MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
/** returns true if throwing the current weapon shall not be allowed */
-MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
+#define EV_ForbidThrowCurrentWeapon(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
/** returns true if dropping the current weapon shall not be allowed at any time including death */
-MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
+#define EV_ForbidDropCurrentWeapon(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
/** */
MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
// 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)
-{SELFPARAM();
+{
float thisammo;
string s;
Weapon info = Weapons_from(wpn);
if(doreduce && g_weapon_stay == 2)
{
// if our weapon is loaded, give its load back to the player
- int i = PS(self).m_weapon.m_id;
- if(self.(weapon_load[i]) > 0)
+ int i = PS(own).m_weapon.m_id;
+ if(own.(weapon_load[i]) > 0)
{
- own.(ammotype) += self.(weapon_load[i]);
- self.(weapon_load[i]) = -1; // schedule the weapon for reloading
+ own.(ammotype) += own.(weapon_load[i]);
+ own.(weapon_load[i]) = -1; // schedule the weapon for reloading
}
wep.(ammotype) = 0;
else if(doreduce)
{
// if our weapon is loaded, give its load back to the player
- int i = PS(self).m_weapon.m_id;
- if(self.(weapon_load[i]) > 0)
+ int i = PS(own).m_weapon.m_id;
+ if(own.(weapon_load[i]) > 0)
{
- own.(ammotype) += self.(weapon_load[i]);
- self.(weapon_load[i]) = -1; // schedule the weapon for reloading
+ own.(ammotype) += own.(weapon_load[i]);
+ own.(weapon_load[i]) = -1; // schedule the weapon for reloading
}
thisammo = min(own.(ammotype), wep.(ammotype));
}
}
-bool W_IsWeaponThrowable(bool w)
+bool W_IsWeaponThrowable(entity this, int w)
{
- if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon))
+ if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this))
return false;
if (!autocvar_g_pickup_items)
return false;
}
// toss current weapon
-void W_ThrowWeapon(vector velo, vector delta, float doreduce)
-{SELFPARAM();
- Weapon w = PS(self).m_weapon;
+void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce)
+{
+ Weapon w = PS(this).m_weapon;
if (w == WEP_Null)
return; // just in case
- if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
+ if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this))
return;
if(!autocvar_g_weapon_throwable)
return;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if(self.(weaponentity).state != WS_READY)
+ if(this.(weaponentity).state != WS_READY)
return;
- if(!W_IsWeaponThrowable(w.m_id))
+ if(!W_IsWeaponThrowable(this, w.m_id))
return;
WepSet set = WepSet_FromWeapon(w);
- if(!(self.weapons & set)) return;
- self.weapons &= ~set;
+ if(!(this.weapons & set)) return;
+ this.weapons &= ~set;
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- string a = W_ThrowNewWeapon(self, w.m_id, doreduce, self.origin + delta, velo);
+ W_SwitchWeapon_Force(this, w_getbestweapon(this));
+ string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo);
if(!a) return;
- Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
+ Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
}
void SpawnThrownWeapon(entity this, vector org, float w)
{
if(this.weapons & WepSet_FromWeapon(PS(this).m_weapon))
- if(W_IsWeaponThrowable(PS(this).m_weapon.m_id))
+ if(W_IsWeaponThrowable(this, PS(this).m_weapon.m_id))
W_ThrowNewWeapon(this, PS(this).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200');
}