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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ HOOK,
4 /* function */ w_hook,
5 /* ammotype */ ammo_fuel,
6 /* impulse  */ 0,
7 /* flags    */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating   */ 0,
9 /* model    */ "hookgun",
10 /* netname  */ "hook",
11 /* fullname */ _("Grappling Hook")
12 );
13
14 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
15 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16         w_cvar(id, sn, BOTH, animtime) \
17         w_cvar(id, sn, BOTH, ammo) \
18         w_cvar(id, sn, BOTH, refire) \
19         w_cvar(id, sn, PRI,  hooked_ammo) \
20         w_cvar(id, sn, PRI,  hooked_time_free) \
21         w_cvar(id, sn, PRI,  hooked_time_max) \
22         w_cvar(id, sn, SEC,  damage) \
23         w_cvar(id, sn, SEC,  duration) \
24         w_cvar(id, sn, SEC,  edgedamage) \
25         w_cvar(id, sn, SEC,  force) \
26         w_cvar(id, sn, SEC,  gravity) \
27         w_cvar(id, sn, SEC,  lifetime) \
28         w_cvar(id, sn, SEC,  power) \
29         w_cvar(id, sn, SEC,  radius) \
30         w_cvar(id, sn, SEC,  speed) \
31         w_cvar(id, sn, SEC,  health) \
32         w_cvar(id, sn, SEC,  damageforcescale) \
33         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
34         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
35         w_prop(id, sn, string, weaponreplace, weaponreplace) \
36         w_prop(id, sn, float,  weaponstart, weaponstart) \
37         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
38
39 #ifdef SVQC
40 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
41
42 .float dmg;
43 .float dmg_edge;
44 .float dmg_radius;
45 .float dmg_force;
46 .float dmg_power;
47 .float dmg_duration;
48 .float dmg_last;
49 .float hook_refire;
50 .float hook_time_hooked;
51 .float hook_time_fueldecrease;
52 #endif
53 #else
54 #ifdef SVQC
55
56 void spawnfunc_weapon_hook()
57 {
58         if(g_grappling_hook) // offhand hook
59         {
60                 startitem_failed = TRUE;
61                 remove(self);
62                 return;
63         }
64         weapon_defaultspawnfunc(WEP_HOOK);
65 }
66
67 void W_Hook_ExplodeThink (void)
68 {
69         float dt, dmg_remaining_next, f;
70
71         dt = time - self.teleport_time;
72         dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
73
74         f = self.dmg_last - dmg_remaining_next;
75         self.dmg_last = dmg_remaining_next;
76
77         RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
78         self.projectiledeathtype |= HITTYPE_BOUNCE;
79         //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
80
81         if(dt < self.dmg_duration)
82                 self.nextthink = time + 0.05; // soon
83         else
84                 remove(self);
85 }
86
87 void W_Hook_Explode2 (void)
88 {
89         self.event_damage = func_null;
90         self.touch = func_null;
91         self.effects |= EF_NODRAW;
92
93         self.think = W_Hook_ExplodeThink;
94         self.nextthink = time;
95         self.dmg = WEP_CVAR_SEC(hook, damage);
96         self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
97         self.dmg_radius = WEP_CVAR_SEC(hook, radius);
98         self.dmg_force = WEP_CVAR_SEC(hook, force);
99         self.dmg_power = WEP_CVAR_SEC(hook, power);
100         self.dmg_duration = WEP_CVAR_SEC(hook, duration);
101         self.teleport_time = time;
102         self.dmg_last = 1;
103         self.movetype = MOVETYPE_NONE;
104 }
105
106 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
107 {
108         if (self.health <= 0)
109                 return;
110                 
111         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
112                 return; // g_projectiles_damage says to halt    
113         
114         self.health = self.health - damage;
115         
116         if (self.health <= 0)
117                 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
118 }
119
120 void W_Hook_Touch2 (void)
121 {
122         PROJECTILE_TOUCH;
123         self.use();
124 }
125
126 void W_Hook_Attack2()
127 {
128         entity gren;
129
130         W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo));
131         W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
132
133         gren = spawn ();
134         gren.owner = gren.realowner = self;
135         gren.classname = "hookbomb";
136         gren.bot_dodge = TRUE;
137         gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
138         gren.movetype = MOVETYPE_TOSS;
139         PROJECTILE_MAKETRIGGER(gren);
140         gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
141         setorigin(gren, w_shotorg);
142         setsize(gren, '0 0 0', '0 0 0');
143
144         gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
145         gren.think = adaptor_think2use_hittype_splash;
146         gren.use = W_Hook_Explode2;
147         gren.touch = W_Hook_Touch2;
148         
149         gren.takedamage = DAMAGE_YES;
150         gren.health = WEP_CVAR_SEC(hook, health);
151         gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
152         gren.event_damage = W_Hook_Damage;
153         gren.damagedbycontents = TRUE;
154         gren.missile_flags = MIF_SPLASH | MIF_ARC;
155
156         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
157         if(autocvar_g_projectiles_newton_style)
158                 gren.velocity = gren.velocity + self.velocity;
159
160         gren.gravity = WEP_CVAR_SEC(hook, gravity);
161         //W_SetupProjectileVelocity(gren); // just falling down!
