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1 #ifdef REGISTER_WEAPON\r
2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
3 #else\r
4 .float dmg;\r
5 .float dmg_edge;\r
6 .float dmg_radius;\r
7 .float dmg_force;\r
8 .float grabber_refire;\r
9 .float grabber_time_grabbered;\r
10 .float grabber_time_fueldecrease;\r
11 \r
12 void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
13 {\r
14         // this may not be entierly right, but for the time being we're handling grabber accuracy here\r
15         // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit\r
16         if(shot)\r
17         {\r
18                 e.stats_fired[e.weapon - 1] += 1;\r
19                 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
20         }\r
21         if(hit)\r
22         {\r
23                 e.stats_hit[e.weapon - 1] += 1;\r
24                 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
25         }\r
26 }\r
27 \r
28 void W_Grabber_Touch2 (void)\r
29 {\r
30         PROJECTILE_TOUCH;\r
31         self.use();\r
32 }\r
33 \r
34 void W_Grabber_Attack2()\r
35 {\r
36         if(time < self.weapon_delay)\r
37                 return;\r
38 \r
39         W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
40         pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1);\r
41         W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
42 \r
43         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
44 \r
45         if(trace_fraction < 1) // should always be true, but just in case\r
46         {\r
47                 Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
48                 trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
49 \r
50                 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
51                 if(trace_ent.classname == "player")\r
52                         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
53                 else\r
54                 {\r
55                         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
56                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
57                                 pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1);\r
58                         else\r
59                                 pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1);\r
60                 }\r
61 \r
62                 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
63         }\r
64 \r
65         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
66 }\r
67 \r
68 void spawnfunc_weapon_grabber (void)\r
69 {\r
70         weapon_defaultspawnfunc(WEP_GRABBER);\r
71 }\r
72 \r
73 float w_grabber(float req)\r
74 {\r
75         if(self.stat_eaten) // we can't use weapons while in the stomach\r
76                 self.grabber_state |= GRABBER_REMOVING;\r
77 \r
78         float ammo_amount;\r
79         float grabbered_time_max, grabbered_fuel;\r
80                 \r
81         if (req == WR_AIM)\r
82         {\r
83                 // ... sorry ...\r
84         }\r
85         else if (req == WR_THINK)\r
86         {\r
87                 // determine by distance if this will be primary fire or alternate fire\r
88                 W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg\r
89                 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
90                 if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook\r
91                         self.stat_crosshair_style = 1;\r
92                 else\r
93                         self.stat_crosshair_style = 0;\r
94 \r
95                 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
96                 // forced reload\r
97                 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
98                 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // not while hooked and still have ammo to stay hooked\r
99                 {\r
100                         if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
101                                 weapon_action(self.weapon, WR_RELOAD);\r
102                 }\r
103                 else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten\r
104                 {\r
105                         if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
106                         {\r
107                                 if(time < self.weapon_delay)\r
108                                         return FALSE;\r
109 \r
110                                 if(!self.grabber)\r
111                                 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
112                                 if not(self.grabber_state & GRABBER_FIRING)\r
113                                 if (time > self.grabber_refire)\r
114                                 if (weapon_prepareattack(0, -1))\r
115                                 {\r
116                                         W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil\r
117                                         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
118                                         self.grabber_state |= GRABBER_FIRING;\r
119                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
120                                 }\r
121                         }\r
122                         else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack\r
123                         {\r
124                                 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
125                                 {\r
126                                         W_Grabber_Attack2();\r
127                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
128                                         sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
129                                 }\r
130                         }\r
131                 }\r
132 \r
133                 if(self.grabber)\r
134                 {\r
135                         // if grabbered, no melee attacks, and increase the timer\r
136                         self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));\r
137 \r
138                         // grabber also inhibits health regeneration, but only for 1 second\r
139                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
