METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity player, bool key_pressed))
{
Weapon wep = WEP_HOOK;
- WITH(entity, self, player, wep.wr_think(wep, key_pressed, false));
+ WITH(entity, self, player, wep.wr_think(wep, self, key_pressed, false));
}
ENDCLASS(OffhandHook)
OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hook() { weapon_defaultspawnfunc(WEP_HOOK.m_id); }
+spawnfunc(weapon_hook) { weapon_defaultspawnfunc(WEP_HOOK.m_id); }
void W_Hook_ExplodeThink(void)
{SELFPARAM();
self.use();
}
-void W_Hook_Attack2(Weapon thiswep)
-{SELFPARAM();
- entity gren;
-
- //W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
- W_SetupShot(self, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+void W_Hook_Attack2(Weapon thiswep, entity actor)
+{
+ //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+ W_SetupShot(actor, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
- gren = spawn();
- gren.owner = gren.realowner = self;
- gren.classname = "hookbomb";
+ entity gren = new(hookbomb);
+ gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
gren.movetype = MOVETYPE_TOSS;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
- if(autocvar_g_projectiles_newton_style)
- gren.velocity = gren.velocity + self.velocity;
+ if (autocvar_g_projectiles_newton_style)
+ gren.velocity = gren.velocity + actor.velocity;
gren.gravity = WEP_CVAR_SEC(hook, gravity);
//W_SetupProjVelocity_Basic(gren); // just falling down!
CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
- MUTATOR_CALLHOOK(EditProjectile, self, gren);
+ MUTATOR_CALLHOOK(EditProjectile, actor, gren);
}
- METHOD(Hook, wr_aim, bool(entity thiswep))
- {
- // no bot AI for hook (yet?)
- return true;
- }
- METHOD(Hook, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Hook, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- if(fire1 || self.BUTTON_HOOK)
+ if(fire1 || actor.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(false, -1))
+ if(!actor.hook)
+ if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if(!(actor.hook_state & HOOK_FIRING))
+ if(time > actor.hook_refire)
+ if(weapon_prepareattack(actor, false, -1))
{
- W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(hook, ammo));
- self.hook_state |= HOOK_FIRING;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hook, ammo));
+ actor.hook_state |= HOOK_FIRING;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
}
if(fire2)
{
- if(weapon_prepareattack(true, WEP_CVAR_SEC(hook, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hook, refire)))
{
- W_Hook_Attack2(thiswep);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+ W_Hook_Attack2(thiswep, actor);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
}
}
- if(self.hook)
+ if(actor.hook)
{
// if hooked, no bombs, and increase the timer
- self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
// hook also inhibits health regeneration, but only for 1 second
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
- if(self.hook && self.hook.state == 1)
+ if(actor.hook && actor.hook.state == 1)
{
float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
if(hooked_time_max > 0)
{
- if( time > self.hook_time_hooked + hooked_time_max )
- self.hook_state |= HOOK_REMOVING;
+ if( time > actor.hook_time_hooked + hooked_time_max )
+ actor.hook_state |= HOOK_REMOVING;
}
float hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
if(hooked_fuel > 0)
{
- if( time > self.hook_time_fueldecrease )
+ if( time > actor.hook_time_fueldecrease )
{
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+ if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
{
- W_DecreaseAmmo(thiswep, (time - self.hook_time_fueldecrease) * hooked_fuel);
- self.hook_time_fueldecrease = time;
+ W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+ actor.hook_time_fueldecrease = time;
// decrease next frame again
}
else
{
- self.ammo_fuel = 0;
- self.hook_state |= HOOK_REMOVING;
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ actor.ammo_fuel = 0;
+ actor.hook_state |= HOOK_REMOVING;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
}
}
}
else
{
- self.hook_time_hooked = time;
- self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+ actor.hook_time_hooked = time;
+ actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
- if(self.BUTTON_CROUCH)
+ if(actor.BUTTON_CROUCH)
{
- self.hook_state &= ~HOOK_PULLING;
- if(fire1 || self.BUTTON_HOOK)
- self.hook_state &= ~HOOK_RELEASING;
+ actor.hook_state &= ~HOOK_PULLING;
+ if(fire1 || actor.BUTTON_HOOK)
+ actor.hook_state &= ~HOOK_RELEASING;
else
- self.hook_state |= HOOK_RELEASING;
+ actor.hook_state |= HOOK_RELEASING;
}
else
{
- self.hook_state |= HOOK_PULLING;
- self.hook_state &= ~HOOK_RELEASING;
+ actor.hook_state |= HOOK_PULLING;
+ actor.hook_state &= ~HOOK_RELEASING;
- if(fire1 || self.BUTTON_HOOK)
+ if(fire1 || actor.BUTTON_HOOK)
{
// already fired
- if(self.hook)
- self.hook_state |= HOOK_WAITING_FOR_RELEASE;
+ if(actor.hook)
+ actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
}
else
{
- self.hook_state |= HOOK_REMOVING;
- self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ actor.hook_state |= HOOK_REMOVING;
+ actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
}
_GrapplingHookFrame();
-
- return true;
}
- METHOD(Hook, wr_init, bool(entity thiswep))
+ METHOD(Hook, wr_init, void(entity thiswep))
{
HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- METHOD(Hook, wr_setup, bool(entity thiswep))
+ METHOD(Hook, wr_setup, void(entity thiswep))
{
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
- return true;
}
METHOD(Hook, wr_checkammo1, bool(entity thiswep))
{
// infinite ammo for now
return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
- METHOD(Hook, wr_config, bool(entity thiswep))
+ METHOD(Hook, wr_config, void(entity thiswep))
{
HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Hook, wr_resetplayer, bool(entity thiswep))
+ METHOD(Hook, wr_resetplayer, void(entity thiswep))
{
self.hook_refire = time;
- return true;
}
- METHOD(Hook, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Hook, wr_suicidemessage, int(entity thiswep))
{
return false;
}
- METHOD(Hook, wr_killmessage, bool(entity thiswep))
+ METHOD(Hook, wr_killmessage, int(entity thiswep))
{
return WEAPON_HOOK_MURDER;
}
#endif
#ifdef CSQC
- METHOD(Hook, wr_impacteffect, bool(entity thiswep))
+ METHOD(Hook, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
- }
- METHOD(Hook, wr_init, bool(entity thiswep))
- {
- return true;
- }
- METHOD(Hook, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
}
#endif