Better Grabber impact effects
[voretournament/voretournament.git] / data / qcsrc / server / w_grabber.qc
1 #ifdef REGISTER_WEAPON\r
2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
3 #else\r
4 .float dmg;\r
5 .float dmg_edge;\r
6 .float dmg_radius;\r
7 .float dmg_force;\r
8 .float grabber_refire;\r
9 .float grabber_time_grabbered;\r
10 .float grabber_time_fueldecrease;\r
11 \r
12 void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
13 {\r
14         // this may not be entierly right, but for the time being we're handling grabber accuracy here\r
15         // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit\r
16         if(shot)\r
17         {\r
18                 e.stats_fired[e.weapon - 1] += 1;\r
19                 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
20         }\r
21         if(hit)\r
22         {\r
23                 e.stats_hit[e.weapon - 1] += 1;\r
24                 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
25         }\r
26 }\r
27 \r
28 void W_Grabber_Touch2 (void)\r
29 {\r
30         PROJECTILE_TOUCH;\r
31         self.use();\r
32 }\r
33 \r
34 void W_Grabber_Attack2()\r
35 {\r
36         if(time < self.weapon_delay)\r
37                 return;\r
38 \r
39         W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
40         W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
41 \r
42         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
43 \r
44         pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);\r
45 \r
46         if (trace_fraction < 1)\r
47         {\r
48                 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
49                 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
50                 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
51         }\r
52 \r
53         if (!g_norecoil)\r
54                 self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");\r
55 \r
56         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
57 }\r
58 \r
59 void spawnfunc_weapon_grabber (void)\r
60 {\r
61         weapon_defaultspawnfunc(WEP_GRABBER);\r
62 }\r
63 \r
64 float w_grabber(float req)\r
65 {\r
66         if(self.stat_eaten) // we can't use weapons while in the stomach\r
67         {\r
68                 self.grabber_state |= GRABBER_REMOVING;\r
69                 return FALSE;\r
70         }\r
71 \r
72         float ammo_amount;\r
73         float grabbered_time_max, grabbered_fuel;\r
74                 \r
75         if (req == WR_AIM)\r
76         {\r
77                 // ... sorry ...\r
78         }\r
79         else if (req == WR_THINK)\r
80         {\r
81                 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
82                 // forced reload\r
83                 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
84                 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
85                 {\r
86                         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
87                                 weapon_action(self.weapon, WR_RELOAD);\r
88                 }\r
89                 else if not(self.clip_load < 0) // we're not currently reloading\r
90                 {\r
91                         if (self.BUTTON_ATCK && weapon_action(self.weapon, WR_CHECKAMMO1))\r
92                         {\r
93                                 if(time < self.weapon_delay)\r
94                                         return FALSE;\r
95 \r
96                                 if(!self.grabber)\r
97                                 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
98                                 if not(self.grabber_state & GRABBER_FIRING)\r
99                                 if (time > self.grabber_refire)\r
100                                 if (weapon_prepareattack(0, -1))\r
101                                 {\r
102                                         if (!g_norecoil)\r
103                                                 self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");\r
104                                         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
105                                         self.grabber_state |= GRABBER_FIRING;\r
106                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
107                                 }\r
108                         }\r
109                         if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2))\r
110                         {\r
111                                 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
112                                 {\r
113                                         W_Grabber_Attack2();\r
114                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
115                                         sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
116                                 }\r
117                         }\r
118                 }\r
119 \r
120                 if(self.grabber)\r
121                 {\r
122                         // if grabbered, no melee attacks, and increase the timer\r
123                         self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));\r
124 \r
125                         // grabber also inhibits health regeneration, but only for 1 second\r
126                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
127                                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
128                 }\r
129 \r
130                 if(self.grabber && self.grabber.state == 1)\r
131                 {\r
132                         grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");                      \r
133                         if (grabbered_time_max > 0)\r
134                         {\r
