X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_hook.qc;h=54cca3e95da7810c57b3a4990ba67db3d15160dd;hb=f0e85d42bcc9a3e6b2fa6ea8b825ca2dfc60fb1f;hp=f7af47d924036f121a6b8340a8dc2df5a0edaee4;hpb=373da6f709e05d4e1bf696da0b03ef2a880a2583;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index f7af47d92..54cca3e95 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -1,3 +1,22 @@ +#include "g_hook.qh" + +#include "weapons/common.qh" +#include "weapons/csqcprojectile.qh" +#include "weapons/weaponsystem.qh" +#include "weapons/selection.qh" +#include "weapons/tracing.qh" +#include "cl_player.qh" +#include "command/common.qh" +#include "round_handler.qh" +#include "../common/vehicles/all.qh" +#include "../common/constants.qh" +#include "../common/util.qh" +#include "../common/weapons/all.qh" +#include "../lib/warpzone/common.qh" +#include "../lib/warpzone/server.qh" + +.int state; + /*============================================ Wazat's Xonotic Grappling Hook @@ -22,8 +41,8 @@ void GrapplingHookFrame(); void RemoveGrapplingHook(entity pl); void SetGrappleHookBindings(); // hook impulses -float GRAPHOOK_FIRE = 20; -float GRAPHOOK_RELEASE = 21; +const float GRAPHOOK_FIRE = 20; +const float GRAPHOOK_RELEASE = 21; // (note: you can change the hook impulse #'s to whatever you please) 4. Open client.c and add this to the top of PutClientInServer(): @@ -48,7 +67,6 @@ And you should be done! ============================================*/ .float hook_length; -.float hook_switchweapon; void RemoveGrapplingHook(entity pl) { @@ -59,22 +77,22 @@ void RemoveGrapplingHook(entity pl) if(pl.movetype == MOVETYPE_FLY) pl.movetype = MOVETYPE_WALK; - //pl.disableclientprediction = FALSE; + //pl.disableclientprediction = false; } -void GrapplingHookReset(void) +void GrapplingHookReset(entity this) { - if(self.realowner.hook == self) - RemoveGrapplingHook(self.owner); + if(this.realowner.hook == this) + RemoveGrapplingHook(this.owner); else // in any case: - remove(self); + remove(this); } void GrapplingHookThink(); void GrapplingHook_Stop() -{ - pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1); - sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM); +{SELFPARAM(); + Send_Effect(EFFECT_HOOK_IMPACT, self.origin, '0 0 0', 1); + sound (self, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM); self.state = 1; self.think = GrapplingHookThink; @@ -86,42 +104,44 @@ void GrapplingHook_Stop() } .vector hook_start, hook_end; -float GrapplingHookSend(entity to, float sf) +bool GrapplingHookSend(entity this, entity to, int sf) { - WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK); + 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) { - WriteCoord(MSG_ENTITY, self.hook_start_x); - WriteCoord(MSG_ENTITY, self.hook_start_y); - WriteCoord(MSG_ENTITY, self.hook_start_z); + WriteCoord(MSG_ENTITY, self.hook_start.x); + WriteCoord(MSG_ENTITY, self.hook_start.y); + WriteCoord(MSG_ENTITY, self.hook_start.z); } if(sf & 4) { - WriteCoord(MSG_ENTITY, self.hook_end_x); - WriteCoord(MSG_ENTITY, self.hook_end_y); - WriteCoord(MSG_ENTITY, self.hook_end_z); + WriteCoord(MSG_ENTITY, self.hook_end.x); + WriteCoord(MSG_ENTITY, self.hook_end.y); + WriteCoord(MSG_ENTITY, self.hook_end.z); } - return TRUE; + return true; } +int autocvar_g_grappling_hook_tarzan; + void GrapplingHookThink() -{ - float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch, s; +{SELFPARAM(); + float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch; vector dir, org, end, v0, dv, v, myorg, vs; if(self.realowner.hook != self) // how did that happen? { error("Owner lost the hook!\n"); return; } - if(LostMovetypeFollow(self) || intermission_running) + if(LostMovetypeFollow(self) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((self.aiment.flags & FL_PROJECTILE) && self.aiment.classname != "nade")) { RemoveGrapplingHook(self.realowner); return; @@ -131,19 +151,24 @@ void GrapplingHookThink() self.nextthink = time; - 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); - org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z; + org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; myorg = WarpZone_RefSys_TransformOrigin(self.realowner, self, org); if(self.hook_length < 0) self.hook_length = vlen(myorg - self.origin); + int tarzan = autocvar_g_grappling_hook_tarzan; + entity pull_entity = self.realowner; + float velocity_multiplier = 1; + MUTATOR_CALLHOOK(GrappleHookThink, self, tarzan, pull_entity, velocity_multiplier); + tarzan = hook_tarzan; + pull_entity = hook_pullentity; + velocity_multiplier = hook_velmultiplier; + if(self.state == 1) { pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000; @@ -167,13 +192,15 @@ void GrapplingHookThink() // while hanging on the rope, this friction component will help you a // bit to control the rope + bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen); + dir = self.origin - myorg; dist = vlen(dir); dir = normalize(dir); - if(autocvar_g_grappling_hook_tarzan) + if(tarzan) { - v = v0 = WarpZone_RefSys_TransformVelocity(self.realowner, self, self.realowner.velocity); + v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, self, pull_entity.velocity); // first pull the rope... if(self.realowner.hook_state & HOOK_PULLING) @@ -191,6 +218,9 @@ void GrapplingHookThink() self.hook_length = newlength; } + if(pull_entity.movetype == MOVETYPE_FLY) + pull_entity.movetype = MOVETYPE_WALK; + if(self.realowner.hook_state & HOOK_RELEASING) { newlength = dist; @@ -204,23 +234,38 @@ void GrapplingHookThink() v = v + frametime * dir * spd * rubberforce; dv = ((v - v0) * dir) * dir; - if(autocvar_g_grappling_hook_tarzan >= 2) + if(tarzan >= 2) { - if(self.aiment.movetype == MOVETYPE_WALK) + if(self.aiment.movetype == MOVETYPE_WALK || self.aiment.classname == "nade") { + entity aim_ent = ((IS_VEHICLE(self.aiment) && self.aiment.owner) ? self.aiment.owner : self.aiment); v = v - dv * 0.5; - self.aiment.velocity = self.aiment.velocity - dv * 0.5; - self.aiment.flags &~= FL_ONGROUND; - self.aiment.pusher = self.realowner; - self.aiment.pushltime = time + autocvar_g_maxpushtime; - self.aiment.istypefrag = self.aiment.BUTTON_CHAT; + if((frozen_pulling && self.aiment.frozen) || !frozen_pulling) + { + self.aiment.velocity = self.aiment.velocity - dv * 0.5; + UNSET_ONGROUND(self.aiment); + if(self.aiment.flags & FL_PROJECTILE) + UpdateCSQCProjectile(self.aiment); + } + if(self.aiment.classname == "nade") + self.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go? + aim_ent.pusher = self.realowner; + aim_ent.pushltime = time + autocvar_g_maxpushtime; + aim_ent.istypefrag = aim_ent.BUTTON_CHAT; } } - self.realowner.flags &~= FL_ONGROUND; + UNSET_ONGROUND(pull_entity); } - self.realowner.velocity = WarpZone_RefSys_TransformVelocity(self, self.realowner, v); + 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) + { + RemoveGrapplingHook(self.realowner); + return; + } } else { @@ -235,11 +280,11 @@ void GrapplingHookThink() self.realowner.velocity = dir*spd; self.realowner.movetype = MOVETYPE_FLY; - self.realowner.flags &~= FL_ONGROUND; + UNSET_ONGROUND(self.realowner); } } - makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0'); + makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0'); myorg = WarpZone_RefSys_TransformOrigin(self, self.realowner, self.origin); // + v_forward * (-9); if(myorg != self.hook_start) @@ -254,8 +299,10 @@ void GrapplingHookThink() } } -void GrapplingHookTouch (void) -{ +void GrapplingHookTouch () +{SELFPARAM(); + if(other.movetype == MOVETYPE_FOLLOW) + return; PROJECTILE_TOUCH; GrapplingHook_Stop(); @@ -267,19 +314,19 @@ void GrapplingHookTouch (void) WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment); } - //self.realowner.disableclientprediction = TRUE; + //self.realowner.disableclientprediction = true; } -void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) -{ +void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{SELFPARAM(); if(self.health <= 0) return; - + if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_balance_projectiledamage says to halt - + self.health = self.health - damage; - + if (self.health <= 0) { if(attacker != self.realowner) @@ -292,38 +339,28 @@ void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, floa } } -void FireGrapplingHook (void) -{ +void FireGrapplingHook () +{SELFPARAM(); entity missile; vector org; - float s; vector vs; - if((arena_roundbased && time < warmup) || (time < game_starttime)) - return; - - if(self.freezetag_frozen) - return; - - if(self.vehicle) - return; + if(forbidWeaponUse(self)) return; + if(self.vehicle) return; makevectors(self.v_angle); - 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 - sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM); - org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z; + sound (self, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM); + org = self.origin + self.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self); org = trace_endpos; - pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1); + Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1); missile = WarpZone_RefSys_SpawnSameRefSys(self); missile.owner = missile.realowner = self; @@ -332,16 +369,16 @@ void FireGrapplingHook (void) missile.classname = "grapplinghook"; missile.flags = FL_PROJECTILE; - missile.movetype = MOVETYPE_FLY; + missile.movetype = ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY); PROJECTILE_MAKETRIGGER(missile); - //setmodel (missile, "models/hook.md3"); // precision set below + //setmodel (missile, MDL_HOOK); // precision set below setsize (missile, '-3 -3 -3', '3 3 3'); setorigin (missile, org); missile.state = 0; // not latched onto anything - W_SetupProjectileVelocityEx(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE); + W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false); missile.angles = vectoangles (missile.velocity); //missile.glow_color = 250; // 244, 250 @@ -360,114 +397,7 @@ void FireGrapplingHook (void) missile.hook_start = missile.hook_end = missile.origin; - 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() -{ - if(g_grappling_hook && timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK) - { - // offhand hook controls - if(self.BUTTON_HOOK) - { - if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE)) - { - 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(!(self.items & IT_JETPACK) && !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; - } - 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 + Net_LinkEntity(missile, false, 0, GrapplingHookSend); } void GrappleHookInit() @@ -481,18 +411,11 @@ void GrappleHookInit() } else { - weapon_action(WEP_HOOK, WR_PRECACHE); - hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1); - hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2); - hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3); - hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 4); + 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() -{ - // 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"); -}