int Pickup_Weapon( gentity_t *ent, gentity_t *other ) { int quantity; qboolean alreadyHave = qfalse; // JPW NERVE -- magic ammo for any two-handed weapon if( ent->item->giTag == WP_AMMO ) { AddMagicAmmo( other, ent->count ); // tjw: added for g_shortcuts if(ent->parent && ent->parent->client) other->client->pers.lastammo_client = ent->parent->s.clientNum; // if LT isn't giving ammo to self or another LT or the enemy, give him some props if( other->client->ps.stats[STAT_PLAYER_CLASS] != PC_FIELDOPS ) { if ( ent->parent && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam ) { if (!(ent->parent->client->PCSpecialPickedUpCount % LT_SPECIAL_PICKUP_MOD)) { AddScore(ent->parent, WOLF_AMMO_UP); if(ent->parent && ent->parent->client) { G_LogPrintf("Ammo_Pack: %d %d\n", ent->parent - g_entities, other - g_entities); // OSP } } ent->parent->client->PCSpecialPickedUpCount++; // forty - #474 - don't give xp if we're picking up our own ammo packs. if(other != ent->parent) { G_AddSkillPoints( ent->parent, SK_SIGNALS, 1.f ); G_DebugAddSkillPoints( ent->parent, SK_SIGNALS, 1.f, "ammo pack picked up" ); } //omni-bot event if ( ent->parent ) Bot_Event_RecievedAmmo(other-g_entities, ent->parent); // extracted code originally here into AddMagicAmmo -xkan, 9/18/2002 // add 1 clip of magic ammo for any two-handed weapon } return RESPAWN_SP; } } if( ent->item->giTag == WP_BINOCULARS && (g_weapons.integer & WPF_DROP_BINOCS) ) { COM_BitSet( other->client->ps.weapons, WP_BINOCULARS ); other->client->ps.ammo[BG_FindAmmoForWeapon(WP_BINOCULARS)] = 1; other->client->ps.stats[STAT_KEYS] |= ( 1 << INV_BINOCS ); other->client->sess.numBinocs++; } quantity = ent->count; // check if player already had the weapon alreadyHave = COM_BitCheck( other->client->ps.weapons, ent->item->giTag ); // JPW NERVE prevents drop/pickup weapon "quick reload" exploit if( alreadyHave ) { Add_Ammo( other, ent->item->giTag, quantity, qfalse ); // Gordon: secondary weapon ammo if( ent->delay ) { Add_Ammo( other, weapAlts[ ent->item->giTag ], ent->delay, qfalse ); } } else { if( level.time - other->client->dropWeaponTime < 1000 ) { return 0; } if( other->client->ps.weapon == WP_MORTAR_SET || other->client->ps.weapon == WP_MOBILE_MG42_SET ) { return 0; } // See if we can pick it up if( G_CanPickupWeapon( ent->item->giTag, other ) ) { weapon_t primaryWeapon = G_GetPrimaryWeaponForClient( other->client ); // rain - added parens around ambiguous && if( 1 || // Terifire, for dropweapon (other->client->sess.playerType == PC_SOLDIER && other->client->sess.skill[SK_HEAVY_WEAPONS] >= 4) ) { // gabriel: If a lvl 4 soldier is picking un a mp40/thompson, // don't allow the soldier to have both an mp40 and a thompson if ((ent->item->giTag == WP_MP40) && COM_BitCheck( other->client->ps.weapons, WP_THOMPSON)) { G_DropWeapon( other, WP_THOMPSON); } else if ((ent->item->giTag == WP_THOMPSON) && COM_BitCheck( other->client->ps.weapons, WP_MP40)) { G_DropWeapon( other, WP_MP40); } else if( primaryWeapon ) { // Otherwise, function normally // drop our primary weapon G_DropWeapon( other, primaryWeapon ); } // now pickup the other one other->client->dropWeaponTime = level.time; // add the weapon COM_BitSet( other->client->ps.weapons, ent->item->giTag ); // DHM - Fixup mauser/sniper issues if( ent->item->giTag == WP_FG42 ) { COM_BitSet( other->client->ps.weapons, WP_FG42SCOPE); } else if(ent->item->giTag == WP_GARAND) { COM_BitSet( other->client->ps.weapons, WP_GARAND_SCOPE); } else if( ent->item->giTag == WP_K43 ) { COM_BitSet( other->client->ps.weapons, WP_K43_SCOPE ); } else if( ent->item->giTag == WP_MORTAR ) { COM_BitSet( other->client->ps.weapons, WP_MORTAR_SET ); } else if( ent->item->giTag == WP_MOBILE_MG42 ) { COM_BitSet( other->client->ps.weapons, WP_MOBILE_MG42_SET ); } else if( ent->item->giTag == WP_CARBINE ) { COM_BitSet( other->client->ps.weapons, WP_M7 ); } else if( ent->item->giTag == WP_KAR98 ) { COM_BitSet( other->client->ps.weapons, WP_GPG40 ); } other->client->ps.ammoclip[BG_FindClipForWeapon(ent->item->giTag)] = 0; other->client->ps.ammo[BG_FindAmmoForWeapon(ent->item->giTag)] = 0; if( ent->item->giTag == WP_MORTAR ) { other->client->ps.ammo[BG_FindClipForWeapon(ent->item->giTag)] = quantity; // Gordon: secondary weapon ammo if( ent->delay ) { Add_Ammo( other, weapAlts[ ent->item->giTag ], ent->delay, qfalse ); } /* quad: maybe make a g_weapons flag for this? } else if ((ent->item->giTag == WP_THOMPSON || ent->item->giTag == WP_MP40)) { // TODO: ???? (quad) // redeye - NQ style weapon switching with full ammo // note: I wrote this code before source of NQ was available, so this is less // good than NQ's implementation but still better than original ETPub int weap = BG_FindClipForWeapon(ent->item->giTag); int ammoweap = BG_FindAmmoForWeapon(ent->item->giTag); int max_ammo_per_clip = GetAmmoTableData(ammoweap)->maxclip; int ammo_in_clips = quantity - max_ammo_per_clip; if (quantity <= max_ammo_per_clip) { other->client->ps.ammoclip[weap] = quantity; other->client->ps.ammo[weap] = 0; } else { other->client->ps.ammoclip[weap] = max_ammo_per_clip; other->client->ps.ammo[weap] = ammo_in_clips; } */ } else { other->client->ps.ammoclip[BG_FindClipForWeapon(ent->item->giTag)] = quantity; // Gordon: secondary weapon ammo if( ent->delay ) { other->client->ps.ammo[ weapAlts[ ent->item->giTag ] ] = ent->delay; } } } } else { return 0; } } // TAT 1/6/2003 - If we are a bot, call the pickup function #ifndef NO_BOT_SUPPORT if( other->r.svFlags & SVF_BOT ) BotPickupWeapon( other->s.number, ent->item->giTag, alreadyHave ); #endif Bot_Event_AddWeapon(other->client->ps.clientNum, Bot_WeaponGameToBot(ent->item->giTag)); return -1; }
void G_DropWeapon( gentity_t *ent, weapon_t weapon ) { vec3_t angles, velocity, org, offset, mins, maxs; gclient_t *client = ent->client; gentity_t *ent2; gitem_t *item; trace_t tr; item = BG_FindItemForWeapon( weapon ); VectorCopy( client->ps.viewangles, angles ); // clamp pitch if ( angles[PITCH] < -30 ) angles[PITCH] = -30; else if ( angles[PITCH] > 30 ) angles[PITCH] = 30; AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 64, offset ); offset[2] += client->ps.viewheight / 2.f; VectorScale( velocity, 75, velocity ); velocity[2] += 50 + random() * 35; VectorAdd( client->ps.origin, offset, org ); VectorSet( mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); VectorSet( maxs, ITEM_RADIUS, ITEM_RADIUS, 2*ITEM_RADIUS ); trap_Trace( &tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID ); VectorCopy( tr.endpos, org ); ent2 = LaunchItem( item, org, velocity, client->ps.clientNum ); COM_BitClear( client->ps.weapons, weapon ); if( weapon == WP_KAR98 ) { COM_BitClear( client->ps.weapons, WP_GPG40 ); } else if ( weapon == WP_CARBINE ) { COM_BitClear( client->ps.weapons, WP_M7 ); } else if ( weapon == WP_FG42 ) { COM_BitClear( client->ps.weapons, WP_FG42SCOPE ); } else if( weapon == WP_K43 ) { COM_BitClear( client->ps.weapons, WP_K43_SCOPE ); } else if( weapon == WP_GARAND ) { COM_BitClear( client->ps.weapons, WP_GARAND_SCOPE ); } else if( weapon == WP_MORTAR ) { COM_BitClear( client->ps.weapons, WP_MORTAR_SET ); } else if( weapon == WP_MOBILE_MG42 ) { COM_BitClear( client->ps.weapons, WP_MOBILE_MG42_SET ); } if( weapon == WP_GPG40 ) { // etace COM_BitClear( client->ps.weapons, WP_KAR98 ); } else if ( weapon == WP_M7 ) { COM_BitClear( client->ps.weapons, WP_CARBINE ); } else if ( weapon == WP_FG42SCOPE ) { COM_BitClear( client->ps.weapons, WP_FG42 ); } else if( weapon == WP_K43_SCOPE ) { COM_BitClear( client->ps.weapons, WP_K43 ); } else if( weapon == WP_GARAND_SCOPE ) { COM_BitClear( client->ps.weapons, WP_GARAND ); } else if( weapon == WP_MORTAR_SET ) { COM_BitClear( client->ps.weapons, WP_MORTAR ); } else if( weapon == WP_MOBILE_MG42_SET ) { COM_BitClear( client->ps.weapons, WP_MOBILE_MG42 ); } // Clear out empty weapon, change to next best weapon G_AddEvent( ent, EV_WEAPONSWITCHED, 1 ); if( weapon == client->ps.weapon ) client->ps.weapon = 0; if( weapon == WP_MORTAR ) { ent2->count = client->ps.ammo[BG_FindAmmoForWeapon(weapon)] + client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; /* quad: maybe make a g_weapons flag for this?!? } else if (weapon == WP_MP40 || weapon == WP_THOMPSON) { // redeye - NQ style weapon switching with full ammo ent2->count = client->ps.ammo[BG_FindAmmoForWeapon(weapon)] + client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; */ } else { ent2->count = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; } if( weapon == WP_KAR98 || weapon == WP_CARBINE ) { ent2->delay = client->ps.ammo[BG_FindAmmoForWeapon(weapAlts[weapon])]; } else { ent2->delay = 0; } // ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; // Gordon: um, modifying an item is not a good idea client->ps.ammoclip[BG_FindClipForWeapon(weapon)] = 0; Bot_Event_RemoveWeapon(client->ps.clientNum, Bot_WeaponGameToBot(weapon)); }
/** * @brief Pick a weapon up. */ int Pickup_Weapon(gentity_t *ent, gentity_t *other) { int quantity; qboolean alreadyHave = qfalse; // magic ammo for any two-handed weapon if (ent->item->giTag == WP_AMMO) { AddMagicAmmo(other, ent->count); if (ent->parent && ent->parent->client) { other->client->pers.lastammo_client = ent->parent->s.clientNum; } // if LT isn't giving ammo to self or another LT or the enemy, give him some props if (other->client->ps.stats[STAT_PLAYER_CLASS] != PC_FIELDOPS) { if (ent->parent && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam) { if (!(ent->parent->client->PCSpecialPickedUpCount % LT_SPECIAL_PICKUP_MOD)) { AddScore(ent->parent, WOLF_AMMO_UP); if (ent->parent && ent->parent->client) { G_LogPrintf("Ammo_Pack: %d %d\n", (int)(ent->parent - g_entities), (int)(other - g_entities)); } } ent->parent->client->PCSpecialPickedUpCount++; G_AddSkillPoints(ent->parent, SK_SIGNALS, 1.f); G_DebugAddSkillPoints(ent->parent, SK_SIGNALS, 1.f, "ammo pack picked up"); #ifdef FEATURE_OMNIBOT //omni-bot event if (ent->parent) { Bot_Event_RecievedAmmo(other - g_entities, ent->parent); } #endif // extracted code originally here into AddMagicAmmo // add 1 clip of magic ammo for any two-handed weapon } return RESPAWN_NEVER; } } quantity = ent->count; // check if player already had the weapon alreadyHave = COM_BitCheck(other->client->ps.weapons, ent->item->giTag); // prevents drop/pickup weapon "quick reload" exploit if (alreadyHave) { Add_Ammo(other, ent->item->giTag, quantity, qfalse); // secondary weapon ammo if (ent->delay) { Add_Ammo(other, weaponTable[ent->item->giTag].weapAlts, ent->delay, qfalse); } } else { if (level.time - other->client->dropWeaponTime < 1000) { return 0; } // don't