+++ /dev/null
-#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 "weapons/selection.qh"
-#include "weapons/tracing.qh"
-#include "player.qh"
-#include "command/common.qh"
-#include "round_handler.qh"
-#include "../common/state.qh"
-#include "../common/physics/player.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"
-
-.int state;
-
-/*============================================
-
- Wazat's Xonotic Grappling Hook
-
- Contact: Wazat1@gmail.com
-
-
-Installation instructions:
---------------------------
-
-1. Place hook.c in your gamec source directory with the other source files.
-
-2. Add this line to the bottom of progs.src:
-
-gamec/hook.c
-
-3. Open defs.h and add these lines to the very bottom:
-
-// Wazat's grappling hook
-.entity hook;
-void GrapplingHookFrame();
-void RemoveGrapplingHook(entity pl);
-void SetGrappleHookBindings();
-// hook impulses
-const float GRAPHOOK_FIRE = 20;
-const float GRAPHOOK_RELEASE = 21;
-// (note: you can change the hook impulse #'s to whatever you please)
-
-4. Open client.c and add this to the top of PutClientInServer():
-
- RemoveGrapplingHook(this); // Wazat's Grappling Hook
-
-5. Find ClientConnect() (in client.c) and add these lines to the bottom:
-
- // Wazat's grappling hook
- SetGrappleHookBindings();
-
-6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
-
- GrapplingHookFrame();
-
-7. Build and test the mod. You'll want to bind a key to "+hook" like this:
-bind ctrl "+hook"
-
-And you should be done!
-
-
-============================================*/
-
-.float hook_length;
-
-void RemoveGrapplingHooks(entity pl)
-{
- if(pl.move_movetype == MOVETYPE_FLY)
- set_movetype(pl, MOVETYPE_WALK);
-
- 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.disableclientprediction = false;
-}
-
-void RemoveHook(entity this)
-{
- entity player = this.realowner;
- .entity weaponentity = this.weaponentity_fld;
-
- if(player.(weaponentity).hook == this)
- player.(weaponentity).hook = NULL;
-
- if(player.move_movetype == MOVETYPE_FLY)
- set_movetype(player, MOVETYPE_WALK);
- delete(this);
-}
-
-void GrapplingHookReset(entity this)
-{
- RemoveHook(this);
-}
-
-void GrapplingHook_Stop(entity this)
-{
- Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
- sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
-
- this.state = 1;
- setthink(this, GrapplingHookThink);
- this.nextthink = time;
- settouch(this, func_null);
- this.velocity = '0 0 0';
- set_movetype(this, MOVETYPE_NONE);
- this.hook_length = -1;
-}
-
-.vector hook_start, hook_end;
-bool GrapplingHookSend(entity this, entity to, int sf)
-{
- WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
- sf = sf & 0x7F;
- if(sound_allowed(MSG_BROADCAST, this.realowner))
- sf |= 0x80;
- WriteByte(MSG_ENTITY, sf);
- if(sf & 1)
- {
- WriteByte(MSG_ENTITY, etof(this.realowner));
- WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
- }
- if(sf & 2)
- {
- WriteVector(MSG_ENTITY, this.hook_start);
- }
- if(sf & 4)
- {
- WriteVector(MSG_ENTITY, this.hook_end);
- }
- return true;
-}
-
-int autocvar_g_grappling_hook_tarzan;
-
-void GrapplingHookThink(entity this)
-{
- float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
- vector dir, org, end, v0, dv, v, myorg, vs;
- .entity weaponentity = this.weaponentity_fld;
- if(this.realowner.(weaponentity).hook != this) // how did that happen?
- {
- error("Owner lost the hook!\n");
- return;
- }
- if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
- {
- RemoveHook(this);
- return;
- }
- if(this.aiment)
- WarpZone_RefSys_AddIncrementally(this, this.aiment);
-
- this.nextthink = time;
-
- int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
- vs = hook_shotorigin[s];
-
- makevectors(this.realowner.v_angle);
- org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
- myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org);
-
- if(this.hook_length < 0)
- this.hook_length = vlen(myorg - this.origin);
-
- int tarzan = autocvar_g_grappling_hook_tarzan;
- entity pull_entity = this.realowner;
- float velocity_multiplier = 1;
- MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier);
- tarzan = M_ARGV(1, int);
- pull_entity = M_ARGV(2, entity);
- velocity_multiplier = M_ARGV(3, float);
-
- if(this.state == 1)
- {
- pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
- // speed the rope is pulled with
-
- rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
- // force the rope will use if it is stretched
-
- rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
- // force the rope will use if it is stretched
-
- minlength = autocvar_g_balance_grapplehook_length_min;//100;
- // minimal rope length
- // if the rope goes below this length, it isn't pulled any more
-
- ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
- // if the rope is stretched by more than this amount, more rope is
- // given to you again
-
- ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
- // while hanging on the rope, this friction component will help you a
- // bit to control the rope
-
- bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen);
-
- dir = this.origin - myorg;
- dist = vlen(dir);
- dir = normalize(dir);
-
- if(tarzan)
- {
- v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity);
-
- // first pull the rope...
