修复丢弃武器逻辑

This commit is contained in:
aozhiwei 2022-11-16 17:08:58 +08:00
parent 1c28033fee
commit f7a8f3671a

View File

@ -4207,32 +4207,48 @@ void Human::DropWeapon(int weapon_idx, int num)
break;
case FRAG_SLOT:
{
drop_ok = true;
*weapon = Weapon();
weapon->weapon_idx = weapon_idx;
if (GetCurrWeapon() == weapon) {
if (weapons[GUN_SLOT1].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT1]);
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT2]);
} else {
SetCurrWeapon(&weapons[0]);
weapon_ammo = std::min(weapon->ammo, num);
if (weapon_ammo > 0) {
drop_ok = true;
weapon->ammo = std::max(0, weapon->ammo - weapon_ammo);
int slot_id = weapon->meta->i->_inventory_slot();
DecInventory(slot_id, weapon_ammo);
if (weapon->ammo <= 0) {
*weapon = Weapon();
weapon->weapon_idx = weapon_idx;
if (GetCurrWeapon() == weapon) {
if (weapons[GUN_SLOT1].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT1]);
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT2]);
} else {
SetCurrWeapon(&weapons[0]);
}
}
}
}
}
break;
case SMOKE_SLOT:
{
drop_ok = true;
*weapon = Weapon();
weapon->weapon_idx = weapon_idx;
if (GetCurrWeapon() == weapon) {
if (weapons[GUN_SLOT1].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT1]);
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT2]);
} else {
SetCurrWeapon(&weapons[0]);
weapon_ammo = std::min(weapon->ammo, num);
if (weapon_ammo > 0) {
drop_ok = true;
weapon->ammo = std::max(0, weapon->ammo - weapon_ammo);
int slot_id = weapon->meta->i->_inventory_slot();
DecInventory(slot_id, weapon_ammo);
if (weapon->ammo <= 0) {
*weapon = Weapon();
weapon->weapon_idx = weapon_idx;
if (GetCurrWeapon() == weapon) {
if (weapons[GUN_SLOT1].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT1]);
} else if (weapons[GUN_SLOT2].weapon_id != 0) {
SetCurrWeapon(&weapons[GUN_SLOT2]);
} else {
SetCurrWeapon(&weapons[0]);
}
}
}
}
}
@ -4243,6 +4259,8 @@ void Human::DropWeapon(int weapon_idx, int num)
if (weapon_ammo > 0) {
drop_ok = true;
weapon->ammo = std::max(0, weapon->ammo - weapon_ammo);
int slot_id = weapon->meta->i->_inventory_slot();
DecInventory(slot_id, weapon_ammo);
if (weapon->ammo <= 0) {
*weapon = Weapon();
weapon->weapon_idx = weapon_idx;
@ -4269,6 +4287,9 @@ void Human::DropWeapon(int weapon_idx, int num)
if (weapon_ammo > 0) {
MetaData::Equip* bullet_meta = MetaMgr::Instance()->GetEquip(weapon_meta->i->use_bullet());
if (bullet_meta && bullet_meta->i->_inventory_slot() > 0) {
#if 1
int drop_num = weapon_ammo;
#else
int volume = GetVolume(bullet_meta->i->_inventory_slot());
int inventory = GetInventory(bullet_meta->i->_inventory_slot());
int add_inventory = std::min(weapon_ammo, volume - std::min(volume, inventory));
@ -4277,6 +4298,7 @@ void Human::DropWeapon(int weapon_idx, int num)
AddInventory(bullet_meta->i->_inventory_slot(), add_inventory);
}
int drop_num = weapon_ammo - add_inventory;
#endif
if (drop_num > 0) {
a8::Vec2 drop_dir = a8::Vec2::UP;
drop_dir.Rotate(a8::RandAngle());