pick up when MG or mortar is set if (IS_MORTAR_WEAPON_SET(other->client->ps.weapon) || IS_MG_WEAPON_SET(other->client->ps.weapon)) { return 0; } // see if we can pick it up if (G_CanPickupWeapon(ent->item->giTag, other)) { weapon_t primaryWeapon; if (other->client->sess.playerType == PC_SOLDIER && other->client->sess.skill[SK_HEAVY_WEAPONS] >= 4) { primaryWeapon = G_GetPrimaryWeaponForClientSoldier(ent->item->giTag, other->client); } else { primaryWeapon = G_GetPrimaryWeaponForClient(other->client); } // added parens around ambiguous && if (primaryWeapon) { // drop our primary weapon G_DropWeapon(other, primaryWeapon); // now pickup the other one other->client->dropWeaponTime = level.time; // add the weapon COM_BitSet(other->client->ps.weapons, ent->item->giTag); // fixup mauser/sniper issues switch (ent->item->giTag) { case WP_FG42: COM_BitSet(other->client->ps.weapons, WP_FG42SCOPE); break; case WP_GARAND: COM_BitSet(other->client->ps.weapons, WP_GARAND_SCOPE); break; case WP_K43: COM_BitSet(other->client->ps.weapons, WP_K43_SCOPE); break; case WP_MORTAR: COM_BitSet(other->client->ps.weapons, WP_MORTAR_SET); break; case WP_MORTAR2: COM_BitSet(other->client->ps.weapons, WP_MORTAR2_SET); break; case WP_MOBILE_MG42: COM_BitSet(other->client->ps.weapons, WP_MOBILE_MG42_SET); break; case WP_MOBILE_BROWNING: COM_BitSet(other->client->ps.weapons, WP_MOBILE_BROWNING_SET); break; case WP_CARBINE: COM_BitSet(other->client->ps.weapons, WP_M7); break; case WP_KAR98: COM_BitSet(other->client->ps.weapons, WP_GPG40); break; default: break; } other->client->ps.ammoclip[BG_FindClipForWeapon(ent->item->giTag)] = 0; other->client->ps.ammo[BG_FindAmmoForWeapon(ent->item->giTag)] = 0; if (ent->item->giTag == WP_MORTAR || ent->item->giTag == WP_MORTAR2) { other->client->ps.ammo[BG_FindClipForWeapon(ent->item->giTag)] = quantity; // secondary weapon ammo if (ent->delay) { Add_Ammo(other, weaponTable[ent->item->giTag].weapAlts, ent->delay, qfalse); } } else { other->client->ps.ammoclip[BG_FindClipForWeapon(ent->item->giTag)] = quantity; // secondary weapon ammo if (ent->delay) { other->client->ps.ammo[weaponTable[ent->item->giTag].weapAlts] = ent->delay; } } } } else { return 0; } } #ifdef FEATURE_OMNIBOT Bot_Event_AddWeapon(other->client->ps.clientNum, Bot_WeaponGameToBot(ent->item->giTag)); #endif return RESPAWN_NEVER; }
/** * @brief Drop weapon. */ void G_DropWeapon(gentity_t *ent, weapon_t weapon) { vec3_t angles, velocity, org, offset, mins, maxs; gclient_t *client = ent->client; gentity_t *ent2; gitem_t *item; trace_t tr; if (!IS_VALID_WEAPON(weapon)) { return; } item = BG_FindItemForWeapon(weapon); VectorCopy(client->ps.viewangles, angles); // clamp pitch if (angles[PITCH] < -30) { angles[PITCH] = -30; } else if (angles[PITCH] > 30) { angles[PITCH] = 30; } AngleVectors(angles, velocity, NULL, NULL); VectorScale(velocity, 64, offset); offset[2] += client->ps.viewheight / 2.f; VectorScale(velocity, 75, velocity); velocity[2] += 50 + random() * 35; VectorAdd(client->ps.origin, offset, org); VectorSet(mins, -ITEM_RADIUS, -ITEM_RADIUS, 0); VectorSet(maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS); trap_Trace(&tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID); VectorCopy(tr.endpos, org); ent2 = LaunchItem(item, org, velocity, client->ps.clientNum); COM_BitClear(client->ps.weapons, weapon); switch (weapon) { case WP_KAR98: COM_BitClear(client->ps.weapons, WP_GPG40); break; case WP_CARBINE: COM_BitClear(client->ps.weapons, WP_M7); break; case WP_FG42: