#include "hook.qh"
-#ifndef IMPLEMENTATION
-CLASS(Hook, Weapon)
-/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
-/* impulse */ ATTRIB(Hook, impulse, int, 0);
-/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
-/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
-#ifdef GAMEQC
-/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
-#endif
-/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
-/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
-/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook");
-/* refname */ ATTRIB(Hook, netname, string, "hook");
-/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
- ATTRIB(Hook, ammo_factor, float, 1);
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, PRI) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, damageforcescale, float, SEC) \
- P(class, prefix, damage, float, SEC) \
- P(class, prefix, duration, float, SEC) \
- P(class, prefix, edgedamage, float, SEC) \
- P(class, prefix, force, float, SEC) \
- P(class, prefix, gravity, float, SEC) \
- P(class, prefix, health, float, SEC) \
- P(class, prefix, hooked_ammo, float, PRI) \
- P(class, prefix, hooked_time_free, float, PRI) \
- P(class, prefix, hooked_time_max, float, PRI) \
- P(class, prefix, lifetime, float, SEC) \
- P(class, prefix, power, float, SEC) \
- P(class, prefix, radius, float, SEC) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, speed, float, SEC) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Hook, hook)
-#undef X
-
-ENDCLASS(Hook)
-REGISTER_WEAPON(HOOK, hook, NEW(Hook));
-
-CLASS(OffhandHook, OffhandWeapon)
-#ifdef SVQC
- METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
- {
- Weapon wep = WEP_HOOK;
- .entity weaponentity = weaponentities[1];
- wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
- }
-#endif
-ENDCLASS(OffhandHook)
-OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
#ifdef SVQC
-.float dmg;
-.float dmg_edge;
-.float dmg_radius;
-.float dmg_force;
-.float dmg_power;
-.float dmg_duration;
-.float dmg_last;
-.float hook_refire;
-.float hook_time_hooked;
-.float hook_time_fueldecrease;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-
spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
void W_Hook_ExplodeThink(entity this)
float dt, dmg_remaining_next, f;
dt = time - this.teleport_time;
- dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
+ dmg_remaining_next = (bound(0, 1 - dt / this.dmg_duration, 1) ** this.dmg_power);
f = this.dmg_last - dmg_remaining_next;
this.dmg_last = dmg_remaining_next;
{
actor.ammo_fuel = 0;
actor.(weaponentity).hook_state |= HOOK_REMOVING;
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+ if(actor.(weaponentity).m_weapon != WEP_Null) // offhand
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
}
}
}
{
sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
- if(csqcplayer && csqcplayer.hook == this)
- csqcplayer.hook = NULL;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wep = viewmodels[slot];
+ if(wep.hook == this)
+ wep.hook = NULL;
+ }
}
NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
// TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
#endif
-
-#endif