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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ HOOK,
4 /* function  */ W_Hook,
5 /* ammotype  */ ammo_fuel,
6 /* impulse   */ 0,
7 /* flags     */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '0 0.5 0',
10 /* model     */ "hookgun",
11 /* crosshair */ "gfx/crosshairhook 0.5",
12 /* refname   */ "hook",
13 /* wepname   */ _("Grappling Hook")
14 );
15
16 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
17 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18         w_cvar(id, sn, BOTH, animtime) \
19         w_cvar(id, sn, BOTH, refire) \
20         w_cvar(id, sn, PRI,  ammo) \
21         w_cvar(id, sn, PRI,  hooked_ammo) \
22         w_cvar(id, sn, PRI,  hooked_time_free) \
23         w_cvar(id, sn, PRI,  hooked_time_max) \
24         w_cvar(id, sn, SEC,  damage) \
25         w_cvar(id, sn, SEC,  duration) \
26         w_cvar(id, sn, SEC,  edgedamage) \
27         w_cvar(id, sn, SEC,  force) \
28         w_cvar(id, sn, SEC,  gravity) \
29         w_cvar(id, sn, SEC,  lifetime) \
30         w_cvar(id, sn, SEC,  power) \
31         w_cvar(id, sn, SEC,  radius) \
32         w_cvar(id, sn, SEC,  speed) \
33         w_cvar(id, sn, SEC,  health) \
34         w_cvar(id, sn, SEC,  damageforcescale) \
35         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
36         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
37         w_prop(id, sn, string, weaponreplace, weaponreplace) \
38         w_prop(id, sn, float,  weaponstart, weaponstart) \
39         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
40
41 #ifdef SVQC
42 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
43
44 .float dmg;
45 .float dmg_edge;
46 .float dmg_radius;
47 .float dmg_force;
48 .float dmg_power;
49 .float dmg_duration;
50 .float dmg_last;
51 .float hook_refire;
52 .float hook_time_hooked;
53 .float hook_time_fueldecrease;
54 #endif
55 #else
56 #ifdef SVQC
57
58 void spawnfunc_weapon_hook()
59 {
60         if(g_grappling_hook) // offhand hook
61         {
62                 startitem_failed = TRUE;
63                 remove(self);
64                 return;
65         }
66         weapon_defaultspawnfunc(WEP_HOOK);
67 }
68
69 void W_Hook_ExplodeThink (void)
70 {
71         float dt, dmg_remaining_next, f;
72
73         dt = time - self.teleport_time;
74         dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
75
76         f = self.dmg_last - dmg_remaining_next;
77         self.dmg_last = dmg_remaining_next;
78
79         RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
80         self.projectiledeathtype |= HITTYPE_BOUNCE;
81         //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
82
83         if(dt < self.dmg_duration)
84                 self.nextthink = time + 0.05; // soon
85         else
86                 remove(self);
87 }
88
89 void W_Hook_Explode2 (void)
90 {
91         self.event_damage = func_null;
92         self.touch = func_null;
93         self.effects |= EF_NODRAW;
94
95         self.think = W_Hook_ExplodeThink;
96         self.nextthink = time;
97         self.dmg = WEP_CVAR_SEC(hook, damage);
98         self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
99         self.dmg_radius = WEP_CVAR_SEC(hook, radius);
100         self.dmg_force = WEP_CVAR_SEC(hook, force);
101         self.dmg_power = WEP_CVAR_SEC(hook, power);
102         self.dmg_duration = WEP_CVAR_SEC(hook, duration);
103         self.teleport_time = time;
104         self.dmg_last = 1;
105         self.movetype = MOVETYPE_NONE;
106 }
107
108 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
109 {
110         if (self.health <= 0)
111                 return;
112                 
113         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
114                 return; // g_projectiles_damage says to halt    
115         
116         self.health = self.health - damage;
117         
118         if (self.health <= 0)
119                 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
120 }
121
122 void W_Hook_Touch2 (void)
123 {
124         PROJECTILE_TOUCH;
125         self.use();
126 }
127
128 void W_Hook_Attack2()
129 {
130         entity gren;
131
132         //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
133         W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
134
135         gren = spawn ();
136         gren.owner = gren.realowner = self;
137         gren.classname = "hookbomb";
138         gren.bot_dodge = TRUE;
139         gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
140         gren.movetype = MOVETYPE_TOSS;
141         PROJECTILE_MAKETRIGGER(gren);
142         gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
143         setorigin(gren, w_shotorg);
144         setsize(gren, '0 0 0', '0 0 0');
145
146         gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
147         gren.think = adaptor_think2use_hittype_splash;
148         gren.use = W_Hook_Explode2;
149         gren.touch = W_Hook_Touch2;
150         
151         gren.takedamage = DAMAGE_YES;
152         gren.health = WEP_CVAR_SEC(hook, health);
153         gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
154         gren.event_damage = W_Hook_Damage;
155         gren.damagedbycontents = TRUE;
156         gren.missile_flags = MIF_SPLASH | MIF_ARC;
157
158         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
159         if(autocvar_g_projectiles_newton_style)
160                 gren.velocity = gren.velocity + self.velocity;
161
162         gren.gravity = WEP_CVAR_SEC(hook, gravity);
163         //W_SetupProjVelocity_Basic(gren); // just falling down!
