+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ HOOK,
-/* function */ W_Hook,
-/* ammotype */ ammo_fuel,
-/* impulse */ 0,
-/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* color */ '0 0.5 0',
-/* modelname */ "hookgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhook 0.5",
-/* wepimg */ "weaponhook",
-/* refname */ "hook",
-/* wepname */ _("Grappling Hook")
-);
-
-#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
-#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, PRI, ammo) \
- w_cvar(id, sn, PRI, hooked_ammo) \
- w_cvar(id, sn, PRI, hooked_time_free) \
- w_cvar(id, sn, PRI, hooked_time_max) \
- w_cvar(id, sn, SEC, damage) \
- w_cvar(id, sn, SEC, duration) \
- w_cvar(id, sn, SEC, edgedamage) \
- w_cvar(id, sn, SEC, force) \
- w_cvar(id, sn, SEC, gravity) \
- w_cvar(id, sn, SEC, lifetime) \
- w_cvar(id, sn, SEC, power) \
- w_cvar(id, sn, SEC, radius) \
- w_cvar(id, sn, SEC, speed) \
- w_cvar(id, sn, SEC, health) \
- w_cvar(id, sn, SEC, damageforcescale) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-
-.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(void)
-{
- 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(void)
-{
- entity gren;
-
- //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
- 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_SetupProjVelocity_Basic(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(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
- if(!(self.hook_state & HOOK_FIRING))
- if(time > self.hook_refire)
- if(weapon_prepareattack(0, -1))
- {
- W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
- 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(!(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(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
- {
- W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
- 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");
- HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
- }
- case WR_SETUP:
- {
- 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:
- {
- // infinite ammo for now
- return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
- }
- case WR_CONFIG:
- {
- HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
- }
- case WR_RESETPLAYER:
- {
- self.hook_refire = time;
- return TRUE;
- }
- case WR_SUICIDEMESSAGE:
- {
- return FALSE;
- }
- case WR_KILLMESSAGE:
- {
- return WEAPON_HOOK_MURDER;
- }
- }
- return FALSE;
-}
-#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;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return FALSE;
- }
- }
- return FALSE;
-}
-#endif
-#endif