]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hook.qc
Remove weapon SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
index d76095ec8bf60504366c1ee40f694b3d8219991a..40f828f58f5a900a25f8e17409f4ed91afb0a4a7 100644 (file)
@@ -79,8 +79,8 @@ OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(Offhand
 
 spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
 
-void W_Hook_ExplodeThink()
-{SELFPARAM();
+void W_Hook_ExplodeThink(entity this)
+{
        float dt, dmg_remaining_next, f;
 
        dt = time - self.teleport_time;
@@ -99,13 +99,13 @@ void W_Hook_ExplodeThink()
                remove(self);
 }
 
-void W_Hook_Explode2()
-{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);
@@ -118,6 +118,11 @@ void W_Hook_Explode2()
        self.movetype = MOVETYPE_NONE;
 }
 
+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)
@@ -129,19 +134,19 @@ void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage,
        this.health = this.health - damage;
 
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
+               W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
 }
 
-void W_Hook_Touch2()
-{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;
@@ -154,9 +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);
@@ -180,141 +185,140 @@ void W_Hook_Attack2(Weapon thiswep, entity actor)
        MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
-               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;
-                       }
+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(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());
+    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);
-                       }
+        // 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);
-                       }
+    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, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide));
+    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);
-                               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_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_resetplayer, void(entity thiswep))
-               {
-                       RemoveGrapplingHook(self);
-                       self.hook_time = 0;
-                       self.hook_refire = time;
-               }
-               METHOD(Hook, wr_suicidemessage, int(entity thiswep))
-               {
-                       return false;
-               }
-               METHOD(Hook, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_HOOK_MURDER;
-               }
+    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))
-               {
-                       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);
-               }
+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
 
@@ -322,6 +326,8 @@ void W_Hook_Attack2(Weapon thiswep, entity actor)
 #include <lib/csqcmodel/interpolate.qh>
 #include <lib/warpzone/common.qh>
 
+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);
@@ -419,7 +425,7 @@ void Draw_GrapplingHook(entity this)
        {
                default:
                case NET_ENT_CLIENT_HOOK:
-                       intensity = 1;
+                       intensity = autocvar_cl_grapplehook_alpha;
                        offset = 0;
                        switch(t)
                        {
@@ -481,75 +487,80 @@ void Draw_GrapplingHook(entity this)
 void Remove_GrapplingHook(entity this)
 {
        sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+
+       if(csqcplayer && csqcplayer.hook == this)
+               csqcplayer.hook = NULL;
 }
 
 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
 {
-       self.HookType = NET_ENT_CLIENT_HOOK;
+       this.HookType = NET_ENT_CLIENT_HOOK;
 
        int sf = ReadByte();
 
-       self.HookSilent = (sf & 0x80);
-       self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
+       this.HookSilent = (sf & 0x80);
+       this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
 
-       InterpolateOrigin_Undo(self);
+       InterpolateOrigin_Undo(this);
 
        if(sf & 1)
        {
                int myowner = ReadByte();
-               self.owner = playerslots[myowner - 1];
-               self.sv_entnum = myowner;
-               switch(self.HookType)
+               this.owner = playerslots[myowner - 1];
+               this.sv_entnum = myowner;
+               if(csqcplayer && myowner == player_localentnum)
+                       csqcplayer.hook = this;
+               switch(this.HookType)
                {
                        default:
                        case NET_ENT_CLIENT_HOOK:
-                               self.HookRange = 0;
+                               this.HookRange = 0;
                                break;
                        case NET_ENT_CLIENT_ARC_BEAM:
-                               self.HookRange = ReadCoord();
+                               this.HookRange = ReadCoord();
                                break;
                }
        }
        if(sf & 2)
        {
-               self.origin_x = ReadCoord();
-               self.origin_y = ReadCoord();
-               self.origin_z = ReadCoord();
-               setorigin(self, self.origin);
+               this.origin_x = ReadCoord();
+               this.origin_y = ReadCoord();
+               this.origin_z = ReadCoord();
+               setorigin(this, this.origin);
        }
        if(sf & 4)
        {
-               self.velocity_x = ReadCoord();
-               self.velocity_y = ReadCoord();
-               self.velocity_z = ReadCoord();
+               this.velocity_x = ReadCoord();
+               this.velocity_y = ReadCoord();
+               this.velocity_z = ReadCoord();
        }
 
        InterpolateOrigin_Note(this);
 
-       if(bIsNew || !self.teleport_time)
+       if(bIsNew || !this.teleport_time)
        {
-               self.draw = Draw_GrapplingHook;
-               self.entremove = Remove_GrapplingHook;
+               this.draw = Draw_GrapplingHook;
+               this.entremove = Remove_GrapplingHook;
 
-               switch(self.HookType)
+               switch(this.HookType)
                {
                        default:
                        case NET_ENT_CLIENT_HOOK:
                                // for the model
-                               setmodel(self, MDL_HOOK);
-                               self.drawmask = MASK_NORMAL;
+                               setmodel(this, MDL_HOOK);
+                               this.drawmask = MASK_NORMAL;
                                break;
                        case NET_ENT_CLIENT_ARC_BEAM:
-                               sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
+                               sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
                                break;
                }
        }
 
-       self.teleport_time = time + 10;
+       this.teleport_time = time + 10;
        return true;
 }
 
-// TODO: hook: temporarily transform self.origin for drawing the model along warpzones!
+// TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
 #endif
 
 #endif