162
163         gren.angles = '0 0 0';
164         gren.flags = FL_PROJECTILE;
165
166         CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
167
168         other = gren; MUTATOR_CALLHOOK(EditProjectile);
169 }
170
171 float w_hook(float req)
172 {
173         float hooked_time_max, hooked_fuel;
174                 
175         switch(req)
176         {
177                 case WR_AIM:
178                 {
179                         // no bot AI for hook (yet?)
180                         return TRUE;
181                 }
182                 case WR_THINK:
183                 {
184                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
185                         {
186                                 if(!self.hook)
187                                 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
188                                 if(!(self.hook_state & HOOK_FIRING))
189                                 if (time > self.hook_refire)
190                                 if (weapon_prepareattack(0, -1))
191                                 {
192                                         W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
193                                         self.hook_state |= HOOK_FIRING;
194                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);                             
195                                 }
196                         }
197
198                         if (self.BUTTON_ATCK2)
199                         {
200                                 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
201                                 {
202                                         W_Hook_Attack2();
203                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
204                                 }
205                         }
206
207                         if(self.hook)
208                         {
209                                 // if hooked, no bombs, and increase the timer
210                                 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
211
212                                 // hook also inhibits health regeneration, but only for 1 second
213                                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
214                                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
215                         }
216
217                         if(self.hook && self.hook.state == 1)
218                         {
219                                 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
220                                 if (hooked_time_max > 0)
221                                 {
222                                         if ( time > self.hook_time_hooked + hooked_time_max )
223                                                 self.hook_state |= HOOK_REMOVING;
224                                 }
225                                 
226                                 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
227                                 if (hooked_fuel > 0)
228                                 {
229                                         if ( time > self.hook_time_fueldecrease )
230                                         {
231                                                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
232                                                 {
233                                                         if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
234                                                         {
235                                                                 W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
236                                                                 self.hook_time_fueldecrease = time;
237                                                                 // decrease next frame again
238                                                         }
239                                                         else
240                                                         {
241                                                                 self.ammo_fuel = 0;
242                                                                 self.hook_state |= HOOK_REMOVING;
243                                                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
244                                                         }
245                                                 }
246                                         }
247                                 }
248                         }
249                         else
250                         {
251                                 self.hook_time_hooked = time;                           
252                                 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
253                         }
254
255                         if (self.BUTTON_CROUCH)
256                         {
257                                 self.hook_state &= ~HOOK_PULLING;
258                                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
259                                         self.hook_state &= ~HOOK_RELEASING;
260                                 else
261                                         self.hook_state |= HOOK_RELEASING;
262                         }
263                         else
264                         {
265                                 self.hook_state |= HOOK_PULLING;
266                                 self.hook_state &= ~HOOK_RELEASING;
267
268                                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
269                                 {
270                                         // already fired
271                                         if(self.hook)
272                                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
273                                 }
274                                 else
275                                 {
276                                         self.hook_state |= HOOK_REMOVING;
277                                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
278                                 }
279                         }
280                         
281                         return TRUE;
282                 }
283                 case WR_INIT:
284                 {
285                         precache_model ("models/weapons/g_hookgun.md3");
286                         precache_model ("models/weapons/v_hookgun.md3");
287                         precache_model ("models/weapons/h_hookgun.iqm");
288                         precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
289                         precache_sound ("weapons/hook_fire.wav");
290                         precache_sound ("weapons/hookbomb_fire.wav");
291                         HOOK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
292                         return TRUE;
293                 }
294                 case WR_SETUP:
295                 {
296                         self.current_ammo = ammo_fuel;
297                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
298                         return TRUE;
299                 }
300                 case WR_CHECKAMMO1:
301                 {
302                         if(self.hook)
303                                 return self.ammo_fuel > 0;
304                         else
305                                 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
306                 }
307                 case WR_CHECKAMMO2:
308                 {
309                         return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
310                 }
311                 case WR_CONFIG:
312                 {
313                         HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
314                         return TRUE;
315                 }
316                 case WR_RESETPLAYER:
317                 {
318                         self.hook_refire = time;
319                         return TRUE;
320                 }
321                 case WR_SUICIDEMESSAGE:
322                 {
323                         return FALSE;
324                 }
325                 case WR_KILLMESSAGE:
326                 {
327                         return WEAPON_HOOK_MURDER;
328                 }
329         }
330         return TRUE;
331 }
332 #endif
333 #ifdef CSQC
334 float w_hook(float req)
335 {
336         switch(req)
337         {
338                 case WR_IMPACTEFFECT:
339                 {
340                         vector org2;
341                         org2 = w_org + w_backoff * 2;
342                         pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
343                         if(!w_issilent)
344                                 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
345                                 
346                         return TRUE;
347                 }
348                 case WR_INIT:
349                 {
350                         precache_sound("weapons/hookbomb_impact.wav");
351                         return TRUE;
352                 }
353         }
354         return TRUE;
355 }
356 #endif
357 #endif