#include "g_hook.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
#include "weapons/common.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/weaponsystem.qh"
#include "../common/vehicles/all.qh"
#include "../common/constants.qh"
#include "../common/util.qh"
+#include <common/net_linked.qh>
#include <common/weapons/_all.qh>
#include "../lib/warpzone/common.qh"
#include "../lib/warpzone/server.qh"
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ if(!pl.(weaponentity))
+ continue; // continue incase other slots exist?
if(pl.(weaponentity).hook)
- {
delete(pl.(weaponentity).hook);
- pl.(weaponentity).hook = NULL;
- }
+ pl.(weaponentity).hook = NULL;
}
//pl.disableclientprediction = false;
void RemoveHook(entity this)
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.realowner.(weaponentity).hook == this)
- this.realowner.(weaponentity).hook = NULL;
- }
+ entity player = this.realowner;
+ .entity weaponentity = this.weaponentity_fld;
- if(this.realowner.move_movetype == MOVETYPE_FLY)
- set_movetype(this.realowner, MOVETYPE_WALK);
+ if(player.(weaponentity).hook == this)
+ player.(weaponentity).hook = NULL;
+
+ if(player.move_movetype == MOVETYPE_FLY)
+ set_movetype(player, MOVETYPE_WALK);
delete(this);
}
}
if(sf & 2)
{
- WriteCoord(MSG_ENTITY, this.hook_start.x);
- WriteCoord(MSG_ENTITY, this.hook_start.y);
- WriteCoord(MSG_ENTITY, this.hook_start.z);
+ WriteVector(MSG_ENTITY, this.hook_start);
}
if(sf & 4)
{
- WriteCoord(MSG_ENTITY, this.hook_end.x);
- WriteCoord(MSG_ENTITY, this.hook_end.y);
- WriteCoord(MSG_ENTITY, this.hook_end.z);
+ WriteVector(MSG_ENTITY, this.hook_end);
}
return true;
}
error("Owner lost the hook!\n");
return;
}
- if(LostMovetypeFollow(this) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
+ if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
{
RemoveHook(this);
return;
this.nextthink = time;
- int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner));
+ int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
vs = hook_shotorigin[s];
makevectors(this.realowner.v_angle);
//this.realowner.disableclientprediction = true;
}
-void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;
void FireGrapplingHook(entity actor, .entity weaponentity)
{
- entity missile;
- vector org;
- vector vs;
-
if(forbidWeaponUse(actor)) return;
if(actor.vehicle) return;
makevectors(actor.v_angle);
- int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor));
- vs = hook_shotorigin[s];
+ int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
+ vector vs = hook_shotorigin[s];
// UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
- org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
+ vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
org = trace_endpos;
Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
- missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+ entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
missile.owner = missile.realowner = actor;
actor.(weaponentity).hook = missile;
missile.weaponentity_fld = weaponentity;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;
missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
+ if(missile.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, missile);
missile.hook_start = missile.hook_end = missile.origin;