = timeleft / superweapons; wep.superweapons_finished = time + weptimeleft; - own.superweapons_finished -= weptimeleft; + STAT(SUPERWEAPONS_FINISHED, own) -= weptimeleft; } } } weapon_defaultspawnfunc(wep, info); if(startitem_failed) - return string_null; + return -1; setthink(wep, 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 == RESOURCE_NONE) + if(ammotype == RES_NONE) { - return ""; + return 0; } else { - s = ""; - if(doreduce && g_weapon_stay == 2) { // if our weapon is loaded, give its load back to the player @@ -108,7 +104,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i])); own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } - SetResourceAmount(wep, ammotype, 0); + SetResource(wep, ammotype, 0); } else if(doreduce) { @@ -120,24 +116,14 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading } - float ownderammo = GetResourceAmount(own, ammotype); - thisammo = min(ownderammo, GetResourceAmount(wep, ammotype)); - SetResourceAmount(wep, ammotype, thisammo); - SetResourceAmount(own, ammotype, ownderammo - thisammo); - - switch (ammotype) - { - case RESOURCE_SHELLS: s = sprintf("%s and %d shells", s, thisammo); break; - case RESOURCE_BULLETS: s = sprintf("%s and %d nails", s, thisammo); break; - case RESOURCE_ROCKETS: s = sprintf("%s and %d rockets", s, thisammo); break; - case RESOURCE_CELLS: s = sprintf("%s and %d cells", s, thisammo); break; - case RESOURCE_PLASMA: s = sprintf("%s and %d plasma", s, thisammo); break; - case RESOURCE_FUEL: s = sprintf("%s and %d fuel", s, thisammo); break; - } + float ownderammo = GetResource(own, ammotype); + float thisammo = min(ownderammo, GetResource(wep, ammotype)); + SetResource(wep, ammotype, thisammo); + SetResource(own, ammotype, ownderammo - thisammo); - s = substring(s, 5, -1); + return thisammo; } - return s; + return 0; } } @@ -148,23 +134,11 @@ bool W_IsWeaponThrowable(entity this, int w) if (!autocvar_g_pickup_items) return false; if (g_weaponarena) - return 0; - if(w == WEP_Null.m_id) - return false; + return false; + if (w == WEP_Null.m_id) + return false; - #if 0 - if(start_weapons & WepSet_FromWeapon(Weapons_from(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 false; - if((Weapons_from(w)).ammo_type == RESOURCE_NONE) - return false; - } - return true; - #else - return (Weapons_from(w)).weaponthrowable; - #endif + return (REGISTRY_GET(Weapons, w)).weaponthrowable; } // toss current weapon @@ -183,21 +157,21 @@ void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, return; WepSet set = WepSet_FromWeapon(w); - if(!(this.weapons & set)) return; - this.weapons &= ~set; + if(!(STAT(WEAPONS, this) & set)) return; + STAT(WEAPONS, this) &= ~set; W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity); - string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity); + float a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity); - if(!a) return; - Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id); + if(a < 0) return; + Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, w.m_id, a); } void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity) { //entity wep = this.(weaponentity).m_weapon; - if(this.weapons & WepSet_FromWeapon(wep)) + if(STAT(WEAPONS, this) & WepSet_FromWeapon(wep)) if(W_IsWeaponThrowable(this, wep.m_id)) W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity); }