- if(this.realowner.(weaponentity).hook_state & HOOK_PULLING)
- {
- newlength = this.hook_length;
- newlength = max(newlength - pullspeed * frametime, minlength);
-
- if(newlength < dist - ropestretch) // overstretched?
- {
- newlength = dist - ropestretch;
- if(v * dir < 0) // only if not already moving in hook direction
- v = v + frametime * dir * rubberforce_overstretch;
- }
-
- this.hook_length = newlength;
- }
-
- if(pull_entity.move_movetype == MOVETYPE_FLY)
- set_movetype(pull_entity, MOVETYPE_WALK);
-
- if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING)
- {
- newlength = dist;
- this.hook_length = newlength;
- }
- else
- {
- // then pull the player
- spd = bound(0, (dist - this.hook_length) / ropestretch, 1);
- v = v * (1 - frametime * ropeairfriction);
- v = v + frametime * dir * spd * rubberforce;
-
- dv = ((v - v0) * dir) * dir;
- if(tarzan >= 2)
- {
- if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
- {
- entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment);
- v = v - dv * 0.5;
- if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling)
- {
- this.aiment.velocity = this.aiment.velocity - dv * 0.5;
- UNSET_ONGROUND(this.aiment);
- if(this.aiment.flags & FL_PROJECTILE)
- UpdateCSQCProjectile(this.aiment);
- }
- if(this.aiment.classname == "nade")
- this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
- aim_ent.pusher = this.realowner;
- aim_ent.pushltime = time + autocvar_g_maxpushtime;
- aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
- }
- }
-
- UNSET_ONGROUND(pull_entity);
- }
-
- if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE))
- pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier);
-
- if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment))
- {
- RemoveHook(this);
- return;
- }
- }
- else
- {
- end = this.origin - dir*50;
- dist = vlen(end - myorg);
- if(dist < 200)
- spd = dist * (pullspeed / 200);
- else
- spd = pullspeed;
- if(spd < 50)
- spd = 0;
- this.realowner.velocity = dir*spd;
- set_movetype(this.realowner, MOVETYPE_FLY);
-
- UNSET_ONGROUND(this.realowner);
- }
- }
-
- makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
- myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9);
-
- if(myorg != this.hook_start)
- {
- this.SendFlags |= 2;
- this.hook_start = myorg;
- }
- if(org != this.hook_end)
- {
- this.SendFlags |= 4;
- this.hook_end = org;
- }
-}
-
-void GrapplingHookTouch(entity this, entity toucher)
-{
- if(toucher.move_movetype == MOVETYPE_FOLLOW)
- return;
- PROJECTILE_TOUCH(this, toucher);
-
- GrapplingHook_Stop(this);
-
- if(toucher)
- //if(toucher.move_movetype != MOVETYPE_NONE)
- {
- SetMovetypeFollow(this, toucher);
- WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
- }
-
- //this.realowner.disableclientprediction = true;
-}
-
-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)
- return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
- return; // g_balance_projectiledamage says to halt
-
- TakeResource(this, RESOURCE_HEALTH, damage);
-
- if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
- {
- if(attacker != this.realowner)
- {
- this.realowner.pusher = attacker;
- this.realowner.pushltime = time + autocvar_g_maxpushtime;
- this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
- }
- RemoveHook(this);
- }
-}
-
-void FireGrapplingHook(entity actor, .entity weaponentity)
-{
- if(forbidWeaponUse(actor)) return;
- if(actor.vehicle) return;
-
- // TODO: offhand hook shoots from eye
- 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);
-
- entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
- missile.owner = missile.realowner = actor;
- actor.(weaponentity).hook = missile;
- missile.weaponentity_fld = weaponentity;
- missile.reset = GrapplingHookReset;
- missile.classname = "grapplinghook";
- missile.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, missile);
- IL_PUSH(g_bot_dodge, missile);
-
- set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY));
- PROJECTILE_MAKETRIGGER(missile);
-
- //setmodel (missile, MDL_HOOK); // precision set below
- setsize (missile, '-3 -3 -3', '3 3 3');
- setorigin(missile, w_shotorg);
-
- missile.state = 0; // not latched onto anything
-
- 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.glow_size = 120;
- settouch(missile, GrapplingHookTouch);
- setthink(missile, GrapplingHookThink);
- missile.nextthink = time;
-
- missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
-
- SetResourceAmountExplicit(missile, RESOURCE_HEALTH, autocvar_g_balance_grapplehook_health);
- missile.event_damage = GrapplingHook_Damage;
- 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;
-
- Net_LinkEntity(missile, false, 0, GrapplingHookSend);
-}
-
-void GrappleHookInit()
-{
- if(g_grappling_hook)
- {
- hook_shotorigin[0] = '8 8 -12';
- hook_shotorigin[1] = '8 8 -12';
- hook_shotorigin[2] = '8 8 -12';
- hook_shotorigin[3] = '8 8 -12';
- }
- else
- {
- Weapon w = WEP_HOOK;
- w.wr_init(w);
- hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
- hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
- hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
- hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4);
- }
-}