X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_hook.qc;h=4a32779289d12c54f10da05bb6e357b4c8266a89;hb=692cb758fe8f25fa078bfd5885333ee031885600;hp=c101d7271e3cc5bd4d2be16c30a4ce15f237c3fc;hpb=6b8b403dbd938914eeaa6a02f98d0e939950d29e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index c101d7271..4a3277928 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -1,7 +1,7 @@ #include "g_hook.qh" -#include "_all.qh" #include "weapons/common.qh" +#include "weapons/csqcprojectile.qh" #include "weapons/weaponsystem.qh" #include "weapons/selection.qh" #include "weapons/tracing.qh" @@ -12,8 +12,10 @@ #include "../common/constants.qh" #include "../common/util.qh" #include "../common/weapons/all.qh" -#include "../warpzonelib/common.qh" -#include "../warpzonelib/server.qh" +#include "../lib/warpzone/common.qh" +#include "../lib/warpzone/server.qh" + +.int state; /*============================================ @@ -65,7 +67,6 @@ And you should be done! ============================================*/ .float hook_length; -.float hook_switchweapon; void RemoveGrapplingHook(entity pl) { @@ -79,12 +80,12 @@ void RemoveGrapplingHook(entity pl) //pl.disableclientprediction = false; } -void GrapplingHookReset(void) -{SELFPARAM(); - if(self.realowner.hook == self) - RemoveGrapplingHook(self.owner); +void GrapplingHookReset(entity this) +{ + if(this.realowner.hook == this) + RemoveGrapplingHook(this.owner); else // in any case: - remove(self); + remove(this); } void GrapplingHookThink(); @@ -103,16 +104,16 @@ void GrapplingHook_Stop() } .vector hook_start, hook_end; -float GrapplingHookSend(entity to, int sf) -{SELFPARAM(); - WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK); +bool GrapplingHookSend(entity this, entity to, int sf) +{ + WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, self.realowner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { - WriteByte(MSG_ENTITY, num_for_edict(self.realowner)); + WriteByte(MSG_ENTITY, etof(self.realowner)); } if(sf & 2) { @@ -129,6 +130,8 @@ float GrapplingHookSend(entity to, int sf) return true; } +int autocvar_g_grappling_hook_tarzan; + void GrapplingHookThink() {SELFPARAM(); float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch; @@ -148,10 +151,7 @@ void GrapplingHookThink() self.nextthink = time; - int s = self.realowner.cvar_cl_gunalign; - if(s != 1 && s != 2 && s != 4) - s = 3; // default value - --s; + int s = W_GetGunAlignment(self.realowner); vs = hook_shotorigin[s]; makevectors(self.realowner.v_angle); @@ -240,10 +240,10 @@ void GrapplingHookThink() { entity aim_ent = ((IS_VEHICLE(self.aiment) && self.aiment.owner) ? self.aiment.owner : self.aiment); v = v - dv * 0.5; - if((frozen_pulling && self.aiment.frozen) || !frozen_pulling) + if((frozen_pulling && STAT(FROZEN, self.aiment)) || !frozen_pulling) { self.aiment.velocity = self.aiment.velocity - dv * 0.5; - self.aiment.flags &= ~FL_ONGROUND; + UNSET_ONGROUND(self.aiment); if(self.aiment.flags & FL_PROJECTILE) UpdateCSQCProjectile(self.aiment); } @@ -255,13 +255,13 @@ void GrapplingHookThink() } } - pull_entity.flags &= ~FL_ONGROUND; + UNSET_ONGROUND(pull_entity); } if(!frozen_pulling && !(self.aiment.flags & FL_PROJECTILE)) pull_entity.velocity = WarpZone_RefSys_TransformVelocity(self, pull_entity, v * velocity_multiplier); - if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !self.aiment.frozen) + if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, self.aiment)) { RemoveGrapplingHook(self.realowner); return; @@ -280,7 +280,7 @@ void GrapplingHookThink() self.realowner.velocity = dir*spd; self.realowner.movetype = MOVETYPE_FLY; - self.realowner.flags &= ~FL_ONGROUND; + UNSET_ONGROUND(self.realowner); } } @@ -299,7 +299,7 @@ void GrapplingHookThink() } } -void GrapplingHookTouch (void) +void GrapplingHookTouch () {SELFPARAM(); if(other.movetype == MOVETYPE_FOLLOW) return; @@ -317,29 +317,29 @@ void GrapplingHookTouch (void) //self.realowner.disableclientprediction = true; } -void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_balance_projectiledamage says to halt - self.health = self.health - damage; + this.health = this.health - damage; - if (self.health <= 0) + if (this.health <= 0) { - if(attacker != self.realowner) + if(attacker != this.realowner) { - self.realowner.pusher = attacker; - self.realowner.pushltime = time + autocvar_g_maxpushtime; - self.realowner.istypefrag = self.realowner.BUTTON_CHAT; + this.realowner.pusher = attacker; + this.realowner.pushltime = time + autocvar_g_maxpushtime; + this.realowner.istypefrag = this.realowner.BUTTON_CHAT; } - RemoveGrapplingHook(self.realowner); + RemoveGrapplingHook(this.realowner); } } -void FireGrapplingHook (void) +void FireGrapplingHook () {SELFPARAM(); entity missile; vector org; @@ -350,10 +350,7 @@ void FireGrapplingHook (void) makevectors(self.v_angle); - int s = self.cvar_cl_gunalign; - if(s != 1 && s != 2 && s != 4) - s = 3; // default value - --s; + int s = W_GetGunAlignment(self); vs = hook_shotorigin[s]; // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds @@ -403,114 +400,6 @@ void FireGrapplingHook (void) Net_LinkEntity(missile, false, 0, GrapplingHookSend); } -// 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() -{SELFPARAM(); - if(g_grappling_hook && timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK.m_id && !self.vehicle) - { - // 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 && autocvar_g_balance_grapplehook_crouchslide) - { - 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.m_id && !self.vehicle) - { - if(self.BUTTON_HOOK && !self.hook_switchweapon) - W_SwitchWeapon(WEP_HOOK.m_id); - } - self.hook_switchweapon = self.BUTTON_HOOK; - - if(!g_grappling_hook && self.weapon != WEP_HOOK.m_id) - { - 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 -} - void GrappleHookInit() { if(g_grappling_hook) @@ -522,18 +411,11 @@ void GrappleHookInit() } else { - WEP_ACTION(WEP_HOOK, WR_INIT); + Weapon w = WEP_HOOK; + w.wr_init(w); hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1); hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2); hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3); hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4); } } - -void SetGrappleHookBindings() -{SELFPARAM(); - // this function has been modified for Xonotic - // don't remove these lines! old server or demos coud overwrite the new aliases - stuffcmd(self, "alias +hook +button6\n"); - stuffcmd(self, "alias -hook -button6\n"); -}