1 /*============================================
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3 Wazat's Voretournament Grabber
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5 Contact: Wazat1@gmail.com
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8 Installation instructions:
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9 --------------------------
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11 1. Place grabber.c in your gamec source directory with the other source files.
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13 2. Add this line to the bottom of progs.src:
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17 3. Open defs.h and add these lines to the very bottom:
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22 void RemoveGrabber(entity pl);
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23 void SetGrabberBindings();
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25 float GRABBER_FIRE = 20;
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26 float GRABBER_RELEASE = 21;
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27 // (note: you can change the grabber impulse #'s to whatever you please)
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29 4. Open client.c and add this to the top of PutClientInServer():
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31 RemoveGrabber(self); // Wazat's Grabber
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33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
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36 SetGrabberBindings();
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38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
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42 7. Build and test the mod. You'll want to bind a key to "+grabber" like this:
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43 bind ctrl "+grabber"
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45 And you should be done!
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48 ============================================*/
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50 .string aiment_classname;
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51 .float aiment_deadflag;
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52 void SetMovetypeFollow(entity ent, entity e)
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54 // FIXME this may not be warpzone aware
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55 ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
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56 ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
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57 ent.aiment = e; // make the hole follow bmodel
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58 ent.punchangle = e.angles; // the original angles of bmodel
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59 ent.view_ofs = ent.origin - e.origin; // relative origin
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60 ent.v_angle = ent.angles - e.angles; // relative angles
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61 ent.aiment_classname = strzone(e.classname);
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62 ent.aiment_deadflag = e.deadflag;
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64 void UnsetMovetypeFollow(entity ent)
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66 ent.movetype = MOVETYPE_FLY;
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67 PROJECTILE_MAKETRIGGER(ent);
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70 float LostMovetypeFollow(entity ent)
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73 if(ent.movetype != MOVETYPE_FOLLOW)
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79 if(ent.aiment.classname != ent.aiment_classname)
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81 if(ent.aiment.deadflag != ent.aiment_deadflag)
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87 .float grabber_length;
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89 void RemoveGrabber(entity pl)
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91 if(pl.grabber == world)
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95 if(pl.movetype == MOVETYPE_FLY)
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96 pl.movetype = MOVETYPE_WALK;
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98 //pl.disableclientprediction = FALSE;
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101 void GrabberThink();
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102 void Grabber_Stop()
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104 pointparticles(particleeffectnum("grabber_impact"), self.origin, '0 0 0', 1);
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105 if(other.classname == "player")
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106 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact_player.wav", VOL_BASE, ATTN_NORM);
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108 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact_world.wav", VOL_BASE, ATTN_NORM);
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111 self.think = GrabberThink;
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112 self.nextthink = time;
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113 self.touch = SUB_Null;
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114 self.velocity = '0 0 0';
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115 self.movetype = MOVETYPE_NONE;
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116 self.grabber_length = -1;
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119 void GrabberThink()
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121 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
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122 vector dir, org, end, v0, dv, v, myorg;
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123 if(self.owner.health <= 0 || self.owner.grabber != self) // how did that happen?
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124 { // well, better fix it anyway
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128 if(LostMovetypeFollow(self))
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130 RemoveGrabber(self.owner);
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134 WarpZone_RefSys_AddIncrementally(self, self.aiment);
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136 // prevent the grabber from sticking to a player that has been swallowed
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137 if(self.aiment.stat_eaten)
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139 // if the grabber is linked to a player that we swallowed, disconnect it (or the grabber will stick to us / the player inside us)
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140 // otherwise, link the grabber to the player who ate our linked player
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141 if(self.aiment.predator != self.owner)
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142 SetMovetypeFollow(self, self.aiment.predator);
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144 RemoveGrabber(self.owner);
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147 self.nextthink = time;
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149 makevectors(self.owner.v_angle);
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150 org = self.owner.origin + self.owner.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;
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151 myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);
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153 if(self.grabber_length < 0)
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154 self.grabber_length = vlen(myorg - self.origin);
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156 if(self.state == 1)
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158 pullspeed = cvar("g_balance_grabber_speed_pull");//2000;
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159 // speed the rope is pulled with
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161 rubberforce = cvar("g_balance_grabber_force_rubber");//2000;
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162 // force the rope will use if it is stretched
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164 rubberforce_overstretch = cvar("g_balance_grabber_force_rubber_overstretch");//1000;
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165 // force the rope will use if it is stretched
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167 minlength = cvar("g_balance_grabber_length_min");//100;
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168 // minimal rope length
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169 // if the rope goes below this length, it isn't pulled any more
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171 ropestretch = cvar("g_balance_grabber_stretch");//400;
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172 // if the rope is stretched by more than this amount, more rope is
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173 // given to you again
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175 ropeairfriction = cvar("g_balance_grabber_airfriction");//0.2
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176 // while hanging on the rope, this friction component will help you a
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177 // bit to control the rope
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179 dir = self.origin - myorg;
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181 dir = normalize(dir);
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183 if(cvar("g_grabber_tarzan"))
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185 v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);
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187 // first pull the rope...
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188 if(self.owner.grabber_state & GRABBER_PULLING)
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190 newlength = self.grabber_length;
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191 newlength = max(newlength - pullspeed * frametime, minlength);
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193 if(newlength < dist - ropestretch) // overstretched?
