]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Don't attempt to network more than the maximum number of shown spectators, fixes...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index 68aa7154ecdc3928261ea584bd251be2c86d2c03..57947200a6b819cdf3653af6a7027d00259b2783 100644 (file)
@@ -1,6 +1,9 @@
 #include "g_hook.qh"
 
-#include <server/defs.qh>
+#include <server/bot/api.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
+#include <server/g_damage.qh>
 #include <server/miscfunctions.qh>
 #include <common/effects/all.qh>
 #include "weapons/common.qh"
@@ -10,6 +13,7 @@
 #include "weapons/tracing.qh"
 #include "player.qh"
 #include "command/common.qh"
+#include "command/vote.qh"
 #include "round_handler.qh"
 #include "../common/state.qh"
 #include "../common/physics/player.qh"
@@ -21,8 +25,6 @@
 #include "../lib/warpzone/common.qh"
 #include "../lib/warpzone/server.qh"
 
-.int state;
-
 /*============================================
 
       Wazat's Xonotic Grappling Hook
@@ -72,8 +74,6 @@ And you should be done!
 
 ============================================*/
 
-.float hook_length;
-
 void RemoveGrapplingHooks(entity pl)
 {
        if(pl.move_movetype == MOVETYPE_FLY)
@@ -338,15 +338,15 @@ void GrapplingHookTouch(entity this, entity toucher)
 
 void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(GetResourceAmount(this, RESOURCE_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
 
-       TakeResource(this, RESOURCE_HEALTH, damage);
+       TakeResource(this, RES_HEALTH, damage);
 
-       if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
        {
                if(attacker != this.realowner)
                {
@@ -360,12 +360,16 @@ void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float
 
 void FireGrapplingHook(entity actor, .entity weaponentity)
 {
-       if(forbidWeaponUse(actor)) return;
+       if(weaponLocked(actor)) return;
        if(actor.vehicle) return;
 
-       // TODO: offhand hook shoots from eye
+       int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
+       vector vs = hook_shotorigin[s];
+       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);
-       Send_Effect(EFFECT_HOOK_MUZZLEFLASH, w_shotorg, '0 0 0', 1);
+       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;
@@ -397,7 +401,7 @@ void FireGrapplingHook(entity actor, .entity weaponentity)
 
        missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
 
-       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, autocvar_g_balance_grapplehook_health);
+       SetResourceExplicit(missile, RES_HEALTH, autocvar_g_balance_grapplehook_health);
        missile.event_damage = GrapplingHook_Damage;
        missile.takedamage = DAMAGE_AIM;
        missile.damageforcescale = 0;