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1 #pragma once
2
3 CLASS(Hook, Weapon)
4 /* spawnfunc */ ATTRIB(Hook, m_canonical_spawnfunc, string, "weapon_hook");
5 /* ammotype  */ ATTRIB(Hook, ammo_type, int, RES_FUEL);
6 /* impulse   */ ATTRIB(Hook, impulse, int, 0);
7 /* flags     */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
8 /* rating    */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
9 /* color     */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
10 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
11 #ifdef GAMEQC
12 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
13 /* flash mdl */ ATTRIB(Hook, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Hook, m_muzzleeffect, entity, EFFECT_HOOK_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
17 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
18 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
19 /* refname   */ ATTRIB(Hook, netname, string, "hook");
20 /* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
21         ATTRIB(Hook, ammo_factor, float, 1);
22
23 #define X(BEGIN, P, END, class, prefix) \
24         BEGIN(class) \
25                 P(class, prefix, ammo, float, PRI) \
26                 P(class, prefix, animtime, float, BOTH) \
27                 P(class, prefix, damageforcescale, float, SEC) \
28                 P(class, prefix, damage, float, SEC) \
29                 P(class, prefix, duration, float, SEC) \
30                 P(class, prefix, edgedamage, float, SEC) \
31                 P(class, prefix, force, float, SEC) \
32                 P(class, prefix, gravity, float, SEC) \
33                 P(class, prefix, health, float, SEC) \
34                 P(class, prefix, hooked_ammo, float, PRI) \
35                 P(class, prefix, hooked_time_free, float, PRI) \
36                 P(class, prefix, hooked_time_max, float, PRI) \
37                 P(class, prefix, lifetime, float, SEC) \
38                 P(class, prefix, power, float, SEC) \
39                 P(class, prefix, radius, float, SEC) \
40                 P(class, prefix, refire, float, BOTH) \
41                 P(class, prefix, speed, float, SEC) \
42         P(class, prefix, switchdelay_drop, float, NONE) \
43                 P(class, prefix, switchdelay_raise, float, NONE) \
44         P(class, prefix, weaponreplace, string, NONE) \
45         P(class, prefix, weaponstartoverride, float, NONE) \
46         P(class, prefix, weaponstart, float, NONE) \
47         P(class, prefix, weaponthrowable, float, NONE) \
48         END()
49     W_PROPS(X, Hook, hook)
50 #undef X
51
52 ENDCLASS(Hook)
53 REGISTER_WEAPON(HOOK, hook, NEW(Hook));
54
55 SPAWNFUNC_WEAPON(weapon_hook, WEP_HOOK)
56
57 CLASS(OffhandHook, OffhandWeapon)
58 #ifdef SVQC
59     METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
60     {
61         Weapon wep = WEP_HOOK;
62         .entity weaponentity = weaponentities[1];
63         wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
64     }
65 #endif
66 ENDCLASS(OffhandHook)
67 OffhandHook OFFHAND_HOOK;
68 STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
69
70 #ifdef SVQC
71
72 .float dmg;
73 .float dmg_edge;
74 .float dmg_radius;
75 .float dmg_force;
76 .float dmg_power;
77 .float dmg_duration;
78 .float dmg_last;
79 .float hook_refire;
80 .float hook_time_hooked;
81 .float hook_time_fueldecrease;
82 #endif