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, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));
\r
40 pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1);
\r
41 W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below
\r
43 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
\r
45 if(trace_fraction < 1) // should always be true, but just in case
\r
47 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
48 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);
\r
50 if(trace_ent.classname == "player")
\r
52 trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));
\r
53 trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random();
\r
54 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);
\r
58 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);
\r
59 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
\r
60 pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1);
\r
62 pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1);
\r
65 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above
\r
68 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));
\r
71 void spawnfunc_weapon_grabber (void)
\r
73 weapon_defaultspawnfunc(WEP_GRABBER);
\r
76 float w_grabber(float req)
\r
78 if(self.stat_eaten) // we can't use weapons while in the stomach
\r
79 self.grabber_state |= GRABBER_REMOVING;
\r
82 float grabbered_time_max, grabbered_fuel;
\r
88 else if (req == WR_THINK)
\r
90 // determine by distance if this will be primary fire or alternate fire
\r
91 W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg
\r
92 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
\r
93 if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook
\r
94 self.stat_crosshair_style = 1;
\r
96 self.stat_crosshair_style = 0;
\r
98 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");
\r
100 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))
\r
101 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && (self.grabber || self.grabber_state & GRABBER_FIRING))) // not while hooked and still have ammo to stay hooked
\r
103 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
104 weapon_action(self.weapon, WR_RELOAD);
\r
106 else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten
\r
108 if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack
\r
110 if(time < self.weapon_delay)
\r
114 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)
\r
115 if not(self.grabber_state & GRABBER_FIRING)
\r
116 if (time > self.grabber_refire)
\r
117 if (weapon_prepareattack(0, -1))
\r
119 W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil
\r
120 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));
\r
121 self.grabber_state |= GRABBER_FIRING;
\r
122 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);
\r
125 else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack
\r
127 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))
\r
129 W_Grabber_Attack2();
\r
130 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);
\r
131 sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);
\r
138 // if grabbered, no melee attacks, and increase the timer
\r
139 self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));
\r
141 // grabber also inhibits health regeneration, but only for 1 second
\r
142 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
143 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
\r
146 if(self.grabber && self.grabber.state == 1)
\r
148 grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");
\r
149 if (grabbered_time_max > 0)
\r
151 if ( time > self.grabber_time_grabbered + grabbered_time_max )
\r
152 self.grabber_state |= GRABBER_REMOVING;
\r
155 if (grabbered_fuel > 0)
\r
157 if ( time > self.grabber_time_fueldecrease )
\r
159 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
162 if(cvar("g_balance_grabber_reload_ammo"))
\r
163 active_ammo = self.clip_load;
\r
165 active_ammo = self.ammo_fuel;
\r
167 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )
\r
169 W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));
\r
170 self.grabber_time_fueldecrease = time;
\r
171 // decrease next frame again
\r
175 self.grabber_state |= GRABBER_REMOVING;
\r
176 W_SwitchWeapon_Force(self, w_getbestweapon(self));
\r
184 self.grabber_time_grabbered = time;
\r
185 self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");
\r
188 self.grabber_state |= GRABBER_PULLING;
\r
189 self.grabber_state &~= GRABBER_RELEASING;
\r
191 if (self.BUTTON_ATCK2)
\r
195 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;
\r
199 self.grabber_state |= GRABBER_REMOVING;
\r
200 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
\r
203 else if (req == WR_PRECACHE)
\r
205 precache_model ("models/weapons/g_grabber.md3");
\r
206 precache_model ("models/weapons/v_grabber.md3");
\r
207 precache_model ("models/weapons/h_grabber.iqm");
\r
208 precache_sound ("weapons/grabber_impact_player.wav");
\r
209 precache_sound ("weapons/grabber_impact_world.wav");
\r
210 precache_sound ("weapons/grabber_impact2_player.wav");
\r
211 precache_sound ("weapons/grabber_impact2_world.wav");
\r
212 precache_sound ("weapons/grabber_fire.wav");
\r
213 precache_sound ("weapons/grabber_altfire.wav");
\r
214 precache_sound ("weapons/grabber_swing.wav");
\r
215 precache_sound ("weapons/reload.wav");
\r
217 else if (req == WR_SETUP)
\r
219 weapon_setup(WEP_GRABBER);
\r
220 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
\r
221 self.current_ammo = ammo_fuel;
\r
223 else if (req == WR_CHECKAMMO1)
\r
227 if(cvar("g_balance_grabber_reload_ammo"))
\r
228 ammo_amount = self.weapon_load[WEP_GRABBER] > 0;
\r
230 ammo_amount = self.ammo_fuel > 0;
\r
234 if(cvar("g_balance_grabber_reload_ammo"))
\r
235 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");
\r
237 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");
\r
239 return ammo_amount;
\r
241 else if (req == WR_CHECKAMMO2)
\r
243 if(cvar("g_balance_grabber_reload_ammo"))
\r
244 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");
\r
246 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");
\r
247 return ammo_amount;
\r
249 else if (req == WR_RELOAD)
\r
251 if(self.clip_load >= 0) // prevents a bug
\r
252 self.grabber_state |= GRABBER_REMOVING;
\r
253 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
255 else if (req == WR_SUICIDEMESSAGE)
\r
256 w_deathtypestring = "did the impossible";
\r
257 else if (req == WR_KILLMESSAGE)
\r
258 w_deathtypestring = "has run into #'s paws";
\r
259 else if (req == WR_RESETPLAYER)
\r
261 self.grabber_refire = time;
\r