--- /dev/null
+#include "hook.qh"
+
+#include <server/bot/api.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
+#include <server/damage.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 "command/vote.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"
+
+/*============================================
+
+ 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!
+
+
+============================================*/
+
+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(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, RES_HEALTH, damage);
+
+ if (GetResource(this, RES_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(weaponLocked(actor)) return;
+ if(actor.vehicle) return;
+
+ 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);
+ 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;
+ 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;
+
+ SetResourceExplicit(missile, RES_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);
+ }
+}