1 /*============================================
3 Wazat's Xonotic Grappling Hook
5 Contact: Wazat1@gmail.com
8 Installation instructions:
9 --------------------------
11 1. Place hook.c in your gamec source directory with the other source files.
13 2. Add this line to the bottom of progs.src:
17 3. Open defs.h and add these lines to the very bottom:
19 // Wazat's grappling hook
21 void GrapplingHookFrame();
22 void RemoveGrapplingHook(entity pl);
23 void SetGrappleHookBindings();
25 float GRAPHOOK_FIRE = 20;
26 float GRAPHOOK_RELEASE = 21;
27 // (note: you can change the hook impulse #'s to whatever you please)
29 4. Open client.c and add this to the top of PutClientInServer():
31 RemoveGrapplingHook(self); // Wazat's Grappling Hook
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
35 // Wazat's grappling hook
36 SetGrappleHookBindings();
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
42 7. Build and test the mod. You'll want to bind a key to "+hook" like this:
45 And you should be done!
48 ============================================*/
51 .float hook_switchweapon;
53 void RemoveGrapplingHook(entity pl)
59 if(pl.movetype == MOVETYPE_FLY)
60 pl.movetype = MOVETYPE_WALK;
62 //pl.disableclientprediction = FALSE;
65 void GrapplingHookThink();
66 void GrapplingHook_Stop()
68 pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
69 sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
72 self.think = GrapplingHookThink;
73 self.nextthink = time;
74 self.touch = SUB_Null;
75 self.velocity = '0 0 0';
76 self.movetype = MOVETYPE_NONE;
77 self.hook_length = -1;
80 .vector hook_start, hook_end;
81 float GrapplingHookSend(entity to, float sf)
83 WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
85 if(sound_allowed(MSG_BROADCAST, self.realowner))
87 WriteByte(MSG_ENTITY, sf);
90 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
94 WriteCoord(MSG_ENTITY, self.hook_start_x);
95 WriteCoord(MSG_ENTITY, self.hook_start_y);
96 WriteCoord(MSG_ENTITY, self.hook_start_z);
100 WriteCoord(MSG_ENTITY, self.hook_end_x);
101 WriteCoord(MSG_ENTITY, self.hook_end_y);
102 WriteCoord(MSG_ENTITY, self.hook_end_z);
107 void GrapplingHookThink()
109 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch, s;
110 vector dir, org, end, v0, dv, v, myorg, vs;
111 if(self.realowner.health <= 0 || self.realowner.hook != self) // how did that happen?
112 { // well, better fix it anyway
116 if(LostMovetypeFollow(self))
118 RemoveGrapplingHook(self.realowner);
122 WarpZone_RefSys_AddIncrementally(self, self.aiment);
124 self.nextthink = time;
126 s = self.realowner.cvar_cl_gunalign;
127 if(s != 1 && s != 2 && s != 4)
128 s = 3; // default value
130 vs = hook_shotorigin[s];
132 makevectors(self.realowner.v_angle);
133 org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
134 myorg = WarpZone_RefSys_TransformOrigin(self.realowner, self, org);
136 if(self.hook_length < 0)
137 self.hook_length = vlen(myorg - self.origin);
141 pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
142 // speed the rope is pulled with
144 rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
145 // force the rope will use if it is stretched
147 rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
148 // force the rope will use if it is stretched
150 minlength = autocvar_g_balance_grapplehook_length_min;//100;
151 // minimal rope length
152 // if the rope goes below this length, it isn't pulled any more
154 ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
155 // if the rope is stretched by more than this amount, more rope is
156 // given to you again
158 ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
159 // while hanging on the rope, this friction component will help you a
160 // bit to control the rope
162 dir = self.origin - myorg;
164 dir = normalize(dir);
166 if(autocvar_g_grappling_hook_tarzan)
168 v = v0 = WarpZone_RefSys_TransformVelocity(self.realowner, self, self.realowner.velocity);
170 // first pull the rope...
171 if(self.realowner.hook_state & HOOK_PULLING)
173 newlength = self.hook_length;
174 newlength = max(newlength - pullspeed * frametime, minlength);
176 if(newlength < dist - ropestretch) // overstretched?
