#ifndef IMPLEMENTATION CLASS(Hook, Weapon) /* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel) /* impulse */ ATTRIB(Hook, impulse, int, 0) /* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); /* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); #ifndef MENUQC /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); #endif /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); /* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); /* refname */ ATTRIB(Hook, netname, string, "hook"); /* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); ATTRIB(Hook, ammo_factor, float, 1) #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, damageforcescale, float, SEC) \ P(class, prefix, damage, float, SEC) \ P(class, prefix, duration, float, SEC) \ P(class, prefix, edgedamage, float, SEC) \ P(class, prefix, force, float, SEC) \ P(class, prefix, gravity, float, SEC) \ P(class, prefix, health, float, SEC) \ P(class, prefix, hooked_ammo, float, PRI) \ P(class, prefix, hooked_time_free, float, PRI) \ P(class, prefix, hooked_time_max, float, PRI) \ P(class, prefix, lifetime, float, SEC) \ P(class, prefix, power, float, SEC) \ P(class, prefix, radius, float, SEC) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, speed, float, SEC) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Hook, hook) #undef X ENDCLASS(Hook) REGISTER_WEAPON(HOOK, hook, NEW(Hook)); CLASS(OffhandHook, OffhandWeapon) #ifdef SVQC METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed)) { Weapon wep = WEP_HOOK; .entity weaponentity = weaponentities[1]; wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0); } #endif ENDCLASS(OffhandHook) OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } #ifdef SVQC .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 #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } void W_Hook_ExplodeThink() {SELFPARAM(); 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() {SELFPARAM(); 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 this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt this.health = this.health - damage; if(this.health <= 0) WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2)); } void W_Hook_Touch2() {SELFPARAM(); PROJECTILE_TOUCH; self.use(); } void W_Hook_Attack2(Weapon thiswep, entity actor) { //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; gren.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage); gren.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK.m_id | 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 + actor.velocity; gren.gravity = WEP_CVAR_SEC(hook, gravity); //W_SetupProjVelocity_Basic(gren); // just falling down! gren.angles = '0 0 0'; gren.flags = FL_PROJECTILE; CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true); MUTATOR_CALLHOOK(EditProjectile, actor, gren); } METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if (fire & 1) { if(!actor.hook) if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) if(time > actor.hook_refire) if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) { W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); actor.hook_state |= HOOK_FIRING; actor.hook_state |= HOOK_WAITING_FOR_RELEASE; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); } } else { actor.hook_state |= HOOK_REMOVING; actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; } if(fire & 2) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) { W_Hook_Attack2(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); } } if(actor.hook) { // if hooked, no bombs, and increase the timer actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); // hook also inhibits health regeneration, but only for 1 second if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); } if(actor.hook && actor.hook.state == 1) { float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); if(hooked_time_max > 0) { if( time > actor.hook_time_hooked + hooked_time_max ) actor.hook_state |= HOOK_REMOVING; } float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); if(hooked_fuel > 0) { if( time > actor.hook_time_fueldecrease ) { if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) { W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); actor.hook_time_fueldecrease = time; // decrease next frame again } else { actor.ammo_fuel = 0; actor.hook_state |= HOOK_REMOVING; W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); } } } } } else { actor.hook_time_hooked = time; actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); } actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); if (actor.hook_state & HOOK_FIRING) { if (actor.hook) RemoveGrapplingHook(actor); WITH(entity, self, actor, FireGrapplingHook()); actor.hook_state &= ~HOOK_FIRING; actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); } else if (actor.hook_state & HOOK_REMOVING) { if (actor.hook) RemoveGrapplingHook(actor); actor.hook_state &= ~HOOK_REMOVING; } } METHOD(Hook, wr_setup, void(entity thiswep)) { self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; } METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) { if (!thiswep.ammo_factor) return true; if(self.hook) return self.ammo_fuel > 0; else return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); } METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) { // infinite