Add iqm support to the code, and use it for weapons. Alt fire anim will play melee...
[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                 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
50         }\r
51 \r
52         if (!g_norecoil)\r
53                 self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");\r
54 \r
55         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
56 }\r
57 \r
58 void spawnfunc_weapon_grabber (void)\r
59 {\r
60         weapon_defaultspawnfunc(WEP_GRABBER);\r
61 }\r
62 \r
63 float w_grabber(float req)\r
64 {\r
65         if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
66         {\r
67                 self.grabber_state |= GRABBER_REMOVING;\r
68                 return FALSE;\r
69         }\r
70 \r
71         float ammo_amount;\r
72         float grabbered_time_max, grabbered_fuel;\r
73                 \r
74         if (req == WR_AIM)\r
75         {\r
76                 // ... sorry ...\r
77         }\r
78         else if (req == WR_THINK)\r
79         {\r
80                 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
81                 // forced reload\r
82                 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
83                 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK)) // not while hooked and still have ammo to stay hooked\r
84                 {\r
85                         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
86                                 weapon_action(self.weapon, WR_RELOAD);\r
87                 }\r
88                 else if not(self.clip_load < 0) // we're currently reloading\r
89                 {\r
90                         if (self.BUTTON_ATCK)\r
91                         {\r
92                                 if(time < self.weapon_delay)\r
93                                         return FALSE;\r
94 \r
95                                 if(!self.grabber)\r
96                                 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
97                                 if not(self.grabber_state & GRABBER_FIRING)\r
98                                 if (time > self.grabber_refire)\r
99                                 if (weapon_prepareattack(0, -1))\r
100                                 {\r
101                                         if (!g_norecoil)\r
102                                                 self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");\r
103                                         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
104                                         self.grabber_state |= GRABBER_FIRING;\r
105                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
106                                 }\r
107                         }\r
108                         if (self.BUTTON_ATCK2)\r
109                         {\r
110                                 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
111                                 {\r
112                                         W_Grabber_Attack2();\r
113                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
114                                 }\r
115                         }\r
116                 }\r
117 \r
118                 if(self.grabber)\r
119                 {\r
120                         // if grabbered, no melee attacks, and increase the timer\r
121                         self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));\r
122 \r
123                         // grabber also inhibits health regeneration, but only for 1 second\r
124                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
125                                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
126                 }\r
127 \r
128                 if(self.grabber && self.grabber.state == 1)\r
129                 {\r
130                         grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");                      \r
131                         if (grabbered_time_max > 0)\r
132                         {\r
133                                 if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
134                                         self.grabber_state |= GRABBER_REMOVING;\r
135                         }\r
136 \r
137                         if (grabbered_fuel > 0)\r
138                         {\r
139                                 if ( time > self.grabber_time_fueldecrease )\r
140                                 {\r
141                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
142                                         {\r
143                                                 if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
144                                                 {\r
145                                                         W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
146                                                         self.grabber_time_fueldecrease = time;\r
147                                                         // decrease next frame again\r
148                                                 }\r
149                                                 else\r
150                                                 {\r
151                                                         self.grabber_state |= GRABBER_REMOVING;\r
152                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
153                                                 }\r
154                                         }\r
155                                 }\r
156                         }\r
157                 }\r
158                 else\r
159                 {\r
160                         self.grabber_time_grabbered = time;                             \r
161                         self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
162                 }\r
163 \r
164                 if (self.BUTTON_CROUCH)\r
165                 {\r
166                         self.grabber_state &~= GRABBER_PULLING;\r
167                         if (self.BUTTON_ATCK)\r
168                                 self.grabber_state &~= GRABBER_RELEASING;\r
169                         else\r
170                                 self.grabber_state |= GRABBER_RELEASING;\r
171                 }\r
172                 else\r
173                 {\r
174                         self.grabber_state |= GRABBER_PULLING;\r
175                         self.grabber_state &~= GRABBER_RELEASING;\r
176 \r
177                         if (self.BUTTON_ATCK)\r
178                         {\r
179                                 // already fired\r
180                                 if(self.grabber)\r
181                                         self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
182                         }\r
183                         else\r
184                         {\r
185                                 self.grabber_state |= GRABBER_REMOVING;\r
186                                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
187                         }\r
188                 }\r
189         }\r
190         else if (req == WR_PRECACHE)\r
191         {\r
192                 precache_model ("models/weapons/g_grabber.md3");\r
193                 precache_model ("models/weapons/v_grabber.md3");\r
194                 precache_model ("models/weapons/h_grabber.iqm");\r
195                 precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
196                 precache_sound ("weapons/grabber_fire.wav");\r
197                 precache_sound ("weapons/grabber_altfire.wav");\r
198                 precache_sound ("weapons/reload.wav");\r
199         }\r
200         else if (req == WR_SETUP)\r
201         {\r
202                 weapon_setup(WEP_GRABBER);\r
203                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
204                 self.current_ammo = ammo_fuel;\r
205         }\r
206         else if (req == WR_CHECKAMMO1)\r
207         {\r
208                 if(self.grabber)\r
209                 {\r
210                         ammo_amount = self.ammo_fuel > 0;\r
211                         ammo_amount += self.weapon_load[WEP_GRABBER] > 0;\r
212                 }\r
213                 else\r
214                 {\r
215                         ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
216                         ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
217                 }\r
218                 return ammo_amount;\r
219         }\r
220         else if (req == WR_CHECKAMMO2)\r
221         {\r
222                 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
223                 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
224                 return ammo_amount;\r
225         }\r
226         else if (req == WR_RELOAD)\r
227         {\r
228                 self.grabber_state |= GRABBER_REMOVING;\r
229                 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
230         }\r
231         else if (req == WR_SUICIDEMESSAGE)\r
232                 w_deathtypestring = "did the impossible";\r
233         else if (req == WR_KILLMESSAGE)\r
234                 w_deathtypestring = "has run into #'s paws";\r
235         else if (req == WR_RESETPLAYER)\r
236         {\r
237                 self.grabber_refire = time;\r
238         }\r
239         return TRUE;\r
240 };\r
241 #endif\r