-// void GrapplingHookFrame()
-// {
-// // this function has been modified for Xonotic
-// - if (self.BUTTON_HOOK && g_grappling_hook)
-// {
-// - if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
-// - if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
-// - FireGrapplingHook();
-// }
-// - else
-// {
-// if (self.hook)
-// RemoveGrapplingHook(self);
-// }
-// - self.button6_pressed_before = self.BUTTON_HOOK;
-// /*
-// // if I have no hook or it's not pulling yet, make sure I'm not flying!
-// if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
-
-void GrapplingHookFrame()
-{
- if(g_grappling_hook && timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK)
- {
- // offhand hook controls
- if(self.BUTTON_HOOK)
- {
- 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_RELEASING;
- if(self.BUTTON_CROUCH)
- {
- self.hook_state &= ~HOOK_PULLING;
- //self.hook_state |= HOOK_RELEASING;
- }
- else
- {
- self.hook_state |= HOOK_PULLING;
- //self.hook_state &= ~HOOK_RELEASING;
- }
- }
- else if(!g_grappling_hook && self.switchweapon != WEP_HOOK)
- {
- if(self.BUTTON_HOOK && !self.hook_switchweapon)
- W_SwitchWeapon(WEP_HOOK);
- }
- self.hook_switchweapon = self.BUTTON_HOOK;
-
- if(!g_grappling_hook && self.weapon != WEP_HOOK)
- {
- self.hook_state &= ~HOOK_FIRING;
- self.hook_state |= HOOK_REMOVING;
- }
-
- if (self.hook_state & HOOK_FIRING)
- {
- if (self.hook)
- RemoveGrapplingHook(self);
- FireGrapplingHook();
- 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;
- }
-
- /*
- // if I have no hook or it's not pulling yet, make sure I'm not flying!
- if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
- {
- self.movetype = MOVETYPE_WALK;
- }
- if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
- {
- // fire hook
- FireGrapplingHook();
- return;
- }
- else if(self.hookimpulse == GRAPHOOK_RELEASE)
- {
- // remove hook, reset movement type
- RemoveGrapplingHook(self);
- return;
- }
- */
- /*else // make sure the player's movetype is correct
- {
- //if(self.hook == world && self.movetype == MOVETYPE_FLY)
- if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
- {
- self.movetype = MOVETYPE_WALK;
- }
- }*/
- // note: The hook entity does the actual pulling
-}
-