135                                 if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
136                                         self.grabber_state |= GRABBER_REMOVING;\r
137                         }\r
138 \r
139                         if (grabbered_fuel > 0)\r
140                         {\r
141                                 if ( time > self.grabber_time_fueldecrease )\r
142                                 {\r
143                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
144                                         {\r
145                                                 float active_ammo;\r
146                                                 if(cvar("g_balance_grabber_reload_ammo"))\r
147                                                         active_ammo = self.clip_load;\r
148                                                 else\r
149                                                         active_ammo = self.ammo_fuel;\r
150 \r
151                                                 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
152                                                 {\r
153                                                         W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
154                                                         self.grabber_time_fueldecrease = time;\r
155                                                         // decrease next frame again\r
156                                                 }\r
157                                                 else\r
158                                                 {\r
159                                                         self.grabber_state |= GRABBER_REMOVING;\r
160                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
161                                                 }\r
162                                         }\r
163                                 }\r
164                         }\r
165                 }\r
166                 else\r
167                 {\r
168                         self.grabber_time_grabbered = time;                             \r
169                         self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
170                 }\r
171 \r
172                 if (self.BUTTON_CROUCH)\r
173                 {\r
174                         self.grabber_state &~= GRABBER_PULLING;\r
175                         if (self.BUTTON_ATCK)\r
176                                 self.grabber_state &~= GRABBER_RELEASING;\r
177                         else\r
178                                 self.grabber_state |= GRABBER_RELEASING;\r
179                 }\r
180                 else\r
181                 {\r
182                         self.grabber_state |= GRABBER_PULLING;\r
183                         self.grabber_state &~= GRABBER_RELEASING;\r
184 \r
185                         if (self.BUTTON_ATCK)\r
186                         {\r
187                                 // already fired\r
188                                 if(self.grabber)\r
189                                         self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
190                         }\r
191                         else\r
192                         {\r
193                                 self.grabber_state |= GRABBER_REMOVING;\r
194                                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
195                         }\r
196                 }\r
197         }\r
198         else if (req == WR_PRECACHE)\r
199         {\r
200                 precache_model ("models/weapons/g_grabber.md3");\r
201                 precache_model ("models/weapons/v_grabber.md3");\r
202                 precache_model ("models/weapons/h_grabber.iqm");\r
203                 precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
204                 precache_sound ("weapons/grabber_fire.wav");\r
205                 precache_sound ("weapons/grabber_altfire.wav");\r
206                 precache_sound ("weapons/grabber_swing.wav");\r
207                 precache_sound ("weapons/reload.wav");\r
208         }\r
209         else if (req == WR_SETUP)\r
210         {\r
211                 weapon_setup(WEP_GRABBER);\r
212                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
213                 self.current_ammo = ammo_fuel;\r
214         }\r
215         else if (req == WR_CHECKAMMO1)\r
216         {\r
217                 if(self.grabber)\r
218                 {\r
219                         ammo_amount = self.ammo_fuel > 0;\r
220                         ammo_amount += self.weapon_load[WEP_GRABBER] > 0;\r
221                 }\r
222                 else\r
223                 {\r
224                         ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
225                         ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
226                 }\r
227                 return ammo_amount;\r
228         }\r
229         else if (req == WR_CHECKAMMO2)\r
230         {\r
231                 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
232                 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
233                 return ammo_amount;\r
234         }\r
235         else if (req == WR_RELOAD)\r
236         {\r
237                 self.grabber_state |= GRABBER_REMOVING;\r
238                 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
239         }\r
240         else if (req == WR_SUICIDEMESSAGE)\r
241                 w_deathtypestring = "did the impossible";\r
242         else if (req == WR_KILLMESSAGE)\r
243                 w_deathtypestring = "has run into #'s paws";\r
244         else if (req == WR_RESETPLAYER)\r
245         {\r
246                 self.grabber_refire = time;\r
247         }\r
248         return TRUE;\r
249 };\r
250 #endif\r