140                                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
141                 }\r
142 \r
143                 if(self.grabber && self.grabber.state == 1)\r
144                 {\r
145                         grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");                      \r
146                         if (grabbered_time_max > 0)\r
147                         {\r
148                                 if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
149                                         self.grabber_state |= GRABBER_REMOVING;\r
150                         }\r
151 \r
152                         if (grabbered_fuel > 0)\r
153                         {\r
154                                 if ( time > self.grabber_time_fueldecrease )\r
155                                 {\r
156                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
157                                         {\r
158                                                 float active_ammo;\r
159                                                 if(cvar("g_balance_grabber_reload_ammo"))\r
160                                                         active_ammo = self.clip_load;\r
161                                                 else\r
162                                                         active_ammo = self.ammo_fuel;\r
163 \r
164                                                 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
165                                                 {\r
166                                                         W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
167                                                         self.grabber_time_fueldecrease = time;\r
168                                                         // decrease next frame again\r
169                                                 }\r
170                                                 else\r
171                                                 {\r
172                                                         self.grabber_state |= GRABBER_REMOVING;\r
173                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
174                                                 }\r
175                                         }\r
176                                 }\r
177                         }\r
178                 }\r
179                 else\r
180                 {\r
181                         self.grabber_time_grabbered = time;                             \r
182                         self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
183                 }\r
184 \r
185                 self.grabber_state |= GRABBER_PULLING;\r
186                 self.grabber_state &~= GRABBER_RELEASING;\r
187 \r
188                 if (self.BUTTON_ATCK2)\r
189                 {\r
190                         // already fired\r
191                         if(self.grabber)\r
192                                 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
193                 }\r
194                 else\r
195                 {\r
196                         self.grabber_state |= GRABBER_REMOVING;\r
197                         self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
198                 }\r
199         }\r
200         else if (req == WR_PRECACHE)\r
201         {\r
202                 precache_model ("models/weapons/g_grabber.md3");\r
203                 precache_model ("models/weapons/v_grabber.md3");\r
204                 precache_model ("models/weapons/h_grabber.iqm");\r
205                 precache_sound ("weapons/grabber_impact_player.wav");\r
206                 precache_sound ("weapons/grabber_impact_world.wav");\r
207                 precache_sound ("weapons/grabber_impact2_player.wav");\r
208                 precache_sound ("weapons/grabber_impact2_world.wav");\r
209                 precache_sound ("weapons/grabber_fire.wav");\r
210                 precache_sound ("weapons/grabber_altfire.wav");\r
211                 precache_sound ("weapons/grabber_swing.wav");\r
212                 precache_sound ("weapons/reload.wav");\r
213         }\r
214         else if (req == WR_SETUP)\r
215         {\r
216                 weapon_setup(WEP_GRABBER);\r
217                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
218                 self.current_ammo = ammo_fuel;\r
219                 W_Display(self, 2, 3);\r
220         }\r
221         else if (req == WR_CHECKAMMO1)\r
222         {\r
223                 if(self.grabber)\r
224                 {\r
225                         if(cvar("g_balance_grabber_reload_ammo"))\r
226                                 ammo_amount = self.weapon_load[WEP_GRABBER] > 0;\r
227                         else\r
228                                 ammo_amount = self.ammo_fuel > 0;\r
229                 }\r
230                 else\r
231                 {\r
232                         if(cvar("g_balance_grabber_reload_ammo"))\r
233                                 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
234                         else\r
235                                 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
236                 }\r
237                 return ammo_amount;\r
238         }\r
239         else if (req == WR_CHECKAMMO2)\r
240         {\r
241                 if(cvar("g_balance_grabber_reload_ammo"))\r
242                         ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
243                 else\r
244                         ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
245                 return ammo_amount;\r
246         }\r
247         else if (req == WR_RELOAD)\r
248         {\r
249                 self.grabber_state |= GRABBER_REMOVING;\r
250                 W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav");\r
251         }\r
252         else if (req == WR_SUICIDEMESSAGE)\r
253                 w_deathtypestring = "did the impossible";\r
254         else if (req == WR_KILLMESSAGE)\r
255                 w_deathtypestring = "has run into #'s paws";\r
256         else if (req == WR_RESETPLAYER)\r
257         {\r
258                 self.grabber_refire = time;\r
259         }\r
260         return TRUE;\r
261 };\r
262 #endif\r