+#include "g_hook.qh"
+#include "_all.qh"
+
+#include "weapons/common.qh"
+#include "weapons/weaponsystem.qh"
+#include "weapons/selection.qh"
+#include "weapons/tracing.qh"
+#include "cl_player.qh"
+#include "t_teleporters.qh"
+#include "command/common.qh"
+#include "round_handler.qh"
+#include "vehicles/vehicle.qh"
+#include "../common/constants.qh"
+#include "../common/util.qh"
+#include "../common/weapons/all.qh"
+#include "../warpzonelib/common.qh"
+#include "../warpzonelib/server.qh"
+
/*============================================
Wazat's Xonotic Grappling Hook
void RemoveGrapplingHook(entity pl);
void SetGrappleHookBindings();
// hook impulses
-float GRAPHOOK_FIRE = 20;
-float GRAPHOOK_RELEASE = 21;
+const float GRAPHOOK_FIRE = 20;
+const float GRAPHOOK_RELEASE = 21;
// (note: you can change the hook impulse #'s to whatever you please)
4. Open client.c and add this to the top of PutClientInServer():
if(pl.movetype == MOVETYPE_FLY)
pl.movetype = MOVETYPE_WALK;
- //pl.disableclientprediction = FALSE;
+ //pl.disableclientprediction = false;
}
void GrapplingHookReset(void)
void GrapplingHook_Stop()
{
pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
- sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTEN_NORM);
self.state = 1;
self.think = GrapplingHookThink;
}
.vector hook_start, hook_end;
-float GrapplingHookSend(entity to, float sf)
+float GrapplingHookSend(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
sf = sf & 0x7F;
}
if(sf & 2)
{
- WriteCoord(MSG_ENTITY, self.hook_start_x);
- WriteCoord(MSG_ENTITY, self.hook_start_y);
- WriteCoord(MSG_ENTITY, self.hook_start_z);
+ WriteCoord(MSG_ENTITY, self.hook_start.x);
+ WriteCoord(MSG_ENTITY, self.hook_start.y);
+ WriteCoord(MSG_ENTITY, self.hook_start.z);
}
if(sf & 4)
{
- WriteCoord(MSG_ENTITY, self.hook_end_x);
- WriteCoord(MSG_ENTITY, self.hook_end_y);
- WriteCoord(MSG_ENTITY, self.hook_end_z);
+ WriteCoord(MSG_ENTITY, self.hook_end.x);
+ WriteCoord(MSG_ENTITY, self.hook_end.y);
+ WriteCoord(MSG_ENTITY, self.hook_end.z);
}
- return TRUE;
+ return true;
}
void GrapplingHookThink()
{
- float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch, s;
+ float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
vector dir, org, end, v0, dv, v, myorg, vs;
if(self.realowner.hook != self) // how did that happen?
{
error("Owner lost the hook!\n");
return;
}
- if(LostMovetypeFollow(self) || intermission_running)
+ if(LostMovetypeFollow(self) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
{
RemoveGrapplingHook(self.realowner);
return;
self.nextthink = time;
- s = self.realowner.cvar_cl_gunalign;
+ int s = self.realowner.cvar_cl_gunalign;
if(s != 1 && s != 2 && s != 4)
s = 3; // default value
--s;
vs = hook_shotorigin[s];
makevectors(self.realowner.v_angle);
- org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
+ org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
myorg = WarpZone_RefSys_TransformOrigin(self.realowner, self, org);
if(self.hook_length < 0)
{
v = v - dv * 0.5;
self.aiment.velocity = self.aiment.velocity - dv * 0.5;
- self.aiment.flags &~= FL_ONGROUND;
+ self.aiment.flags &= ~FL_ONGROUND;
self.aiment.pusher = self.realowner;
self.aiment.pushltime = time + autocvar_g_maxpushtime;
self.aiment.istypefrag = self.aiment.BUTTON_CHAT;
}
}
- self.realowner.flags &~= FL_ONGROUND;
+ self.realowner.flags &= ~FL_ONGROUND;
}
self.realowner.velocity = WarpZone_RefSys_TransformVelocity(self, self.realowner, v);
self.realowner.velocity = dir*spd;
self.realowner.movetype = MOVETYPE_FLY;
- self.realowner.flags &~= FL_ONGROUND;
+ self.realowner.flags &= ~FL_ONGROUND;
}
}
- makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+ makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
myorg = WarpZone_RefSys_TransformOrigin(self, self.realowner, self.origin); // + v_forward * (-9);
