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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qh
1 #pragma once
2
3 CLASS(Hook, Weapon)
4 /* ammotype  */ ATTRIB(Hook, ammo_type, int, RESOURCE_FUEL);
5 /* impulse   */ ATTRIB(Hook, impulse, int, 0);
6 /* flags     */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
8 /* color     */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
9 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
14 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
15 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
16 /* refname   */ ATTRIB(Hook, netname, string, "hook");
17 /* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
18         ATTRIB(Hook, ammo_factor, float, 1);
19
20 #define X(BEGIN, P, END, class, prefix) \
21         BEGIN(class) \
22                 P(class, prefix, ammo, float, PRI) \
23                 P(class, prefix, animtime, float, BOTH) \
24                 P(class, prefix, damageforcescale, float, SEC) \
25                 P(class, prefix, damage, float, SEC) \
26                 P(class, prefix, duration, float, SEC) \
27                 P(class, prefix, edgedamage, float, SEC) \
28                 P(class, prefix, force, float, SEC) \
29                 P(class, prefix, gravity, float, SEC) \
30                 P(class, prefix, health, float, SEC) \
31                 P(class, prefix, hooked_ammo, float, PRI) \
32                 P(class, prefix, hooked_time_free, float, PRI) \
33                 P(class, prefix, hooked_time_max, float, PRI) \
34                 P(class, prefix, lifetime, float, SEC) \
35                 P(class, prefix, power, float, SEC) \
36                 P(class, prefix, radius, float, SEC) \
37                 P(class, prefix, refire, float, BOTH) \
38                 P(class, prefix, speed, float, SEC) \
39         P(class, prefix, switchdelay_drop, float, NONE) \
40                 P(class, prefix, switchdelay_raise, float, NONE) \
41         P(class, prefix, weaponreplace, string, NONE) \
42         P(class, prefix, weaponstartoverride, float, NONE) \
43         P(class, prefix, weaponstart, float, NONE) \
44         P(class, prefix, weaponthrowable, float, NONE) \
45         END()
46     W_PROPS(X, Hook, hook)
47 #undef X
48
49 ENDCLASS(Hook)
50 REGISTER_WEAPON(HOOK, hook, NEW(Hook));
51
52 CLASS(OffhandHook, OffhandWeapon)
53 #ifdef SVQC
54     METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
55     {
56         Weapon wep = WEP_HOOK;
57         .entity weaponentity = weaponentities[1];
58         wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
59     }
60 #endif
61 ENDCLASS(OffhandHook)
62 OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
63
64 #ifdef SVQC
65
66 .float dmg;
67 .float dmg_edge;
68 .float dmg_radius;
69 .float dmg_force;
70 .float dmg_power;
71 .float dmg_duration;
72 .float dmg_last;
73 .float hook_refire;
74 .float hook_time_hooked;
75 .float hook_time_fueldecrease;
76 spawnfunc(weapon_hook);
77 #endif