#include "../lib/warpzone/common.qh"
#include "../lib/warpzone/server.qh"
-.int state;
-
/*============================================
Wazat's Xonotic Grappling Hook
============================================*/
-.float hook_length;
-
void RemoveGrapplingHooks(entity pl)
{
if(pl.move_movetype == MOVETYPE_FLY)
GrapplingHook_Stop(this);
if(toucher)
- if(toucher.move_movetype != MOVETYPE_NONE)
+ //if(toucher.move_movetype != MOVETYPE_NONE)
{
SetMovetypeFollow(this, toucher);
WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
{
if(attacker != this.realowner)
{
void FireGrapplingHook(entity actor, .entity weaponentity)
{
- if(forbidWeaponUse(actor)) return;
+ if(weaponLocked(actor)) return;
if(actor.vehicle) return;
- makevectors(actor.v_angle);
-
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);
- 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);
+ vector oldmovedir = actor.(weaponentity).movedir;
+ actor.(weaponentity).movedir = vs;
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
+ W_MuzzleFlash(WEP_HOOK, actor, weaponentity, w_shotorg, '0 0 0');
+ actor.(weaponentity).movedir = oldmovedir;
entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
missile.owner = missile.realowner = actor;
//setmodel (missile, MDL_HOOK); // precision set below
setsize (missile, '-3 -3 -3', '3 3 3');
- setorigin(missile, org);
+ setorigin(missile, w_shotorg);
missile.state = 0; // not latched onto anything
- W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
+ W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
missile.angles = vectoangles (missile.velocity);
//missile.glow_color = 250; // 244, 250
missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
- missile.health = autocvar_g_balance_grapplehook_health;//120
+ SetResourceExplicit(missile, RES_HEALTH, autocvar_g_balance_grapplehook_health);
missile.event_damage = GrapplingHook_Damage;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;