164
165         gren.angles = '0 0 0';
166         gren.flags = FL_PROJECTILE;
167
168         CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
169
170         other = gren; MUTATOR_CALLHOOK(EditProjectile);
171 }
172
173 float W_Hook(float req)
174 {
175         float hooked_time_max, hooked_fuel;
176                 
177         switch(req)
178         {
179                 case WR_AIM:
180                 {
181                         // no bot AI for hook (yet?)
182                         return TRUE;
183                 }
184                 case WR_THINK:
185                 {
186                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
187                         {
188                                 if(!self.hook)
189                                 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
190                                 if(!(self.hook_state & HOOK_FIRING))
191                                 if (time > self.hook_refire)
192                                 if (weapon_prepareattack(0, -1))
193                                 {
194                                         W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
195                                         self.hook_state |= HOOK_FIRING;
196                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);                             
197                                 }
198                         }
199
200                         if (self.BUTTON_ATCK2)
201                         {
202                                 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
203                                 {
204                                         W_Hook_Attack2();
205                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
206                                 }
207                         }
208
209                         if(self.hook)
210                         {
211                                 // if hooked, no bombs, and increase the timer
212                                 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
213
214                                 // hook also inhibits health regeneration, but only for 1 second
215                                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
216                                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
217                         }
218
219                         if(self.hook && self.hook.state == 1)
220                         {
221                                 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
222                                 if (hooked_time_max > 0)
223                                 {
224                                         if ( time > self.hook_time_hooked + hooked_time_max )
225                                                 self.hook_state |= HOOK_REMOVING;
226                                 }
227                                 
228                                 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
229                                 if (hooked_fuel > 0)
230                                 {
231                                         if ( time > self.hook_time_fueldecrease )
232                                         {
233                                                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
234                                                 {
235                                                         if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
236                                                         {
237                                                                 W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
238                                                                 self.hook_time_fueldecrease = time;
239                                                                 // decrease next frame again
240                                                         }
241                                                         else
242                                                         {
243                                                                 self.ammo_fuel = 0;
244                                                                 self.hook_state |= HOOK_REMOVING;
245                                                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
246                                                         }
247                                                 }
248                                         }
249                                 }
250                         }
251                         else
252                         {
253                                 self.hook_time_hooked = time;                           
254                                 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
255                         }
256
257                         if (self.BUTTON_CROUCH)
258                         {
259                                 self.hook_state &= ~HOOK_PULLING;
260                                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
261                                         self.hook_state &= ~HOOK_RELEASING;
262                                 else
263                                         self.hook_state |= HOOK_RELEASING;
264                         }
265                         else
266                         {
267                                 self.hook_state |= HOOK_PULLING;
268                                 self.hook_state &= ~HOOK_RELEASING;
269
270                                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
271                                 {
272                                         // already fired
273                                         if(self.hook)
274                                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
275                                 }
276                                 else
277                                 {
278                                         self.hook_state |= HOOK_REMOVING;
279                                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
280                                 }
281                         }
282                         
283                         return TRUE;
284                 }
285                 case WR_INIT:
286                 {
287                         precache_model ("models/weapons/g_hookgun.md3");
288                         precache_model ("models/weapons/v_hookgun.md3");
289                         precache_model ("models/weapons/h_hookgun.iqm");
290                         precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
291                         precache_sound ("weapons/hook_fire.wav");
292                         precache_sound ("weapons/hookbomb_fire.wav");
293                         HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
294                         return TRUE;
295                 }
296                 case WR_SETUP:
297                 {
298                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
299                         return TRUE;
300                 }
301                 case WR_CHECKAMMO1:
302                 {
303                         if(self.hook)
304                                 return self.ammo_fuel > 0;
305                         else
306                                 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
307                 }
308                 case WR_CHECKAMMO2:
309                 {
310                         // infinite ammo for now
311                         return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
312                 }
313                 case WR_CONFIG:
314                 {
315                         HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
316                         return TRUE;
317                 }
318                 case WR_RESETPLAYER:
319                 {
320                         self.hook_refire = time;
321                         return TRUE;
322                 }
323                 case WR_SUICIDEMESSAGE:
324                 {
325                         return FALSE;
326                 }
327                 case WR_KILLMESSAGE:
328                 {
329                         return WEAPON_HOOK_MURDER;
330                 }
331         }
332         return TRUE;
333 }
334 #endif
335 #ifdef CSQC
336 float W_Hook(float req)
337 {
338         switch(req)
339         {
340                 case WR_IMPACTEFFECT:
341                 {
342                         vector org2;
343                         org2 = w_org + w_backoff * 2;
344                         pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
345                         if(!w_issilent)
346                                 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
347                                 
348                         return TRUE;
349                 }
350                 case WR_INIT:
351                 {
352                         precache_sound("weapons/hookbomb_impact.wav");
353                         return TRUE;
354                 }
355                 case WR_ZOOMRETICLE:
356                 {
357                         // no weapon specific image for this weapon
358                         return FALSE;
359                 }
360         }
361         return TRUE;
362 }
363 #endif
364 #endif