#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ HOOK,
-/* function */ w_hook,
-/* ammotype */ IT_CELLS|IT_FUEL,
-/* impulse */ 0,
-/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* model */ "hookgun",
-/* netname */ "hook",
-/* fullname */ _("Grappling Hook")
+/* WEP_##id */ HOOK,
+/* function */ W_Hook,
+/* ammotype */ ammo_fuel,
+/* impulse */ 0,
+/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ 0,
+/* color */ '0 0.5 0',
+/* modelname */ "hookgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhook 0.5",
+/* wepimg */ "weaponhook",
+/* refname */ "hook",
+/* wepname */ _("Grappling Hook")
);
-#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, WEP_HOOK, hook)
+#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_BOTH, animtime) \
- w_cvar(id, sn, MO_BOTH, ammo) \
- w_cvar(id, sn, MO_BOTH, refire) \
- w_cvar(id, sn, MO_PRI, hooked_ammo) \
- w_cvar(id, sn, MO_PRI, hooked_time_free) \
- w_cvar(id, sn, MO_PRI, hooked_time_max) \
- w_cvar(id, sn, MO_SEC, damage) \
- w_cvar(id, sn, MO_SEC, duration) \
- w_cvar(id, sn, MO_SEC, edgedamage) \
- w_cvar(id, sn, MO_SEC, force) \
- w_cvar(id, sn, MO_SEC, gravity) \
- w_cvar(id, sn, MO_SEC, lifetime) \
- w_cvar(id, sn, MO_SEC, power) \
- w_cvar(id, sn, MO_SEC, radius) \
- w_cvar(id, sn, MO_SEC, speed) \
- w_cvar(id, sn, MO_SEC, health) \
- w_cvar(id, sn, MO_SEC, damageforcescale) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, PRI, ammo) \
+ w_cvar(id, sn, PRI, hooked_ammo) \
+ w_cvar(id, sn, PRI, hooked_time_free) \
+ w_cvar(id, sn, PRI, hooked_time_max) \
+ w_cvar(id, sn, SEC, damage) \
+ w_cvar(id, sn, SEC, duration) \
+ w_cvar(id, sn, SEC, edgedamage) \
+ w_cvar(id, sn, SEC, force) \
+ w_cvar(id, sn, SEC, gravity) \
+ w_cvar(id, sn, SEC, lifetime) \
+ w_cvar(id, sn, SEC, power) \
+ w_cvar(id, sn, SEC, radius) \
+ w_cvar(id, sn, SEC, speed) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, damageforcescale) \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#else
#ifdef SVQC
-void spawnfunc_weapon_hook()
+void spawnfunc_weapon_hook(void)
{
if(g_grappling_hook) // offhand hook
{
weapon_defaultspawnfunc(WEP_HOOK);
}
-void W_Hook_ExplodeThink (void)
+void W_Hook_ExplodeThink(void)
{
float dt, dmg_remaining_next, f;
f = self.dmg_last - dmg_remaining_next;
self.dmg_last = dmg_remaining_next;
- RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
+ RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
self.projectiledeathtype |= HITTYPE_BOUNCE;
- //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+ //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
if(dt < self.dmg_duration)
self.nextthink = time + 0.05; // soon
remove(self);
}
-void W_Hook_Explode2 (void)
+void W_Hook_Explode2(void)
{
self.event_damage = func_null;
self.touch = func_null;
self.movetype = MOVETYPE_NONE;
}
-void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hook_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if (self.health <= 0)
+ if(self.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
- if (self.health <= 0)
+ if(self.health <= 0)
W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2 (void)
+void W_Hook_Touch2(void)
{
PROJECTILE_TOUCH;
self.use();
}
-void W_Hook_Attack2()
+void W_Hook_Attack2(void)
{
entity gren;
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
- W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+ //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+ W_SetupShot(self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
- gren = spawn ();
+ gren = spawn();
gren.owner = gren.realowner = self;
gren.classname = "hookbomb";
gren.bot_dodge = TRUE;
gren.velocity = gren.velocity + self.velocity;
gren.gravity = WEP_CVAR_SEC(hook, gravity);
- //W_SetupProjectileVelocity(gren); // just falling down!
+ //W_SetupProjVelocity_Basic(gren); // just falling down!
gren.angles = '0 0 0';
gren.flags = FL_PROJECTILE;
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_hook(float req)
+float W_Hook(float req)
{
float hooked_time_max, hooked_fuel;
}
case WR_THINK:
{
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
{
if(!self.hook)
if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
if(!(self.hook_state & HOOK_FIRING))
- if (time > self.hook_refire)
- if (weapon_prepareattack(0, -1))
+ if(time > self.hook_refire)
+ if(weapon_prepareattack(0, -1))
{
- W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE);
+ W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
self.hook_state |= HOOK_FIRING;
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
}
- if (self.BUTTON_ATCK2)
+ if(self.BUTTON_ATCK2)
{
- if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
{
W_Hook_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
if(self.hook && self.hook.state == 1)
{
hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
- if (hooked_time_max > 0)
+ if(hooked_time_max > 0)
{
- if ( time > self.hook_time_hooked + hooked_time_max )
+ if( time > self.hook_time_hooked + hooked_time_max )
self.hook_state |= HOOK_REMOVING;
}
hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
- if (hooked_fuel > 0)
+ if(hooked_fuel > 0)
{
- if ( time > self.hook_time_fueldecrease )
+ if( time > self.hook_time_fueldecrease )
{
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
- if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+ if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
{
- W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
+ W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
self.hook_time_fueldecrease = time;
// decrease next frame again
}
self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
- if (self.BUTTON_CROUCH)
+ if(self.BUTTON_CROUCH)
{
self.hook_state &= ~HOOK_PULLING;
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
self.hook_state &= ~HOOK_RELEASING;
else
self.hook_state |= HOOK_RELEASING;
self.hook_state |= HOOK_PULLING;
self.hook_state &= ~HOOK_RELEASING;
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
{
// already fired
if(self.hook)
}
case WR_INIT:
{
- precache_model ("models/weapons/g_hookgun.md3");
- precache_model ("models/weapons/v_hookgun.md3");
- precache_model ("models/weapons/h_hookgun.iqm");
- precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
- precache_sound ("weapons/hook_fire.wav");
- precache_sound ("weapons/hookbomb_fire.wav");
- HOOK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ precache_model("models/weapons/g_hookgun.md3");
+ precache_model("models/weapons/v_hookgun.md3");
+ precache_model("models/weapons/h_hookgun.iqm");
+ precache_sound("weapons/hook_impact.wav"); // done by g_hook.qc
+ precache_sound("weapons/hook_fire.wav");
+ precache_sound("weapons/hookbomb_fire.wav");
+ HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- self.current_ammo = ammo_fuel;
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
return TRUE;
}
}
case WR_CHECKAMMO2:
{
- return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
+ // infinite ammo for now
+ return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
case WR_CONFIG:
{
return WEAPON_HOOK_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
-float w_hook(float req)
+float W_Hook(float req)
{
switch(req)
{
precache_sound("weapons/hookbomb_impact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
- return TRUE;
+ return FALSE;
}
#endif
#endif