178 newlength = dist - ropestretch;
179 if(v * dir < 0) // only if not already moving in hook direction
180 v = v + frametime * dir * rubberforce_overstretch;
183 self.hook_length = newlength;
186 if(self.realowner.hook_state & HOOK_RELEASING)
189 self.hook_length = newlength;
193 // then pull the player
194 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
195 v = v * (1 - frametime * ropeairfriction);
196 v = v + frametime * dir * spd * rubberforce;
198 dv = ((v - v0) * dir) * dir;
199 if(autocvar_g_grappling_hook_tarzan >= 2)
201 if(self.aiment.movetype == MOVETYPE_WALK)
204 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
205 self.aiment.flags &~= FL_ONGROUND;
206 self.aiment.pusher = self.realowner;
207 self.aiment.pushltime = time + autocvar_g_maxpushtime;
211 self.realowner.flags &~= FL_ONGROUND;
214 self.realowner.velocity = WarpZone_RefSys_TransformVelocity(self, self.realowner, v);
218 end = self.origin - dir*50;
219 dist = vlen(end - myorg);
221 spd = dist * (pullspeed / 200);
226 self.realowner.velocity = dir*spd;
227 self.realowner.movetype = MOVETYPE_FLY;
229 self.realowner.flags &~= FL_ONGROUND;
233 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
234 myorg = WarpZone_RefSys_TransformOrigin(self, self.realowner, self.origin); // + v_forward * (-9);
236 if(myorg != self.hook_start)
239 self.hook_start = myorg;
241 if(org != self.hook_end)
248 void GrapplingHookTouch (void)
252 GrapplingHook_Stop();
255 if(other.movetype != MOVETYPE_NONE)
257 SetMovetypeFollow(self, other);
258 WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
261 //self.realowner.disableclientprediction = TRUE;
264 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
268 self.health = self.health - damage;
269 if (self.health <= 0)
271 if(attacker != self.realowner)
273 self.realowner.pusher = attacker;
274 self.realowner.pushltime = time + autocvar_g_maxpushtime;
276 RemoveGrapplingHook(self.realowner);
281 void FireGrapplingHook (void)
283 local entity missile;
288 if((arena_roundbased && time < warmup) || (time < game_starttime))
291 if(self.freezetag_frozen)
294 makevectors(self.v_angle);
296 s = self.cvar_cl_gunalign;
297 if(s != 1 && s != 2 && s != 4)
298 s = 3; // default value
300 vs = hook_shotorigin[s];
302 // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
303 sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
304 org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
306 tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
309 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
311 missile = WarpZone_RefSys_SpawnSameRefSys(self);
312 missile.owner = missile.realowner = self;
314 missile.classname = "grapplinghook";
316 missile.movetype = MOVETYPE_FLY;
317 PROJECTILE_MAKETRIGGER(missile);
319 //setmodel (missile, "models/hook.md3"); // precision set below
320 setsize (missile, '-3 -3 -3', '3 3 3');
321 setorigin (missile, org);
323 missile.state = 0; // not latched onto anything
325 W_SetupProjectileVelocityEx(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE);
327 missile.angles = vectoangles (missile.velocity);
328 //missile.glow_color = 250; // 244, 250
329 //missile.glow_size = 120;
330 missile.touch = GrapplingHookTouch;
331 missile.think = GrapplingHookThink;
332 missile.nextthink = time;
334 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
336 missile.health = autocvar_g_balance_grapplehook_health;//120
337 missile.event_damage = GrapplingHook_Damage;
338 missile.takedamage = DAMAGE_AIM;
339 missile.damageforcescale = 0;
341 missile.hook_start = missile.hook_end = missile.origin;
343 Net_LinkEntity(missile, FALSE, 0, GrapplingHookSend);
346 // void GrapplingHookFrame()
348 // // this function has been modified for Xonotic
349 // - if (self.BUTTON_HOOK && g_grappling_hook)
351 // - if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
352 // - if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
353 // - FireGrapplingHook();
358 // RemoveGrapplingHook(self);
360 // - self.button6_pressed_before = self.BUTTON_HOOK;
362 // // if I have no hook or it's not pulling yet, make sure I'm not flying!
363 // if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
365 void GrapplingHookFrame()
367 if(g_grappling_hook && timeoutStatus != 2 && self.weapon != WEP_HOOK)
369 // offhand hook controls
372 if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
374 self.hook_state |= HOOK_FIRING;
375 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
380 self.hook_state |= HOOK_REMOVING;
381 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
384 self.hook_state &~= HOOK_RELEASING;
385 if(self.BUTTON_CROUCH)
387 self.hook_state &~= HOOK_PULLING;
388 //self.hook_state |= HOOK_RELEASING;
392 self.hook_state |= HOOK_PULLING;
393 //self.hook_state &~= HOOK_RELEASING;
396 else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
398 if(self.BUTTON_HOOK && !self.hook_switchweapon)
399 W_SwitchWeapon(WEP_HOOK);
401 self.hook_switchweapon = self.BUTTON_HOOK;
403 if(!g_grappling_hook && self.weapon != WEP_HOOK)
405 self.hook_state &~= HOOK_FIRING;
406 self.hook_state |= HOOK_REMOVING;
409 if (self.hook_state & HOOK_FIRING)
412 RemoveGrapplingHook(self);
414 self.hook_state &~= HOOK_FIRING;
416 else if(self.hook_state & HOOK_REMOVING)
419 RemoveGrapplingHook(self);
420 self.hook_state &~= HOOK_REMOVING;
424 // if I have no hook or it's not pulling yet, make sure I'm not flying!
425 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
427 self.movetype = MOVETYPE_WALK;
429 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
435 else if(self.hookimpulse == GRAPHOOK_RELEASE)
437 // remove hook, reset movement type
438 RemoveGrapplingHook(self);
442 /*else // make sure the player's movetype is correct
444 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
445 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
447 self.movetype = MOVETYPE_WALK;
450 // note: The hook entity does the actual pulling
453 void GrappleHookInit()
457 hook_shotorigin[0] = '8 8 -12';
458 hook_shotorigin[1] = '8 8 -12';
459 hook_shotorigin[2] = '8 8 -12';
460 hook_shotorigin[3] = '8 8 -12';
464 weapon_action(WEP_HOOK, WR_PRECACHE);
465 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1);
466 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2);
467 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3);
468 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 4);
472 void SetGrappleHookBindings()
474 // this function has been modified for Xonotic
475 // don't remove these lines! old server or demos coud overwrite the new aliases
476 stuffcmd(self, "alias +hook +button6\n");
477 stuffcmd(self, "alias -hook -button6\n");