ammo for now return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above } METHOD(Hook, wr_resetplayer, void(entity thiswep)) { RemoveGrapplingHook(self); self.hook_time = 0; self.hook_refire = time; } METHOD(Hook, wr_killmessage, Notification(entity thiswep)) { return WEAPON_HOOK_MURDER; } #endif #ifdef CSQC METHOD(Hook, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); } #endif #ifdef CSQC #include #include float autocvar_cl_grapplehook_alpha = 1; void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg); entityclass(Hook); class(Hook) .entity HookType; // ENT_CLIENT_* class(Hook) .vector origin; class(Hook) .vector velocity; class(Hook) .float HookSilent; class(Hook) .float HookRange; string Draw_GrapplingHook_trace_callback_tex; float Draw_GrapplingHook_trace_callback_rnd; vector Draw_GrapplingHook_trace_callback_rgb; float Draw_GrapplingHook_trace_callback_a; void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end) { float i; vector vorg; vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i) Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg); Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8; } class(Hook) .float teleport_time; void Draw_GrapplingHook(entity this) { vector a, b, atrans; string tex; vector rgb; float t; vector vs; float intensity, offset; if(this.teleport_time) if(time > this.teleport_time) { sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard this.teleport_time = 0; } InterpolateOrigin_Do(this); int s = W_GetGunAlignment(world); switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: vs = hook_shotorigin[s]; break; case NET_ENT_CLIENT_ARC_BEAM: vs = lightning_shotorigin[s]; break; } if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0) { switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; b = this.origin; break; case NET_ENT_CLIENT_ARC_BEAM: if(this.HookRange) b = view_origin + view_forward * this.HookRange; else b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam! WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world); b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; break; } } else { switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: a = this.velocity; b = this.origin; break; case NET_ENT_CLIENT_ARC_BEAM: a = this.origin; b = this.velocity; break; } } t = entcs_GetTeamColor(this.owner.sv_entnum); switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: intensity = autocvar_cl_grapplehook_alpha; offset = 0; switch(t) { case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break; case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break; case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break; case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break; default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break; } break; case NET_ENT_CLIENT_ARC_BEAM: // todo intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2); offset = Noise_Brown(this, frametime) * 10; tex = "particles/lgbeam"; rgb = '1 1 1'; break; } Draw_GrapplingHook_trace_callback_tex = tex; Draw_GrapplingHook_trace_callback_rnd = offset; Draw_GrapplingHook_trace_callback_rgb = rgb; Draw_GrapplingHook_trace_callback_a = intensity; WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback); Draw_GrapplingHook_trace_callback_tex = string_null; atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a); switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: if(vdist(trace_endpos - atrans, >, 0.5)) { setorigin(this, trace_endpos); // hook endpoint! this.angles = vectoangles(trace_endpos - atrans); this.drawmask = MASK_NORMAL; } else { this.drawmask = 0; } break; case NET_ENT_CLIENT_ARC_BEAM: setorigin(this, a); // beam origin! break; } switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: break; case NET_ENT_CLIENT_ARC_BEAM: pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect break; } } void Remove_GrapplingHook(entity this) { sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); } NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) { self.HookType = NET_ENT_CLIENT_HOOK; int sf = ReadByte(); self.HookSilent = (sf & 0x80); self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; InterpolateOrigin_Undo(self); if(sf & 1) { int myowner = ReadByte(); self.owner = playerslots[myowner - 1]; self.sv_entnum = myowner; switch(self.HookType) { default: case NET_ENT_CLIENT_HOOK: self.HookRange = 0; break; case NET_ENT_CLIENT_ARC_BEAM: self.HookRange = ReadCoord(); break; } } if(sf & 2) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); setorigin(self, self.origin); } if(sf & 4) { self.velocity_x = ReadCoord(); self.velocity_y = ReadCoord(); self.velocity_z = ReadCoord(); } InterpolateOrigin_Note(this); if(bIsNew || !self.teleport_time) { self.draw = Draw_GrapplingHook; self.entremove = Remove_GrapplingHook; switch(self.HookType) { default: case NET_ENT_CLIENT_HOOK: // for the model setmodel(self, MDL_HOOK); self.drawmask = MASK_NORMAL; break; case NET_ENT_CLIENT_ARC_BEAM: sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); break; } } self.teleport_time = time + 10; return true; } // TODO: hook: temporarily transform self.origin for drawing the model along warpzones! #endif #endif