1 #ifdef REGISTER_WEAPON
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2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");
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8 .float grabber_refire;
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9 .float grabber_time_grabbered;
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10 .float grabber_time_fueldecrease;
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12 void W_Grabber_UpdateStats(entity e, float shot, float hit)
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14 // this may not be entierly right, but for the time being we're handling grabber accuracy here
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15 // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit
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18 e.stats_fired[e.weapon - 1] += 1;
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19 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);
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23 e.stats_hit[e.weapon - 1] += 1;
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24 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);
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28 void W_Grabber_Touch2 (void)
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34 void W_Grabber_Attack2()
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36 if(time < self.weapon_delay)
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39 W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));
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40 pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1);
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41 W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below
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43 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
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45 if(trace_fraction < 1) // should always be true, but just in case
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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);
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48 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);
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49 if(trace_ent.classname == "player")
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50 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);
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53 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);
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54 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
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55 pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1);
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57 pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1);
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60 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above
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63 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));
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66 void spawnfunc_weapon_grabber (void)
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68 weapon_defaultspawnfunc(WEP_GRABBER);
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71 float w_grabber(float req)
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73 if(self.stat_eaten) // we can't use weapons while in the stomach
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74 self.grabber_state |= GRABBER_REMOVING;
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77 float grabbered_time_max, grabbered_fuel;
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83 else if (req == WR_THINK)
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85 // determine by distance if this will be primary fire or alternate fire
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86 W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg
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87 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
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88 if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook
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89 self.stat_crosshair_style = 1;
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91 self.stat_crosshair_style = 0;
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93 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");
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95 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))
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96 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // not while hooked and still have ammo to stay hooked
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98 if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo
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99 weapon_action(self.weapon, WR_RELOAD);
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101 else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten
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103 if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack
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105 if(time < self.weapon_delay)
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109 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)
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110 if not(self.grabber_state & GRABBER_FIRING)
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111 if (time > self.grabber_refire)
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112 if (weapon_prepareattack(0, -1))
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114 W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil
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115 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));
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116 self.grabber_state |= GRABBER_FIRING;
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117 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);
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120 else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack
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122 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))
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124 W_Grabber_Attack2();
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125 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);
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126 sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);
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133 // if grabbered, no melee attacks, and increase the timer
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134 self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));
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136 // grabber also inhibits health regeneration, but only for 1 second
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137 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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138 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
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141 if(self.grabber && self.grabber.state == 1)
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143 grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");
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144 if (grabbered_time_max > 0)
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146 if ( time > self.grabber_time_grabbered + grabbered_time_max )
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147 self.grabber_state |= GRABBER_REMOVING;
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150 if (grabbered_fuel > 0)
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152 if ( time > self.grabber_time_fueldecrease )
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154 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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157 if(cvar("g_balance_grabber_reload_ammo"))
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158 active_ammo = self.clip_load;
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160 active_ammo = self.ammo_fuel;
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162 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )
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164 W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));
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165 self.grabber_time_fueldecrease = time;
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166 // decrease next frame again
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170 self.grabber_state |= GRABBER_REMOVING;
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171 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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179 self.grabber_time_grabbered = time;
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180 self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");
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183 self.grabber_state |= GRABBER_PULLING;
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184 self.grabber_state &~= GRABBER_RELEASING;
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186 if (self.BUTTON_ATCK2)
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190 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;
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194 self.grabber_state |= GRABBER_REMOVING;
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195 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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198 else if (req == WR_PRECACHE)
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200 precache_model ("models/weapons/g_grabber.md3");
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201 precache_model ("models/weapons/v_grabber.md3");
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202 precache_model ("models/weapons/h_grabber.iqm");
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203 precache_sound ("weapons/grabber_impact_player.wav");
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204 precache_sound ("weapons/grabber_impact_world.wav");
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205 precache_sound ("weapons/grabber_impact2_player.wav");
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206 precache_sound ("weapons/grabber_impact2_world.wav");
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207 precache_sound ("weapons/grabber_fire.wav");
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208 precache_sound ("weapons/grabber_altfire.wav");
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209 precache_sound ("weapons/grabber_swing.wav");
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210 precache_sound ("weapons/reload.wav");
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212 else if (req == WR_SETUP)
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214 weapon_setup(WEP_GRABBER);
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215 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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216 self.current_ammo = ammo_fuel;
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217 W_DisplaySetup(self, 2, 3);
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219 else if (req == WR_CHECKAMMO1)
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223 if(cvar("g_balance_grabber_reload_ammo"))
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224 ammo_amount = self.weapon_load[WEP_GRABBER] > 0;
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226 ammo_amount = self.ammo_fuel > 0;
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230 if(cvar("g_balance_grabber_reload_ammo"))
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231 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");
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233 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");
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235 return ammo_amount;
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237 else if (req == WR_CHECKAMMO2)
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239 if(cvar("g_balance_grabber_reload_ammo"))
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240 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");
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242 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");
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243 return ammo_amount;
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245 else if (req == WR_RELOAD)
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247 self.grabber_state |= GRABBER_REMOVING;
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248 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");
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250 else if (req == WR_SUICIDEMESSAGE)
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251 w_deathtypestring = "did the impossible";
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252 else if (req == WR_KILLMESSAGE)
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253 w_deathtypestring = "has run into #'s paws";
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254 else if (req == WR_RESETPLAYER)
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256 self.grabber_refire = time;
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