#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ HOOK, /* function */ w_hook, /* ammotype */ IT_CELLS|IT_FUEL, /* impulse */ 0, /* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ 0, /* model */ "hookgun", /* netname */ "hook", /* fullname */ _("Grappling Hook") ); #define HOOK_SETTINGS(weapon) \ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \ WEP_ADD_CVAR(weapon, MO_PRI, hooked_ammo) \ WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_free) \ WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_max) \ WEP_ADD_CVAR(weapon, MO_SEC, damage) \ WEP_ADD_CVAR(weapon, MO_SEC, duration) \ WEP_ADD_CVAR(weapon, MO_SEC, edgedamage) \ WEP_ADD_CVAR(weapon, MO_SEC, force) \ WEP_ADD_CVAR(weapon, MO_SEC, gravity) \ WEP_ADD_CVAR(weapon, MO_SEC, lifetime) \ WEP_ADD_CVAR(weapon, MO_SEC, power) \ WEP_ADD_CVAR(weapon, MO_SEC, radius) \ WEP_ADD_CVAR(weapon, MO_SEC, speed) \ WEP_ADD_CVAR(weapon, MO_SEC, health) \ WEP_ADD_CVAR(weapon, MO_SEC, damageforcescale) \ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \ WEP_ADD_PROP(weapon, reloading_time, reload_time) \ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop) #ifdef SVQC HOOK_SETTINGS(hook) .float dmg; .float dmg_edge; .float dmg_radius; .float dmg_force; .float dmg_power; .float dmg_duration; .float dmg_last; .float hook_refire; .float hook_time_hooked; .float hook_time_fueldecrease; #endif #else #ifdef SVQC void spawnfunc_weapon_hook() { if(g_grappling_hook) // offhand hook { startitem_failed = TRUE; remove(self); return; } weapon_defaultspawnfunc(WEP_HOOK); } void W_Hook_ExplodeThink (void) { float dt, dmg_remaining_next, f; dt = time - self.teleport_time; dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power); f = self.dmg_last - dmg_remaining_next; self.dmg_last = dmg_remaining_next; RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world); self.projectiledeathtype |= HITTYPE_BOUNCE; //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world); if(dt < self.dmg_duration) self.nextthink = time + 0.05; // soon else remove(self); } void W_Hook_Explode2 (void) { self.event_damage = func_null; self.touch = func_null; self.effects |= EF_NODRAW; self.think = W_Hook_ExplodeThink; self.nextthink = time; self.dmg = WEP_CVAR_SEC(hook, damage); self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); self.dmg_radius = WEP_CVAR_SEC(hook, radius); self.dmg_force = WEP_CVAR_SEC(hook, force); self.dmg_power = WEP_CVAR_SEC(hook, power); self.dmg_duration = WEP_CVAR_SEC(hook, duration); self.teleport_time = time; self.dmg_last = 1; self.movetype = MOVETYPE_NONE; } void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if (self.health <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; if (self.health <= 0) W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2); } void W_Hook_Touch2 (void) { PROJECTILE_TOUCH; self.use(); } void W_Hook_Attack2() { entity gren; W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE); W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); gren = spawn (); gren.owner = gren.realowner = self; gren.classname = "hookbomb"; gren.bot_dodge = TRUE; gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage); gren.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime); gren.think = adaptor_think2use_hittype_splash; gren.use = W_Hook_Explode2; gren.touch = W_Hook_Touch2; gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_SEC(hook, health); gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale); gren.event_damage = W_Hook_Damage; gren.damagedbycontents = TRUE; gren.missile_flags = MIF_SPLASH | MIF_ARC; gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed); if(autocvar_g_projectiles_newton_style) gren.velocity = gren.velocity + self.velocity; gren.gravity = WEP_CVAR_SEC(hook, gravity); //W_SetupProjectileVelocity(gren); // just falling down! gren.angles = '0 0 0'; gren.flags = FL_PROJECTILE; CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE); other = gren; MUTATOR_CALLHOOK(EditProjectile); } float w_hook(float req) { float hooked_time_max, hooked_fuel; switch(req) { case WR_AIM: { // no bot AI for hook (yet?) return TRUE; } case WR_THINK: { if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) { if(!self.hook) if not(self.hook_state & HOOK_WAITING_FOR_RELEASE) if not(self.hook_state & HOOK_FIRING) if (time > self.hook_refire) if (weapon_prepareattack(0, -1)) { W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE); self.hook_state |= HOOK_FIRING; weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); } } if (self.BUTTON_ATCK2) { if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire))) { W_Hook_Attack2(); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); } } if(self.hook) { // if hooked, no bombs, and increase the timer self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); // hook also inhibits health regeneration, but only for 1 second if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); } if(self.hook && self.hook.state == 1) { hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); if (hooked_time_max > 0) { if ( time > self.hook_time_hooked + hooked_time_max ) self.hook_state |= HOOK_REMOVING; } hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo); if (hooked_fuel > 0) { if ( time > self.hook_time_fueldecrease ) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel ) { W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE); self.hook_time_fueldecrease = time; // decrease next frame again } else { self.ammo_fuel = 0; self.hook_state |= HOOK_REMOVING; W_SwitchWeapon_Force(self, w_getbestweapon(self)); } } } } } else { self.hook_time_hooked = time; self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); } if (self.BUTTON_CROUCH) { self.hook_state &~= HOOK_PULLING; if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) self.hook_state &~= HOOK_RELEASING; else self.hook_state |= HOOK_RELEASING; } else { self.hook_state |= HOOK_PULLING; self.hook_state &~= HOOK_RELEASING; if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK)) { // already fired if(self.hook) self.hook_state |= HOOK_WAITING_FOR_RELEASE; } else { self.hook_state |= HOOK_REMOVING; self.hook_state &~= HOOK_WAITING_FOR_RELEASE; } } return TRUE; } case WR_INIT: { precache_model ("models/weapons/g_hookgun.md3"); precache_model ("models/weapons/v_hookgun.md3"); precache_model ("models/weapons/h_hookgun.iqm"); precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc precache_sound ("weapons/hook_fire.wav"); precache_sound ("weapons/hookbomb_fire.wav"); #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_HOOK,weapon,prop,name) HOOK_SETTINGS(hook) #undef WEP_ADD_CVAR #undef WEP_ADD_PROP return TRUE; } case WR_SETUP: { weapon_setup(WEP_HOOK); self.current_ammo = ammo_fuel; self.hook_state &~= HOOK_WAITING_FOR_RELEASE; return TRUE; } case WR_CHECKAMMO1: { if(self.hook) return self.ammo_fuel > 0; else return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); } case WR_CHECKAMMO2: { return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); } case WR_CONFIG: { #define WEP_ADD_CVAR(weapon,mode,name) WEP_CONFIG_WRITE_CVARS(weapon,mode,name) #define WEP_ADD_PROP(weapon,prop,name) WEP_CONFIG_WRITE_PROPS(weapon,prop,name) HOOK_SETTINGS(hook) #undef WEP_ADD_CVAR #undef WEP_ADD_PROP return TRUE; } case WR_RESETPLAYER: { self.hook_refire = time; return TRUE; } case WR_SUICIDEMESSAGE: { return FALSE; } case WR_KILLMESSAGE: { return WEAPON_HOOK_MURDER; } } return TRUE; } #endif #ifdef CSQC float w_hook(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM); return TRUE; } case WR_INIT: { precache_sound("weapons/hookbomb_impact.wav"); return TRUE; } } return TRUE; } #endif #endif