5 /* ammotype */ ammo_fuel,
7 /* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
10 /* modelname */ "hookgun",
11 /* model */ MDL_HOOK_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairhook 0.5",
14 /* wepimg */ "weaponhook",
16 /* wepname */ _("Grappling Hook")
19 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
20 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, refire) \
23 w_cvar(id, sn, PRI, ammo) \
24 w_cvar(id, sn, PRI, hooked_ammo) \
25 w_cvar(id, sn, PRI, hooked_time_free) \
26 w_cvar(id, sn, PRI, hooked_time_max) \
27 w_cvar(id, sn, SEC, damage) \
28 w_cvar(id, sn, SEC, duration) \
29 w_cvar(id, sn, SEC, edgedamage) \
30 w_cvar(id, sn, SEC, force) \
31 w_cvar(id, sn, SEC, gravity) \
32 w_cvar(id, sn, SEC, lifetime) \
33 w_cvar(id, sn, SEC, power) \
34 w_cvar(id, sn, SEC, radius) \
35 w_cvar(id, sn, SEC, speed) \
36 w_cvar(id, sn, SEC, health) \
37 w_cvar(id, sn, SEC, damageforcescale) \
38 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(id, sn, string, weaponreplace, weaponreplace) \
41 w_prop(id, sn, float, weaponstart, weaponstart) \
42 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
43 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
46 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
56 .float hook_time_hooked;
57 .float hook_time_fueldecrease;
63 void spawnfunc_weapon_hook(void)
65 if(g_grappling_hook) // offhand hook
67 startitem_failed = true;
71 weapon_defaultspawnfunc(WEP_HOOK.m_id);
74 void W_Hook_ExplodeThink(void)
76 float dt, dmg_remaining_next, f;
78 dt = time - self.teleport_time;
79 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
81 f = self.dmg_last - dmg_remaining_next;
82 self.dmg_last = dmg_remaining_next;
84 RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
85 self.projectiledeathtype |= HITTYPE_BOUNCE;
86 //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
88 if(dt < self.dmg_duration)
89 self.nextthink = time + 0.05; // soon
94 void W_Hook_Explode2(void)
96 self.event_damage = func_null;
97 self.touch = func_null;
98 self.effects |= EF_NODRAW;
100 self.think = W_Hook_ExplodeThink;
101 self.nextthink = time;
102 self.dmg = WEP_CVAR_SEC(hook, damage);
103 self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
104 self.dmg_radius = WEP_CVAR_SEC(hook, radius);
105 self.dmg_force = WEP_CVAR_SEC(hook, force);
106 self.dmg_power = WEP_CVAR_SEC(hook, power);
107 self.dmg_duration = WEP_CVAR_SEC(hook, duration);
108 self.teleport_time = time;
110 self.movetype = MOVETYPE_NONE;
113 void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
118 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
119 return; // g_projectiles_damage says to halt
121 self.health = self.health - damage;
124 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
127 void W_Hook_Touch2(void)
133 void W_Hook_Attack2(void)
137 //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
138 W_SetupShot(self, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
141 gren.owner = gren.realowner = self;
142 gren.classname = "hookbomb";
143 gren.bot_dodge = true;
144 gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
145 gren.movetype = MOVETYPE_TOSS;
146 PROJECTILE_MAKETRIGGER(gren);
147 gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
148 setorigin(gren, w_shotorg);
149 setsize(gren, '0 0 0', '0 0 0');
151 gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
152 gren.think = adaptor_think2use_hittype_splash;
153 gren.use = W_Hook_Explode2;
154 gren.touch = W_Hook_Touch2;
156 gren.takedamage = DAMAGE_YES;
157 gren.health = WEP_CVAR_SEC(hook, health);
158 gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
159 gren.event_damage = W_Hook_Damage;
160 gren.damagedbycontents = true;
161 gren.missile_flags = MIF_SPLASH | MIF_ARC;
163 gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
164 if(autocvar_g_projectiles_newton_style)
165 gren.velocity = gren.velocity + self.velocity;
167 gren.gravity = WEP_CVAR_SEC(hook, gravity);
168 //W_SetupProjVelocity_Basic(gren); // just falling down!
170 gren.angles = '0 0 0';
171 gren.flags = FL_PROJECTILE;
173 CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
175 MUTATOR_CALLHOOK(EditProjectile, self, gren);
178 bool W_Hook(entity thiswep, int req)
180 float hooked_time_max, hooked_fuel;
186 // no bot AI for hook (yet?)
191 if(self.BUTTON_ATCK || self.BUTTON_HOOK)
194 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
195 if(!(self.hook_state & HOOK_FIRING))
196 if(time > self.hook_refire)
197 if(weapon_prepareattack(0, -1))
199 W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
200 self.hook_state |= HOOK_FIRING;
201 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
205 if(self.BUTTON_ATCK2)
207 if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
210 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
216 // if hooked, no bombs, and increase the timer
217 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
219 // hook also inhibits health regeneration, but only for 1 second
220 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
221 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
224 if(self.hook && self.hook.state == 1)
226 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
227 if(hooked_time_max > 0)
229 if( time > self.hook_time_hooked + hooked_time_max )
230 self.hook_state |= HOOK_REMOVING;
233 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
236 if( time > self.hook_time_fueldecrease )
238 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
240 if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
242 W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
243 self.hook_time_fueldecrease = time;
244 // decrease next frame again
249 self.hook_state |= HOOK_REMOVING;
250 W_SwitchWeapon_Force(self, w_getbestweapon(self));
258 self.hook_time_hooked = time;
259 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
262 if(self.BUTTON_CROUCH)
264 self.hook_state &= ~HOOK_PULLING;
265 if(self.BUTTON_ATCK || self.BUTTON_HOOK)
266 self.hook_state &= ~HOOK_RELEASING;
268 self.hook_state |= HOOK_RELEASING;
272 self.hook_state |= HOOK_PULLING;
273 self.hook_state &= ~HOOK_RELEASING;
275 if(self.BUTTON_ATCK || self.BUTTON_HOOK)
279 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
283 self.hook_state |= HOOK_REMOVING;
284 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
292 HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
297 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
303 return self.ammo_fuel > 0;
305 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
309 // infinite ammo for now
310 return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
314 HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
319 self.hook_refire = time;
322 case WR_SUICIDEMESSAGE:
328 return WEAPON_HOOK_MURDER;
335 bool W_Hook(entity thiswep, int req)
339 case WR_IMPACTEFFECT:
342 org2 = w_org + w_backoff * 2;
343 pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
345 sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
355 // no weapon specific image for this weapon