diff --git a/server/gameserver/human.cc b/server/gameserver/human.cc index f22b1a88..a581416a 100644 --- a/server/gameserver/human.cc +++ b/server/gameserver/human.cc @@ -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());