COM_BitClear(client->ps.weapons, WP_FG42SCOPE); break; case WP_K43: COM_BitClear(client->ps.weapons, WP_K43_SCOPE); break; case WP_GARAND: COM_BitClear(client->ps.weapons, WP_GARAND_SCOPE); break; case WP_MORTAR: COM_BitClear(client->ps.weapons, WP_MORTAR_SET); break; case WP_MORTAR2: COM_BitClear(client->ps.weapons, WP_MORTAR2_SET); break; case WP_MOBILE_MG42: COM_BitClear(client->ps.weapons, WP_MOBILE_MG42_SET); break; case WP_MOBILE_BROWNING: COM_BitClear(client->ps.weapons, WP_MOBILE_BROWNING_SET); break; default: break; } // Clear out empty weapon, change to next best weapon G_AddEvent(ent, EV_WEAPONSWITCHED, 0); if (weapon == client->ps.weapon) { client->ps.weapon = 0; } if (IS_MORTAR_WEAPON_SET(weapon)) { ent2->count = client->ps.ammo[BG_FindAmmoForWeapon(weapon)] + client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; } else { ent2->count = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; } if (weapon == WP_KAR98 || weapon == WP_CARBINE) { ent2->delay = client->ps.ammo[BG_FindAmmoForWeapon(weaponTable[weapon].weapAlts)]; } else { ent2->delay = 0; } // ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; // um, modifying an item is not a good idea client->ps.ammoclip[BG_FindClipForWeapon(weapon)] = 0; #ifdef FEATURE_OMNIBOT Bot_Event_RemoveWeapon(client->ps.clientNum, Bot_WeaponGameToBot(weapon)); #endif }
/** * @brief Pick a weapon up. * @param[in,out] ent * @param[in,out] other * @return */ int Pickup_Weapon(gentity_t *ent, gentity_t *other) { int quantity; qboolean alreadyHave = qfalse; // magic ammo for any two-handed weapon if (ent->item->giWeapon == WP_AMMO) { AddMagicAmmo(other, ent->count); if (ent->parent && ent->parent->client) { other->client->pers.lastammo_client = ent->parent->s.clientNum; } // if field ops isn't giving ammo to self or the enemy, give him some props if (ent->parent && (ent->parent->client != other->client)) { if (ent->parent && ent->parent->client && other->client->sess.sessionTeam == ent->parent->client->sess.sessionTeam) { G_AddSkillPoints(ent->parent, SK_SIGNALS, 1.f); G_DebugAddSkillPoints(ent->parent, SK_SIGNALS, 1.f, "ammo pack picked up"); #ifdef FEATURE_OMNIBOT //omni-bot event if (ent->parent) { Bot_Event_RecievedAmmo(other - g_entities, ent->parent); } #endif // extracted code originally here into AddMagicAmmo // add 1 clip of magic ammo for any two-handed weapon } return RESPAWN_NEVER; } } quantity = ent->count; // check if player already had the weapon alreadyHave = COM_BitCheck(other->client->ps.weapons, ent->item->giWeapon); // prevents drop/pickup weapon "quick reload" exploit if (alreadyHave) { Add_Ammo(other, ent->item->giWeapon, quantity, qfalse); // secondary weapon ammo if (ent->delay != 0.f) { Add_Ammo(other, GetWeaponTableData(ent->item->giWeapon)->weapAlts, ent->delay, qfalse); } } else { if (level.time - other->client->dropWeaponTime < 1000) { return 0; } // don't pick up when MG or mortar is set if (GetWeaponTableData(other->client->ps.weapon)->isSetWeapon) { return 0; } // see if we can pick it up if (G_CanPickupWeapon(ent->item->giWeapon, other)) { weapon_t primaryWeapon; if (other->client->sess.playerType == PC_SOLDIER && other->client->sess.skill[SK_HEAVY_WEAPONS] >= 4) { primaryWeapon = G_GetPrimaryWeaponForClientSoldier(ent->item->giWeapon, other->client); } else { primaryWeapon = G_GetPrimaryWeaponForClient(other->client); } // added parens around ambiguous && if (primaryWeapon) { // drop our primary weapon G_DropWeapon(other, primaryWeapon); // now pickup the other one other->client->dropWeaponTime = level.time; // add