X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhook.qc;h=40f828f58f5a900a25f8e17409f4ed91afb0a4a7;hb=fd20a1f1eae2b2ba955ce9ddedc20cd151a6f362;hp=bc79a88a313db91961d254bbb1765966ce384f31;hpb=267433aa7d5dd80399b808f692b8bc1ef75f0851;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index bc79a88a3..40f828f58 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -13,48 +13,54 @@ CLASS(Hook, Weapon) /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); /* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); /* refname */ ATTRIB(Hook, netname, string, "hook"); -/* wepname */ ATTRIB(Hook, message, string, _("Grappling 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, NEW(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; - wep.wr_think(wep, actor, key_pressed, false); + .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); } -#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; @@ -71,10 +77,10 @@ HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_hook) { weapon_defaultspawnfunc(WEP_HOOK.m_id); } +spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } -void W_Hook_ExplodeThink(void) -{SELFPARAM(); +void W_Hook_ExplodeThink(entity this) +{ float dt, dmg_remaining_next, f; dt = time - self.teleport_time; @@ -93,13 +99,13 @@ void W_Hook_ExplodeThink(void) remove(self); } -void W_Hook_Explode2(void) -{SELFPARAM(); +void W_Hook_Explode2(entity this) +{ self.event_damage = func_null; - self.touch = func_null; + settouch(self, func_null); self.effects |= EF_NODRAW; - self.think = W_Hook_ExplodeThink; + setthink(self, W_Hook_ExplodeThink); self.nextthink = time; self.dmg = WEP_CVAR_SEC(hook, damage); self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); @@ -112,30 +118,35 @@ void W_Hook_Explode2(void) self.movetype = MOVETYPE_NONE; } -void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Hook_Explode2_use(entity this, entity actor, entity trigger) +{ + WITHSELF(this, W_Hook_Explode2(this)); +} + +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, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - self.health = self.health - damage; + this.health = this.health - damage; - if(self.health <= 0) - W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2); + if(this.health <= 0) + W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2); } -void W_Hook_Touch2(void) -{SELFPARAM(); +void W_Hook_Touch2(entity this) +{ PROJECTILE_TOUCH; - self.use(); + this.use(this, NULL, NULL); } 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)); + 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; @@ -148,9 +159,9 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) 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; + setthink(gren, adaptor_think2use_hittype_splash); + gren.use = W_Hook_Explode2_use; + settouch(gren, W_Hook_Touch2); gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_SEC(hook, health); @@ -174,147 +185,382 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, gren); } - METHOD(Hook, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) +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); + WITHSELF(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, entity actor)) +{ + entity this = actor; + self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; +} +METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor)) +{ + if (!thiswep.ammo_factor) return true; + if(actor.hook) + return actor.ammo_fuel > 0; + else + return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); +} +METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor)) +{ + // infinite ammo for now + return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above +} +METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor)) +{ + entity this = actor; + 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, entity actor)) +{ + entity this = actor; + 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) { - if (fire1) { - if(!actor.hook) - if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) - if(time > actor.hook_refire) - if(weapon_prepareattack(thiswep, actor, 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, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); - } - } else { - actor.hook_state |= HOOK_REMOVING; - actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } + 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; + } + } - if(fire2) - { - if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(hook, refire))) - { - W_Hook_Attack2(thiswep, actor); - weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); - } - } + t = entcs_GetTeamColor(this.owner.sv_entnum); - if(actor.hook) + switch(this.HookType) + { + default: + case NET_ENT_CLIENT_HOOK: + intensity = autocvar_cl_grapplehook_alpha; + offset = 0; + switch(t) { - // 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); + 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; } - - if(actor.hook && actor.hook.state == 1) + 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)) { - 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)); - } - } - } - } + setorigin(this, trace_endpos); // hook endpoint! + this.angles = vectoangles(trace_endpos - atrans); + this.drawmask = MASK_NORMAL; } else { - actor.hook_time_hooked = time; - actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + 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; + } +} - actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide)); +void Remove_GrapplingHook(entity this) +{ + sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); - 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_init, void(entity thiswep)) - { - HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - 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_config, void(entity thiswep)) - { - HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Hook, wr_resetplayer, void(entity thiswep)) - { - self.hook_refire = time; - } - METHOD(Hook, wr_suicidemessage, int(entity thiswep)) + if(csqcplayer && csqcplayer.hook == this) + csqcplayer.hook = NULL; +} + +NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) +{ + this.HookType = NET_ENT_CLIENT_HOOK; + + int sf = ReadByte(); + + this.HookSilent = (sf & 0x80); + this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; + + InterpolateOrigin_Undo(this); + + if(sf & 1) + { + int myowner = ReadByte(); + this.owner = playerslots[myowner - 1]; + this.sv_entnum = myowner; + if(csqcplayer && myowner == player_localentnum) + csqcplayer.hook = this; + switch(this.HookType) { - return false; + default: + case NET_ENT_CLIENT_HOOK: + this.HookRange = 0; + break; + case NET_ENT_CLIENT_ARC_BEAM: + this.HookRange = ReadCoord(); + break; } - METHOD(Hook, wr_killmessage, int(entity thiswep)) + } + if(sf & 2) + { + this.origin_x = ReadCoord(); + this.origin_y = ReadCoord(); + this.origin_z = ReadCoord(); + setorigin(this, this.origin); + } + if(sf & 4) + { + this.velocity_x = ReadCoord(); + this.velocity_y = ReadCoord(); + this.velocity_z = ReadCoord(); + } + + InterpolateOrigin_Note(this); + + if(bIsNew || !this.teleport_time) + { + this.draw = Draw_GrapplingHook; + this.entremove = Remove_GrapplingHook; + + switch(this.HookType) { - return WEAPON_HOOK_MURDER; + default: + case NET_ENT_CLIENT_HOOK: + // for the model + setmodel(this, MDL_HOOK); + this.drawmask = MASK_NORMAL; + break; + case NET_ENT_CLIENT_ARC_BEAM: + sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); + break; } + } -#endif -#ifdef CSQC - - METHOD(Hook, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); - } + this.teleport_time = time + 10; + return true; +} +// TODO: hook: temporarily transform this.origin for drawing the model along warpzones! #endif + #endif