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195 newlength = dist - ropestretch;
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196 if(v * dir < 0) // only if not already moving in grabber direction
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197 v = v + frametime * dir * rubberforce_overstretch;
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200 self.grabber_length = newlength;
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203 if(self.owner.grabber_state & GRABBER_RELEASING)
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206 self.grabber_length = newlength;
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210 // then pull the player
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211 spd = bound(0, (dist - self.grabber_length) / ropestretch, 1);
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212 v = v * (1 - frametime * ropeairfriction);
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213 v = v + frametime * dir * spd * rubberforce;
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215 dv = ((v - v0) * dir) * dir;
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216 if(cvar("g_grabber_tarzan") >= 2)
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218 if(self.aiment.movetype == MOVETYPE_WALK)
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221 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
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222 self.aiment.flags &~= FL_ONGROUND;
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223 self.aiment.pusher = self.owner;
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224 self.aiment.pushltime = time + cvar("g_maxpushtime");
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228 self.owner.flags &~= FL_ONGROUND;
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231 self.owner.velocity = WarpZone_RefSys_TransformVelocity(self, self.owner, v);
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235 end = self.origin - dir*50;
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236 dist = vlen(end - myorg);
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238 spd = dist * (pullspeed / 200);
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243 self.owner.velocity = dir*spd;
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244 self.owner.movetype = MOVETYPE_FLY;
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246 self.owner.flags &~= FL_ONGROUND;
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250 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
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251 te_beam(self.owner, WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9), org);
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254 void GrabberTouch (void)
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256 if(SUB_OwnerCheck())
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258 if(SUB_NoImpactCheck())
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260 RemoveGrabber(self.owner);
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268 if(other.movetype != MOVETYPE_NONE)
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270 if(other.classname == "player")
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272 if(other.BUTTON_CHAT)
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273 self.owner.typehitsound += 1;
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275 self.owner.hitsound += 1; // play this for team mates too, as we could be grabbing them to heal them
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276 W_Grabber_UpdateStats(self.owner, FALSE, TRUE); // count this as a hit
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279 SetMovetypeFollow(self, other);
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280 WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
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283 //self.owner.disableclientprediction = TRUE;
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286 void Grabber_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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288 if(self.health > 0)
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290 self.health = self.health - damage;
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291 if (self.health <= 0)
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293 if(attacker != self.owner)
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295 self.owner.pusher = attacker;
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296 self.owner.pushltime = time + cvar("g_maxpushtime");
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298 RemoveGrabber(self.owner);
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303 void FireGrabber (void)
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305 local entity missile;
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308 W_Grabber_UpdateStats(self, TRUE, FALSE);
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310 if((arena_roundbased && time < warmup) || (time < game_starttime))
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313 makevectors(self.v_angle);
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315 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
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316 sound (self, CHAN_WEAPON2, "weapons/grabber_fire.wav", VOL_BASE, ATTN_NORM);
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317 org = self.origin + self.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;
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318 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
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320 missile = WarpZone_RefSys_SpawnSameRefSys(self);
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321 missile.owner = self;
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322 self.grabber = missile;
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323 missile.classname = "grabber";
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325 missile.movetype = MOVETYPE_FLY;
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326 PROJECTILE_MAKETRIGGER(missile);
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328 setmodel (missile, "models/grabber.md3"); // precision set below
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329 setsize (missile, '-3 -3 -3', '3 3 3');
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330 setorigin (missile, org);
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332 missile.state = 0; // not latched onto anything
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334 W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grabber_speed_fly"), 0, 0, 0);
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336 missile.angles = vectoangles (missile.velocity);
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337 //missile.glow_color = 250; // 244, 250
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338 //missile.glow_size = 120;
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339 missile.touch =GrabberTouch;
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340 missile.think =GrabberThink;
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341 missile.nextthink = time + 0.1;
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343 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
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345 missile.health = cvar("g_balance_grabber_health");//120
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346 missile.event_damage =Grabber_Damage;
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347 missile.takedamage = DAMAGE_AIM;
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348 missile.damageforcescale = 0;
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351 void GrabberFrame()
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353 if(timeoutStatus != 2 && self.weapon != WEP_GRABBER)
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355 self.grabber_state |= GRABBER_REMOVING;
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356 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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358 self.grabber_state &~= GRABBER_RELEASING;
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359 if(self.BUTTON_CROUCH)
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361 self.grabber_state &~= GRABBER_PULLING;
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362 //self.grabber_state |= GRABBER_RELEASING;
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366 self.grabber_state |= GRABBER_PULLING;
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367 //self.grabber_state &~= GRABBER_RELEASING;
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371 if(self.weapon != WEP_GRABBER)
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373 self.grabber_state &~= GRABBER_FIRING;
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374 self.grabber_state |= GRABBER_REMOVING;
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377 if (self.grabber_state & GRABBER_FIRING)
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380 RemoveGrabber(self);
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382 self.grabber_state &~= GRABBER_FIRING;
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384 else if(self.grabber_state & GRABBER_REMOVING)
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387 RemoveGrabber(self);
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388 self.grabber_state &~= GRABBER_REMOVING;
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392 // if I have no grabber or it's not pulling yet, make sure I'm not flying!
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393 if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)
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395 self.movetype = MOVETYPE_WALK;
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397 if(self.impulse == GRABBER_FIRE && self.grabber_time <= time)
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403 else if(self.grabberimpulse == GRABBER_RELEASE)
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405 // remove grabber, reset movement type
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406 RemoveGrabber(self);
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410 /*else // make sure the player's movetype is correct
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412 //if(self.grabber == world && self.movetype == MOVETYPE_FLY)
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413 if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)
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415 self.movetype = MOVETYPE_WALK;
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418 // note: The grabber entity does the actual pulling
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423 grabber_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);
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426 void SetGrabberBindings()
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428 // this function has been modified for Voretournament
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429 // don't remove these lines! old server or demos coud overwrite the new aliases
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430 stuffcmd(self, "alias +grabber +button6\n");
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431 stuffcmd(self, "alias -grabber -button6\n");
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