the weapon COM_BitSet(other->client->ps.weapons, ent->item->giWeapon); // fixup mauser/sniper issues if (GetWeaponTableData(ent->item->giWeapon)->weapAlts != WP_NONE) { weapon_t weapAlts = GetWeaponTableData(ent->item->giWeapon)->weapAlts; if (GetWeaponTableData(weapAlts)->isRiflenade || GetWeaponTableData(weapAlts)->isScoped || GetWeaponTableData(weapAlts)->isSetWeapon) { COM_BitSet(other->client->ps.weapons, weapAlts); } } other->client->ps.ammoclip[GetWeaponTableData(ent->item->giWeapon)->clipIndex] = 0; other->client->ps.ammo[GetWeaponTableData(ent->item->giWeapon)->ammoIndex] = 0; if (GetWeaponTableData(ent->item->giWeapon)->isMortar) { other->client->ps.ammo[GetWeaponTableData(ent->item->giWeapon)->clipIndex] = quantity; // secondary weapon ammo if (ent->delay != 0.f) { Add_Ammo(other, GetWeaponTableData(ent->item->giWeapon)->weapAlts, ent->delay, qfalse); } } else { other->client->ps.ammoclip[GetWeaponTableData(ent->item->giWeapon)->clipIndex] = quantity; // secondary weapon ammo if (ent->delay != 0.f) { other->client->ps.ammo[GetWeaponTableData(ent->item->giWeapon)->weapAlts] = ent->delay; } } } } else { return 0; } } #ifdef FEATURE_OMNIBOT Bot_Event_AddWeapon(other->client->ps.clientNum, Bot_WeaponGameToBot(ent->item->giWeapon)); #endif return RESPAWN_NEVER; }
/** * @brief Drop Weapon * @param[in] ent * @param[in] weapon */ void G_DropWeapon(gentity_t *ent, weapon_t weapon) { vec3_t angles, velocity, org, offset, mins, maxs; gclient_t *client = ent->client; gentity_t *ent2; gitem_t *item; trace_t tr; if (!IS_VALID_WEAPON(weapon)) { return; } item = BG_FindItemForWeapon(weapon); VectorCopy(client->ps.viewangles, angles); // clamp pitch if (angles[PITCH] < -30) { angles[PITCH] = -30; } else if (angles[PITCH] > 30) { angles[PITCH] = 30; } AngleVectors(angles, velocity, NULL, NULL); VectorScale(velocity, 64, offset); offset[2] += client->ps.viewheight / 2.f; VectorScale(velocity, 75, velocity); velocity[2] += 50 + random() * 35; VectorAdd(client->ps.origin, offset, org); VectorSet(mins, -ITEM_RADIUS, -ITEM_RADIUS, 0); VectorSet(maxs, ITEM_RADIUS, ITEM_RADIUS, 2 * ITEM_RADIUS); trap_Trace(&tr, client->ps.origin, mins, maxs, org, ent->s.number, MASK_SOLID); VectorCopy(tr.endpos, org); ent2 = LaunchItem(item, org, velocity, client->ps.clientNum); COM_BitClear(client->ps.weapons, weapon); if (GetWeaponTableData(weapon)->weapAlts != WP_NONE) { weapon_t weapAlts = GetWeaponTableData(weapon)->weapAlts; if (GetWeaponTableData(weapAlts)->isRiflenade || GetWeaponTableData(weapAlts)->isScoped || GetWeaponTableData(weapAlts)->isSetWeapon) { COM_BitClear(client->ps.weapons, weapAlts); } } // Clear out empty weapon, change to next best weapon G_AddEvent(ent, EV_WEAPONSWITCHED, 0); if (weapon == client->ps.weapon) { client->ps.weapon = 0; } if (GetWeaponTableData(weapon)->isMortarSet) { ent2->count = client->ps.ammo[GetWeaponTableData(weapon)->ammoIndex] + client->ps.ammoclip[GetWeaponTableData(weapon)->clipIndex]; } else { ent2->count = client->ps.ammoclip[GetWeaponTableData(weapon)->clipIndex]; } if (weapon == WP_KAR98 || weapon == WP_CARBINE) { ent2->delay = client->ps.ammo[GetWeaponTableData(GetWeaponTableData(weapon)->weapAlts)->ammoIndex]; } else { ent2->delay = 0; } // ent2->item->quantity = client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; // um, modifying an item is not a good idea client->ps.ammoclip[GetWeaponTableData(weapon)->clipIndex] = 0; #ifdef FEATURE_OMNIBOT Bot_Event_RemoveWeapon(client->ps.clientNum, Bot_WeaponGameToBot(weapon)); #endif }