X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhook.qc;h=15dfe0169dbacf483f703f6431780395a8df9eeb;hb=de295c2008095603d2d39b1bf1169370d60143b2;hp=01a3497d06f83497c934117fdba52966e3a66bf9;hpb=77c46a6022a0e5c6fa2541e858a0cd9cba8d6b0b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index 01a3497d0..15dfe0169 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -1,12 +1,13 @@ +#include "hook.qh" #ifndef IMPLEMENTATION CLASS(Hook, Weapon) -/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel) -/* impulse */ ATTRIB(Hook, impulse, int, 0) +/* 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"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); #endif /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); @@ -14,7 +15,7 @@ CLASS(Hook, Weapon) /* 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) + ATTRIB(Hook, ammo_factor, float, 1); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ @@ -96,7 +97,7 @@ void W_Hook_ExplodeThink(entity this) if(dt < this.dmg_duration) this.nextthink = time + 0.05; // soon else - remove(this); + delete(this); } void W_Hook_Explode2(entity this) @@ -143,10 +144,10 @@ void W_Hook_Touch2(entity this, entity toucher) this.use(this, NULL, NULL); } -void W_Hook_Attack2(Weapon thiswep, entity actor) +void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) - W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); + W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; @@ -168,6 +169,7 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale); gren.event_damage = W_Hook_Damage; gren.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, gren); gren.missile_flags = MIF_SPLASH | MIF_ARC; gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed); @@ -179,6 +181,8 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) gren.angles = '0 0 0'; gren.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, gren); + IL_PUSH(g_bot_dodge, gren); CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true); @@ -188,67 +192,67 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if (fire & 1) { - if(!actor.hook) - if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) - if(time > actor.hook_refire) + if(!actor.(weaponentity).hook) + if(!(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE)) + if(time > actor.(weaponentity).hook_refire) if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) { - W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); - actor.hook_state |= HOOK_FIRING; - actor.hook_state |= HOOK_WAITING_FOR_RELEASE; + W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity); + actor.(weaponentity).hook_state |= HOOK_FIRING; + actor.(weaponentity).hook_state |= HOOK_WAITING_FOR_RELEASE; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); } } else { - actor.hook_state |= HOOK_REMOVING; - actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; + actor.(weaponentity).hook_state |= HOOK_REMOVING; + actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE; } if(fire & 2) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) { - W_Hook_Attack2(thiswep, actor); + W_Hook_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); } } - if(actor.hook) + if(actor.(weaponentity).hook) { // if hooked, no bombs, and increase the timer - actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor)); + actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor)); // hook also inhibits health regeneration, but only for 1 second if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); } - if(actor.hook && actor.hook.state == 1) + if(actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1) { float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); if(hooked_time_max > 0) { - if( time > actor.hook_time_hooked + hooked_time_max ) - actor.hook_state |= HOOK_REMOVING; + if( time > actor.(weaponentity).hook_time_hooked + hooked_time_max ) + actor.(weaponentity).hook_state |= HOOK_REMOVING; } float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); if(hooked_fuel > 0) { - if( time > actor.hook_time_fueldecrease ) + if( time > actor.(weaponentity).hook_time_fueldecrease ) { if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) + if( actor.ammo_fuel >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel ) { - W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); - actor.hook_time_fueldecrease = time; + W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity); + actor.(weaponentity).hook_time_fueldecrease = time; // decrease next frame again } else { actor.ammo_fuel = 0; - actor.hook_state |= HOOK_REMOVING; - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + actor.(weaponentity).hook_state |= HOOK_REMOVING; + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); } } } @@ -256,49 +260,54 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, } else { - actor.hook_time_hooked = time; - actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + actor.(weaponentity).hook_time_hooked = time; + actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); } - actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); + actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); - if (actor.hook_state & HOOK_FIRING) + if (actor.(weaponentity).hook_state & HOOK_FIRING) { - if (actor.hook) - RemoveGrapplingHook(actor); - FireGrapplingHook(actor); - actor.hook_state &= ~HOOK_FIRING; - actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor)); + if (actor.(weaponentity).hook) + RemoveHook(actor.(weaponentity).hook); + FireGrapplingHook(actor, weaponentity); + actor.(weaponentity).hook_state &= ~HOOK_FIRING; + actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor)); } - else if (actor.hook_state & HOOK_REMOVING) + else if (actor.(weaponentity).hook_state & HOOK_REMOVING) { - if (actor.hook) - RemoveGrapplingHook(actor); - actor.hook_state &= ~HOOK_REMOVING; + if (actor.(weaponentity).hook) + RemoveHook(actor.(weaponentity).hook); + actor.(weaponentity).hook_state &= ~HOOK_REMOVING; } } -METHOD(Hook, wr_setup, void(entity thiswep, entity actor)) +METHOD(Hook, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; + actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE; } -METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor)) +METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity)) { if (!thiswep.ammo_factor) return true; - if(actor.hook) - return actor.ammo_fuel > 0; - else - return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); + + if(actor.(weaponentity).hook) + return actor.ammo_fuel > 0; + + return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); } -METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor)) +METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity)) { // infinite ammo for now return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above } METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor)) { - RemoveGrapplingHook(actor); - actor.hook_time = 0; - actor.hook_refire = time; + RemoveGrapplingHooks(actor); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).hook_time = 0; + actor.(weaponentity).hook_refire = time; + } } METHOD(Hook, wr_killmessage, Notification(entity thiswep)) { @@ -367,7 +376,7 @@ void Draw_GrapplingHook(entity this) InterpolateOrigin_Do(this); - int s = W_GetGunAlignment(NULL); + int s = W_GunAlign(viewmodels[this.cnt], STAT(GUNALIGN)) - 1; switch(this.HookType) { @@ -380,13 +389,16 @@ void Draw_GrapplingHook(entity this) break; } - if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0) + if((this.owner.sv_entnum == player_localentnum - 1)) { switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: - a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; + if(autocvar_chase_active > 0) + a = csqcplayer.origin; + else + a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; b = this.origin; break; case NET_ENT_CLIENT_ARC_BEAM: @@ -489,8 +501,12 @@ void Remove_GrapplingHook(entity this) { 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) @@ -507,10 +523,12 @@ NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) if(sf & 1) { int myowner = ReadByte(); + int slot = ReadByte(); this.owner = playerslots[myowner - 1]; this.sv_entnum = myowner; - if(csqcplayer && myowner == player_localentnum) - csqcplayer.hook = this; + if(myowner == player_localentnum) + viewmodels[slot].hook = this; + this.cnt = slot; switch(this.HookType) { default: