#ifdef REGISTER_WEAPON\r
-REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, 0, "grabber", "grabber", "Grabber");\r
+REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
#else\r
.float dmg;\r
.float dmg_edge;\r
if(time < self.weapon_delay)\r
return;\r
\r
- W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
+ W_SetupShot (self, TRUE, cvar("g_balance_grabber_secondary_recoil"), "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
+ pointparticles(particleeffectnum("grabber_muzzleflash"), w_shotorg, '0 0 0', 1);\r
W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
\r
WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
\r
- pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);\r
-\r
- if (trace_fraction < 1)\r
+ if(trace_fraction < 1) // should always be true, but just in case\r
{\r
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
+ pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
+\r
+ if(trace_ent.classname == "player")\r
+ {\r
+ trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
+ trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random();\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
+ }\r
+ else\r
+ {\r
+ sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
+ pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1);\r
+ else\r
+ pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1);\r
+ }\r
+\r
W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
}\r
\r
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
- self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_secondary_ammo");\r
+ W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
}\r
\r
void spawnfunc_weapon_grabber (void)\r
\r
float w_grabber(float req)\r
{\r
- if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
- {\r
+ if(self.stat_eaten) // we can't use weapons while in the stomach\r
self.grabber_state |= GRABBER_REMOVING;\r
- return FALSE;\r
- }\r
\r
+ float ammo_amount;\r
float grabbered_time_max, grabbered_fuel;\r
\r
if (req == WR_AIM)\r
}\r
else if (req == WR_THINK)\r
{\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
+ // determine by distance if this will be primary fire or alternate fire\r
+ W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg\r
+ WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
+ if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook\r
+ self.stat_crosshair_style = 1;\r
+ else\r
+ self.stat_crosshair_style = 0;\r
+\r
+ grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+ // forced reload\r
+ if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
+ && !(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
{\r
- if(time < self.weapon_delay)\r
- return FALSE;\r
-\r
- if(!self.grabber)\r
- if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
- if not(self.grabber_state & GRABBER_FIRING)\r
- if (time > self.grabber_refire)\r
- if (weapon_prepareattack(0, -1))\r
- {\r
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
- self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_primary_ammo");\r
- self.grabber_state |= GRABBER_FIRING;\r
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
- }\r
+ 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
+ weapon_action(self.weapon, WR_RELOAD);\r
}\r
-\r
- if (self.BUTTON_ATCK2)\r
+ else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten\r
{\r
- if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
{\r
- W_Grabber_Attack2();\r
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ if(time < self.weapon_delay)\r
+ return FALSE;\r
+\r
+ if(!self.grabber)\r
+ if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
+ if not(self.grabber_state & GRABBER_FIRING)\r
+ if (time > self.grabber_refire)\r
+ if (weapon_prepareattack(0, -1))\r
+ {\r
+ W_SetupShot (self, TRUE, cvar("g_balance_grabber_primary_recoil"), "", 0); // do this for recoil\r
+ W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
+ self.grabber_state |= GRABBER_FIRING;\r
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready); \r
+ }\r
+ }\r
+ else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack\r
+ {\r
+ if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
+ {\r
+ W_Grabber_Attack2();\r
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
+ sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
+ }\r
}\r
}\r
\r
\r
// grabber also inhibits health regeneration, but only for 1 second\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));\r
+ self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
}\r
\r
if(self.grabber && self.grabber.state == 1)\r
if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
self.grabber_state |= GRABBER_REMOVING;\r
}\r
- \r
- grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
+\r
if (grabbered_fuel > 0)\r
{\r
if ( time > self.grabber_time_fueldecrease )\r
{\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
{\r
- if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
+ float active_ammo;\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ active_ammo = self.clip_load;\r
+ else\r
+ active_ammo = self.ammo_fuel;\r
+\r
+ if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
{\r
- self.ammo_fuel -= (time - self.grabber_time_fueldecrease) * grabbered_fuel;\r
+ W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
self.grabber_time_fueldecrease = time;\r
// decrease next frame again\r
}\r
else\r
{\r
- self.ammo_fuel = 0;\r
self.grabber_state |= GRABBER_REMOVING;\r
W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
}\r
self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
}\r
\r
- if (self.BUTTON_CROUCH)\r
+ self.grabber_state |= GRABBER_PULLING;\r
+ self.grabber_state &~= GRABBER_RELEASING;\r
+\r
+ if (self.BUTTON_ATCK2)\r
{\r
- self.grabber_state &~= GRABBER_PULLING;\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
- self.grabber_state &~= GRABBER_RELEASING;\r
- else\r
- self.grabber_state |= GRABBER_RELEASING;\r
+ // already fired\r
+ if(self.grabber)\r
+ self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
}\r
else\r
{\r
- self.grabber_state |= GRABBER_PULLING;\r
- self.grabber_state &~= GRABBER_RELEASING;\r
-\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
- {\r
- // already fired\r
- if(self.grabber)\r
- self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
- }\r
- else\r
- {\r
- self.grabber_state |= GRABBER_REMOVING;\r
- self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
- }\r
+ self.grabber_state |= GRABBER_REMOVING;\r
+ self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
}\r
}\r
else if (req == WR_PRECACHE)\r
{\r
precache_model ("models/weapons/g_grabber.md3");\r
precache_model ("models/weapons/v_grabber.md3");\r
- precache_model ("models/weapons/h_grabber.dpm");\r
- precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
+ precache_model ("models/weapons/h_grabber.iqm");\r
+ precache_sound ("weapons/grabber_impact_player.wav");\r
+ precache_sound ("weapons/grabber_impact_world.wav");\r
+ precache_sound ("weapons/grabber_impact2_player.wav");\r
+ precache_sound ("weapons/grabber_impact2_world.wav");\r
precache_sound ("weapons/grabber_fire.wav");\r
precache_sound ("weapons/grabber_altfire.wav");\r
+ precache_sound ("weapons/grabber_swing.wav");\r
+ precache_sound ("weapons/reload.wav");\r
}\r
else if (req == WR_SETUP)\r
{\r
weapon_setup(WEP_GRABBER);\r
self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
+ self.current_ammo = ammo_fuel;\r
}\r
else if (req == WR_CHECKAMMO1)\r
{\r
if(self.grabber)\r
- return self.ammo_fuel > 0;\r
+ {\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ ammo_amount = self.weapon_load[WEP_GRABBER] > 0;\r
+ else\r
+ ammo_amount = self.ammo_fuel > 0;\r
+ }\r
else\r
- return self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
+ {\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
+ else\r
+ ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
+ }\r
+ return ammo_amount;\r
}\r
else if (req == WR_CHECKAMMO2)\r
{\r
- return self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
+ if(cvar("g_balance_grabber_reload_ammo"))\r
+ ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
+ else\r
+ ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
+ return ammo_amount;\r
+ }\r
+ else if (req == WR_RELOAD)\r
+ {\r
+ if(self.clip_load >= 0) // prevents a bug\r
+ self.grabber_state |= GRABBER_REMOVING;\r
+ 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
}\r
else if (req == WR_SUICIDEMESSAGE)\r
w_deathtypestring = "did the impossible";\r