1 #ifdef REGISTER_WEAPON
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2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");
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8 .float grabber_refire;
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9 .float grabber_time_grabbered;
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10 .float grabber_time_fueldecrease;
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12 void W_Grabber_UpdateStats(entity e, float shot, float hit)
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14 // this may not be entierly right, but for the time being we're handling grabber accuracy here
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15 // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit
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18 e.stats_fired[e.weapon - 1] += 1;
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19 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);
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23 e.stats_hit[e.weapon - 1] += 1;
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24 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);
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28 void W_Grabber_Touch2 (void)
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34 void W_Grabber_Attack2()
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36 if(time < self.weapon_delay)
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39 W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));
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40 W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below
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42 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
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44 if(trace_fraction < 1) // should always be true, but just in case
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46 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);
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47 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);
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48 if(trace_ent.classname == "player")
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49 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);
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51 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);
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53 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above
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57 self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");
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59 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));
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62 void spawnfunc_weapon_grabber (void)
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64 weapon_defaultspawnfunc(WEP_GRABBER);
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67 float w_grabber(float req)
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69 if(self.stat_eaten) // we can't use weapons while in the stomach
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70 self.grabber_state |= GRABBER_REMOVING;
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73 float grabbered_time_max, grabbered_fuel;
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79 else if (req == WR_THINK)
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81 // determine by distance if this will be primary fire or alternate fire
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82 W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg
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83 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
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84 if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook
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85 self.stat_crosshair_style = 1;
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87 self.stat_crosshair_style = 0;
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89 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");
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91 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))
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92 && self.clip_load >= 0 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked
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94 if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo
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95 weapon_action(self.weapon, WR_RELOAD);
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97 else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten
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99 if(!self.stat_crosshair_style && self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack
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101 if(time < self.weapon_delay)
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105 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)
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106 if not(self.grabber_state & GRABBER_FIRING)
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107 if (time > self.grabber_refire)
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108 if (weapon_prepareattack(0, -1))
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111 self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");
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112 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));
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113 self.grabber_state |= GRABBER_FIRING;
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114 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);
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117 else if (self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack
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119 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))
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121 W_Grabber_Attack2();
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122 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);
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123 sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);
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130 // if grabbered, no melee attacks, and increase the timer
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131 self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));
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133 // grabber also inhibits health regeneration, but only for 1 second
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134 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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135 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
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138 if(self.grabber && self.grabber.state == 1)
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140 grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");
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141 if (grabbered_time_max > 0)
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143 if ( time > self.grabber_time_grabbered + grabbered_time_max )
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144 self.grabber_state |= GRABBER_REMOVING;
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147 if (grabbered_fuel > 0)
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149 if ( time > self.grabber_time_fueldecrease )
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151 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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154 if(cvar("g_balance_grabber_reload_ammo"))
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155 active_ammo = self.clip_load;
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157 active_ammo = self.ammo_fuel;
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159 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )
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161 W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));
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162 self.grabber_time_fueldecrease = time;
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163 // decrease next frame again
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167 self.grabber_state |= GRABBER_REMOVING;
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168 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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176 self.grabber_time_grabbered = time;
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177 self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");
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180 self.grabber_state |= GRABBER_PULLING;
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181 self.grabber_state &~= GRABBER_RELEASING;
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183 if (self.BUTTON_ATCK)
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187 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;
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191 self.grabber_state |= GRABBER_REMOVING;
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192 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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195 else if (req == WR_PRECACHE)
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197 precache_model ("models/weapons/g_grabber.md3");
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198 precache_model ("models/weapons/v_grabber.md3");
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199 precache_model ("models/weapons/h_grabber.iqm");
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200 precache_sound ("weapons/grabber_impact_player.wav");
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201 precache_sound ("weapons/grabber_impact_world.wav");
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202 precache_sound ("weapons/grabber_impact2_player.wav");
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203 precache_sound ("weapons/grabber_impact2_world.wav");
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204 precache_sound ("weapons/grabber_fire.wav");
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205 precache_sound ("weapons/grabber_altfire.wav");
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206 precache_sound ("weapons/grabber_swing.wav");
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207 precache_sound ("weapons/reload.wav");
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209 else if (req == WR_SETUP)
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211 weapon_setup(WEP_GRABBER);
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212 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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213 self.current_ammo = ammo_fuel;
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215 else if (req == WR_CHECKAMMO1)
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219 if(cvar("g_balance_grabber_reload_ammo"))
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220 ammo_amount = self.weapon_load[WEP_GRABBER] > 0;
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222 ammo_amount = self.ammo_fuel > 0;
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226 if(cvar("g_balance_grabber_reload_ammo"))
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227 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");
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229 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");
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231 return ammo_amount;
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233 else if (req == WR_CHECKAMMO2)
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235 if(cvar("g_balance_grabber_reload_ammo"))
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236 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");
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238 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");
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239 return ammo_amount;
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241 else if (req == WR_RELOAD)
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243 self.grabber_state |= GRABBER_REMOVING;
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244 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");
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246 else if (req == WR_SUICIDEMESSAGE)
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247 w_deathtypestring = "did the impossible";
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248 else if (req == WR_KILLMESSAGE)
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249 w_deathtypestring = "has run into #'s paws";
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250 else if (req == WR_RESETPLAYER)
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252 self.grabber_refire = time;
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