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
8 .float grabber_refire;
\r
9 .float grabber_time_grabbered;
\r
10 .float grabber_time_fueldecrease;
\r
12 void W_Grabber_UpdateStats(entity e, float shot, float hit)
\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
18 e.stats_fired[e.weapon - 1] += 1;
\r
19 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);
\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
28 void W_Grabber_Touch2 (void)
\r
34 void W_Grabber_Attack2()
\r
36 if(time < self.weapon_delay)
\r
39 W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));
\r
40 W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below
\r
42 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
\r
44 pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);
\r
46 if (trace_fraction < 1)
\r
48 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
49 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above
\r
53 self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");
\r
55 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));
\r
58 void spawnfunc_weapon_grabber (void)
\r
60 weapon_defaultspawnfunc(WEP_GRABBER);
\r
63 float w_grabber(float req)
\r
65 if(self.predator.classname == "player") // we can't use weapons while in the stomach
\r
67 self.grabber_state |= GRABBER_REMOVING;
\r
72 float grabbered_time_max, grabbered_fuel;
\r
78 else if (req == WR_THINK)
\r
80 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");
\r
82 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))
\r
83 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked
\r
85 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
86 weapon_action(self.weapon, WR_RELOAD);
\r
88 else if not(self.clip_load < 0) // we're not currently reloading
\r
90 if (self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1))
\r
92 if(time < self.weapon_delay)
\r
96 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)
\r
97 if not(self.grabber_state & GRABBER_FIRING)
\r
98 if (time > self.grabber_refire)
\r
99 if (weapon_prepareattack(0, -1))
\r
102 self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");
\r
103 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));
\r
104 self.grabber_state |= GRABBER_FIRING;
\r
105 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);
\r
108 if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2))
\r
110 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))
\r
112 W_Grabber_Attack2();
\r
113 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);
\r
114 sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);
\r
121 // if grabbered, no melee attacks, and increase the timer
\r
122 self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));
\r
124 // grabber also inhibits health regeneration, but only for 1 second
\r
125 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
126 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
\r
129 if(self.grabber && self.grabber.state == 1)
\r
131 grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");
\r
132 if (grabbered_time_max > 0)
\r
134 if ( time > self.grabber_time_grabbered + grabbered_time_max )
\r
135 self.grabber_state |= GRABBER_REMOVING;
\r
138 if (grabbered_fuel > 0)
\r
140 if ( time > self.grabber_time_fueldecrease )
\r
142 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
144 if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )
\r
146 W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));
\r
147 self.grabber_time_fueldecrease = time;
\r
148 // decrease next frame again
\r
152 self.grabber_state |= GRABBER_REMOVING;
\r
153 W_SwitchWeapon_Force(self, w_getbestweapon(self));
\r
161 self.grabber_time_grabbered = time;
\r
162 self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");
\r
165 if (self.BUTTON_CROUCH)
\r
167 self.grabber_state &~= GRABBER_PULLING;
\r
168 if (self.BUTTON_ATCK)
\r
169 self.grabber_state &~= GRABBER_RELEASING;
\r
171 self.grabber_state |= GRABBER_RELEASING;
\r
175 self.grabber_state |= GRABBER_PULLING;
\r
176 self.grabber_state &~= GRABBER_RELEASING;
\r
178 if (self.BUTTON_ATCK)
\r
182 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;
\r
186 self.grabber_state |= GRABBER_REMOVING;
\r
187 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
\r
191 else if (req == WR_PRECACHE)
\r
193 precache_model ("models/weapons/g_grabber.md3");
\r
194 precache_model ("models/weapons/v_grabber.md3");
\r
195 precache_model ("models/weapons/h_grabber.iqm");
\r
196 precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc
\r
197 precache_sound ("weapons/grabber_fire.wav");
\r
198 precache_sound ("weapons/grabber_altfire.wav");
\r
199 precache_sound ("weapons/grabber_swing.wav");
\r
200 precache_sound ("weapons/reload.wav");
\r
202 else if (req == WR_SETUP)
\r
204 weapon_setup(WEP_GRABBER);
\r
205 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
\r
206 self.current_ammo = ammo_fuel;
\r
208 else if (req == WR_CHECKAMMO1)
\r
212 ammo_amount = self.ammo_fuel > 0;
\r
213 ammo_amount += self.weapon_load[WEP_GRABBER] > 0;
\r
217 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");
\r
218 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");
\r
220 return ammo_amount;
\r
222 else if (req == WR_CHECKAMMO2)
\r
224 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");
\r
225 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");
\r
226 return ammo_amount;
\r
228 else if (req == WR_RELOAD)
\r
230 self.grabber_state |= GRABBER_REMOVING;
\r
231 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
233 else if (req == WR_SUICIDEMESSAGE)
\r
234 w_deathtypestring = "did the impossible";
\r
235 else if (req == WR_KILLMESSAGE)
\r
236 w_deathtypestring = "has run into #'s paws";
\r
237 else if (req == WR_RESETPLAYER)
\r
239 self.grabber_refire = time;
\r