5 /* ammotype */ IT_CELLS|IT_FUEL,
7 /* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
11 /* fullname */ _("Grappling Hook")
13 #define HOOK_SETTINGS(weapon) \
14 WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
15 WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16 WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
17 WEP_ADD_CVAR(weapon, MO_PRI, hooked_ammo) \
18 WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_free) \
19 WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_max) \
20 WEP_ADD_CVAR(weapon, MO_SEC, damage) \
21 WEP_ADD_CVAR(weapon, MO_SEC, duration) \
22 WEP_ADD_CVAR(weapon, MO_SEC, edgedamage) \
23 WEP_ADD_CVAR(weapon, MO_SEC, force) \
24 WEP_ADD_CVAR(weapon, MO_SEC, gravity) \
25 WEP_ADD_CVAR(weapon, MO_SEC, lifetime) \
26 WEP_ADD_CVAR(weapon, MO_SEC, power) \
27 WEP_ADD_CVAR(weapon, MO_SEC, radius) \
28 WEP_ADD_CVAR(weapon, MO_SEC, speed) \
29 WEP_ADD_CVAR(weapon, MO_SEC, health) \
30 WEP_ADD_CVAR(weapon, MO_SEC, damageforcescale) \
31 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
32 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
33 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
34 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
47 .float hook_time_hooked;
48 .float hook_time_fueldecrease;
53 void spawnfunc_weapon_hook()
55 if(g_grappling_hook) // offhand hook
57 startitem_failed = TRUE;
61 weapon_defaultspawnfunc(WEP_HOOK);
64 void W_Hook_ExplodeThink (void)
66 float dt, dmg_remaining_next, f;
68 dt = time - self.teleport_time;
69 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
71 f = self.dmg_last - dmg_remaining_next;
72 self.dmg_last = dmg_remaining_next;
74 RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
75 self.projectiledeathtype |= HITTYPE_BOUNCE;
76 //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
78 if(dt < self.dmg_duration)
79 self.nextthink = time + 0.05; // soon
84 void W_Hook_Explode2 (void)
86 self.event_damage = func_null;
87 self.touch = func_null;
88 self.effects |= EF_NODRAW;
90 self.think = W_Hook_ExplodeThink;
91 self.nextthink = time;
92 self.dmg = WEP_CVAR_SEC(hook, damage);
93 self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
94 self.dmg_radius = WEP_CVAR_SEC(hook, radius);
95 self.dmg_force = WEP_CVAR_SEC(hook, force);
96 self.dmg_power = WEP_CVAR_SEC(hook, power);
97 self.dmg_duration = WEP_CVAR_SEC(hook, duration);
98 self.teleport_time = time;
100 self.movetype = MOVETYPE_NONE;
103 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
105 if (self.health <= 0)
108 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
109 return; // g_projectiles_damage says to halt
111 self.health = self.health - damage;
113 if (self.health <= 0)
114 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
117 void W_Hook_Touch2 (void)
123 void W_Hook_Attack2()
127 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
128 W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
131 gren.owner = gren.realowner = self;
132 gren.classname = "hookbomb";
133 gren.bot_dodge = TRUE;
134 gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
135 gren.movetype = MOVETYPE_TOSS;
136 PROJECTILE_MAKETRIGGER(gren);
137 gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
138 setorigin(gren, w_shotorg);
139 setsize(gren, '0 0 0', '0 0 0');
141 gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
142 gren.think = adaptor_think2use_hittype_splash;
143 gren.use = W_Hook_Explode2;
144 gren.touch = W_Hook_Touch2;
146 gren.takedamage = DAMAGE_YES;
147 gren.health = WEP_CVAR_SEC(hook, health);
148 gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
149 gren.event_damage = W_Hook_Damage;
150 gren.damagedbycontents = TRUE;
151 gren.missile_flags = MIF_SPLASH | MIF_ARC;
153 gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
154 if(autocvar_g_projectiles_newton_style)
155 gren.velocity = gren.velocity + self.velocity;
157 gren.gravity = WEP_CVAR_SEC(hook, gravity);
158 //W_SetupProjectileVelocity(gren); // just falling down!
160 gren.angles = '0 0 0';
161 gren.flags = FL_PROJECTILE;
163 CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
165 other = gren; MUTATOR_CALLHOOK(EditProjectile);
168 float w_hook(float req)
170 float hooked_time_max, hooked_fuel;
176 // no bot AI for hook (yet?)
181 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
184 if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
185 if not(self.hook_state & HOOK_FIRING)
186 if (time > self.hook_refire)
187 if (weapon_prepareattack(0, -1))
189 W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE);
190 self.hook_state |= HOOK_FIRING;
191 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
195 if (self.BUTTON_ATCK2)
197 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
200 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
206 // if hooked, no bombs, and increase the timer
207 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
209 // hook also inhibits health regeneration, but only for 1 second
210 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
211 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
214 if(self.hook && self.hook.state == 1)
216 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
217 if (hooked_time_max > 0)
219 if ( time > self.hook_time_hooked + hooked_time_max )
220 self.hook_state |= HOOK_REMOVING;
223 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
226 if ( time > self.hook_time_fueldecrease )
228 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
230 if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
232 W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
233 self.hook_time_fueldecrease = time;
234 // decrease next frame again
239 self.hook_state |= HOOK_REMOVING;
240 W_SwitchWeapon_Force(self, w_getbestweapon(self));
248 self.hook_time_hooked = time;
249 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
252 if (self.BUTTON_CROUCH)
254 self.hook_state &~= HOOK_PULLING;
255 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
256 self.hook_state &~= HOOK_RELEASING;
258 self.hook_state |= HOOK_RELEASING;
262 self.hook_state |= HOOK_PULLING;
263 self.hook_state &~= HOOK_RELEASING;
265 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
269 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
273 self.hook_state |= HOOK_REMOVING;
274 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
282 precache_model ("models/weapons/g_hookgun.md3");
283 precache_model ("models/weapons/v_hookgun.md3");
284 precache_model ("models/weapons/h_hookgun.iqm");
285 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
286 precache_sound ("weapons/hook_fire.wav");
287 precache_sound ("weapons/hookbomb_fire.wav");
288 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
289 #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_HOOK,weapon,prop,name)
297 weapon_setup(WEP_HOOK);
298 self.current_ammo = ammo_fuel;
299 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
305 return self.ammo_fuel > 0;
307 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
311 return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
315 self.hook_refire = time;
318 case WR_SUICIDEMESSAGE:
324 return WEAPON_HOOK_MURDER;
331 float w_hook(float req)
335 case WR_IMPACTEFFECT:
338 org2 = w_org + w_backoff * 2;
339 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
341 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
347 precache_sound("weapons/hookbomb_impact.wav");