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