if(myorg != self.hook_start)
WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
}
- //self.realowner.disableclientprediction = TRUE;
+ //self.realowner.disableclientprediction = true;
}
-void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
-
+
if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
-
+
self.health = self.health - damage;
-
+
if (self.health <= 0)
{
if(attacker != self.realowner)
{
entity missile;
vector org;
- float s;
vector vs;
- if((arena_roundbased && time < warmup) || (time < game_starttime))
- return;
-
- if(self.freezetag_frozen || self.frozen)
- return;
-
- if(self.vehicle)
- return;
+ if(forbidWeaponUse()) return;
+ if(self.vehicle) return;
makevectors(self.v_angle);
- s = self.cvar_cl_gunalign;
+ int s = self.cvar_cl_gunalign;
if(s != 1 && s != 2 && s != 4)
s = 3; // default value
--s;
vs = hook_shotorigin[s];
// UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
- sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
- org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
+ sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTEN_NORM);
+ org = self.origin + self.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
org = trace_endpos;
missile.state = 0; // not latched onto anything
- W_SetupProjectileVelocityEx(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE);
+ W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
missile.angles = vectoangles (missile.velocity);
//missile.glow_color = 250; // 244, 250
missile.hook_start = missile.hook_end = missile.origin;
- Net_LinkEntity(missile, FALSE, 0, GrapplingHookSend);
+ Net_LinkEntity(missile, false, 0, GrapplingHookSend);
}
// void GrapplingHookFrame()
// offhand hook controls
if(self.BUTTON_HOOK)
{
- if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if (!(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE)) && (time > self.hook_refire))
{
self.hook_state |= HOOK_FIRING;
self.hook_state |= HOOK_WAITING_FOR_RELEASE;
else
{
self.hook_state |= HOOK_REMOVING;
- self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+ self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
- self.hook_state &~= HOOK_RELEASING;
+ self.hook_state &= ~HOOK_RELEASING;
if(self.BUTTON_CROUCH)
{
- self.hook_state &~= HOOK_PULLING;
+ self.hook_state &= ~HOOK_PULLING;
//self.hook_state |= HOOK_RELEASING;
}
else
{
self.hook_state |= HOOK_PULLING;
- //self.hook_state &~= HOOK_RELEASING;
+ //self.hook_state &= ~HOOK_RELEASING;
}
}
- else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
+ else if(!g_grappling_hook && self.switchweapon != WEP_HOOK)
{
if(self.BUTTON_HOOK && !self.hook_switchweapon)
W_SwitchWeapon(WEP_HOOK);
if(!g_grappling_hook && self.weapon != WEP_HOOK)
{
- self.hook_state &~= HOOK_FIRING;
+ self.hook_state &= ~HOOK_FIRING;
self.hook_state |= HOOK_REMOVING;
}
if (self.hook)
RemoveGrapplingHook(self);
FireGrapplingHook();
- self.hook_state &~= HOOK_FIRING;
+ self.hook_state &= ~HOOK_FIRING;
+ self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
}
else if(self.hook_state & HOOK_REMOVING)
{
if (self.hook)
RemoveGrapplingHook(self);
- self.hook_state &~= HOOK_REMOVING;
+ self.hook_state &= ~HOOK_REMOVING;
}
/*
}
else
{
- weapon_action(WEP_HOOK, WR_PRECACHE);
- hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1);
- hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2);
- hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3);
- hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 4);
+ WEP_ACTION(WEP_HOOK, WR_INIT);
+ hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 1);
+ hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 2);
+ hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 3);
+ hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 4);
}
}