#ifndef IMPLEMENTATION CLASS(Hook, Weapon) /* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel) /* impulse */ ATTRIB(Hook, impulse, int, 0) /* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); /* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); #ifndef MENUQC /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); #endif /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); /* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); /* refname */ ATTRIB(Hook, netname, string, "hook"); /* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); ATTRIB(Hook, ammo_factor, float, 1) ENDCLASS(Hook) REGISTER_WEAPON(HOOK, NEW(Hook)); CLASS(OffhandHook, OffhandWeapon) #ifdef SVQC METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed)) { Weapon wep = WEP_HOOK; .entity weaponentity = weaponentities[1]; wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0); } #endif ENDCLASS(OffhandHook) OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook) #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, PRI, ammo) \ w_cvar(id, sn, PRI, hooked_ammo) \ w_cvar(id, sn, PRI, hooked_time_free) \ w_cvar(id, sn, PRI, hooked_time_max) \ w_cvar(id, sn, SEC, damage) \ w_cvar(id, sn, SEC, duration) \ w_cvar(id, sn, SEC, edgedamage) \ w_cvar(id, sn, SEC, force) \ w_cvar(id, sn, SEC, gravity) \ w_cvar(id, sn, SEC, lifetime) \ w_cvar(id, sn, SEC, power) \ w_cvar(id, sn, SEC, radius) \ w_cvar(id, sn, SEC, speed) \ w_cvar(id, sn, SEC, health) \ w_cvar(id, sn, SEC, damageforcescale) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float dmg; .float dmg_edge; .float dmg_radius; .float dmg_force; .float dmg_power; .float dmg_duration; .float dmg_last; .float hook_refire; .float hook_time_hooked; .float hook_time_fueldecrease; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } void W_Hook_ExplodeThink() {SELFPARAM(); float dt, dmg_remaining_next, f; dt = time - self.teleport_time; dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power); f = self.dmg_last - dmg_remaining_next; self.dmg_last = dmg_remaining_next; RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world); self.projectiledeathtype |= HITTYPE_BOUNCE; //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world); if(dt < self.dmg_duration) self.nextthink = time + 0.05; // soon else remove(self); } void W_Hook_Explode2() {SELFPARAM(); self.event_damage = func_null; self.touch = func_null; self.effects |= EF_NODRAW; self.think = W_Hook_ExplodeThink; self.nextthink = time; self.dmg = WEP_CVAR_SEC(hook, damage); self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); self.dmg_radius = WEP_CVAR_SEC(hook, radius); self.dmg_force = WEP_CVAR_SEC(hook, force); self.dmg_power = WEP_CVAR_SEC(hook, power); self.dmg_duration = WEP_CVAR_SEC(hook, duration); self.teleport_time = time; self.dmg_last = 1; self.movetype = MOVETYPE_NONE; } void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); if(self.health <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; if(self.health <= 0) W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2); } void W_Hook_Touch2() {SELFPARAM(); PROJECTILE_TOUCH; self.use(); } void W_Hook_Attack2(Weapon thiswep, entity actor) { //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) W_SetupShot(actor, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; gren.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage); gren.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime); gren.think = adaptor_think2use_hittype_splash; gren.use = W_Hook_Explode2; gren.touch = W_Hook_Touch2; gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_SEC(hook, health); gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale); gren.event_damage = W_Hook_Damage; gren.damagedbycontents = true; gren.missile_flags = MIF_SPLASH | MIF_ARC; gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed); if (autocvar_g_projectiles_newton_style) gren.velocity = gren.velocity + actor.velocity; gren.gravity = WEP_CVAR_SEC(hook, gravity); //W_SetupProjVelocity_Basic(gren); // just falling down! gren.angles = '0 0 0'; gren.flags = FL_PROJECTILE; CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true); MUTATOR_CALLHOOK(EditProjectile, actor, gren); } METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if (fire & 1) { if(!actor.hook) if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) if(time > actor.hook_refire) if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) { W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); actor.hook_state |= HOOK_FIRING; actor.hook_state |= HOOK_WAITING_FOR_RELEASE; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); } } else { actor.hook_state |= HOOK_REMOVING; actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; } if(fire & 2) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) { W_Hook_Attack2(thiswep, actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); } } if(actor.hook) { // if hooked, no bombs, and increase the timer actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); // hook also inhibits health regeneration, but only for 1 second if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); } if(actor.hook && actor.hook.state == 1) { float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); if(hooked_time_max > 0) { if( time > actor.hook_time_hooked + hooked_time_max ) actor.hook_state |= HOOK_REMOVING; } float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); if(hooked_fuel > 0) { if( time > actor.hook_time_fueldecrease ) { if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) { W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); actor.hook_time_fueldecrease = time; // decrease next frame again } else { actor.ammo_fuel = 0; actor.hook_state |= HOOK_REMOVING; W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor))); } } } } } else { actor.hook_time_hooked = time; actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); } actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide)); if (actor.hook_state & HOOK_FIRING) { if (actor.hook) RemoveGrapplingHook(actor); WITH(entity, self, actor, FireGrapplingHook()); actor.hook_state &= ~HOOK_FIRING; actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); } else if (actor.hook_state & HOOK_REMOVING) { if (actor.hook) RemoveGrapplingHook(actor); actor.hook_state &= ~HOOK_REMOVING; } } METHOD(Hook, wr_init, void(entity thiswep)) { HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); } METHOD(Hook, wr_setup, void(entity thiswep)) { self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; } METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) { if (!thiswep.ammo_factor) return true; if(self.hook) return self.ammo_fuel > 0; else return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); } METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) { // infinite ammo for now return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above } METHOD(Hook, wr_config, void(entity thiswep)) { HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); } METHOD(Hook, wr_resetplayer, void(entity thiswep)) { RemoveGrapplingHook(self); self.hook_time = 0; self.hook_refire = time; } METHOD(Hook, wr_suicidemessage, int(entity thiswep)) { return false; } METHOD(Hook, wr_killmessage, int(entity thiswep)) { return WEAPON_HOOK_MURDER; } #endif #ifdef CSQC METHOD(Hook, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); } #endif #endif