#include "g_hook.qh" #include "weapons/common.qh" #include "weapons/csqcprojectile.qh" #include "weapons/weaponsystem.qh" #include "weapons/selection.qh" #include "weapons/tracing.qh" #include "player.qh" #include "command/common.qh" #include "round_handler.qh" #include "../common/state.qh" #include "../common/physics/player.qh" #include "../common/vehicles/all.qh" #include "../common/constants.qh" #include "../common/util.qh" #include #include "../lib/warpzone/common.qh" #include "../lib/warpzone/server.qh" .int state; /*============================================ Wazat's Xonotic Grappling Hook Contact: Wazat1@gmail.com Installation instructions: -------------------------- 1. Place hook.c in your gamec source directory with the other source files. 2. Add this line to the bottom of progs.src: gamec/hook.c 3. Open defs.h and add these lines to the very bottom: // Wazat's grappling hook .entity hook; void GrapplingHookFrame(); void RemoveGrapplingHook(entity pl); void SetGrappleHookBindings(); // hook impulses const float GRAPHOOK_FIRE = 20; const float GRAPHOOK_RELEASE = 21; // (note: you can change the hook impulse #'s to whatever you please) 4. Open client.c and add this to the top of PutClientInServer(): RemoveGrapplingHook(this); // Wazat's Grappling Hook 5. Find ClientConnect() (in client.c) and add these lines to the bottom: // Wazat's grappling hook SetGrappleHookBindings(); 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame: GrapplingHookFrame(); 7. Build and test the mod. You'll want to bind a key to "+hook" like this: bind ctrl "+hook" And you should be done! ============================================*/ .float hook_length; void RemoveGrapplingHook(entity pl) { if(pl.hook == NULL) return; delete(pl.hook); pl.hook = NULL; if(pl.move_movetype == MOVETYPE_FLY) set_movetype(pl, MOVETYPE_WALK); //pl.disableclientprediction = false; } void GrapplingHookReset(entity this) { if(this.realowner.hook == this) RemoveGrapplingHook(this.owner); else // in any case: delete(this); } void GrapplingHookThink(entity this); void GrapplingHook_Stop(entity this) { Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1); sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM); this.state = 1; setthink(this, GrapplingHookThink); this.nextthink = time; settouch(this, func_null); this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); this.hook_length = -1; } .vector hook_start, hook_end; bool GrapplingHookSend(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, this.realowner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { WriteByte(MSG_ENTITY, etof(this.realowner)); } if(sf & 2) { WriteCoord(MSG_ENTITY, this.hook_start.x); WriteCoord(MSG_ENTITY, this.hook_start.y); WriteCoord(MSG_ENTITY, this.hook_start.z); } if(sf & 4) { WriteCoord(MSG_ENTITY, this.hook_end.x); WriteCoord(MSG_ENTITY, this.hook_end.y); WriteCoord(MSG_ENTITY, this.hook_end.z); } return true; } int autocvar_g_grappling_hook_tarzan; void GrapplingHookThink(entity this) { float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch; vector dir, org, end, v0, dv, v, myorg, vs; if(this.realowner.hook != this) // how did that happen? { error("Owner lost the hook!\n"); return; } if(LostMovetypeFollow(this) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade")) { RemoveGrapplingHook(this.realowner); return; } if(this.aiment) WarpZone_RefSys_AddIncrementally(this, this.aiment); this.nextthink = time; int s = W_GetGunAlignment(this.realowner); vs = hook_shotorigin[s]; makevectors(this.realowner.v_angle); org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org); if(this.hook_length < 0) this.hook_length = vlen(myorg - this.origin); int tarzan = autocvar_g_grappling_hook_tarzan; entity pull_entity = this.realowner; float velocity_multiplier = 1; MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier); tarzan = M_ARGV(1, int); pull_entity = M_ARGV(2, entity); velocity_multiplier = M_ARGV(3, float); if(this.state == 1) { pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000; // speed the rope is pulled with rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000; // force the rope will use if it is stretched rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000; // force the rope will use if it is stretched minlength = autocvar_g_balance_grapplehook_length_min;//100; // minimal rope length // if the rope goes below this length, it isn't pulled any more ropestretch = autocvar_g_balance_grapplehook_stretch;//400; // if the rope is stretched by more than this amount, more rope is // given to you again ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2 // while hanging on the rope, this friction component will help you a // bit to control the rope bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen); dir = this.origin - myorg; dist = vlen(dir); dir = normalize(dir); if(tarzan) { v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity); // first pull the rope... if(this.realowner.hook_state & HOOK_PULLING) { newlength = this.hook_length; newlength = max(newlength - pullspeed * frametime, minlength); if(newlength < dist - ropestretch) // overstretched? { newlength = dist - ropestretch; if(v * dir < 0) // only if not already moving in hook direction v = v + frametime * dir * rubberforce_overstretch; } this.hook_length = newlength; } if(pull_entity.move_movetype == MOVETYPE_FLY) set_movetype(pull_entity, MOVETYPE_WALK); if(this.realowner.hook_state & HOOK_RELEASING) { newlength = dist; this.hook_length = newlength; } else { // then pull the player spd = bound(0, (dist - this.hook_length) / ropestretch, 1); v = v * (1 - frametime * ropeairfriction); v = v + frametime * dir * spd * rubberforce; dv = ((v - v0) * dir) * dir; if(tarzan >= 2) { if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade") { entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment); v = v - dv * 0.5; if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling) { this.aiment.velocity = this.aiment.velocity - dv * 0.5; UNSET_ONGROUND(this.aiment); if(this.aiment.flags & FL_PROJECTILE) UpdateCSQCProjectile(this.aiment); } if(this.aiment.classname == "nade") this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go? aim_ent.pusher = this.realowner; aim_ent.pushltime = time + autocvar_g_maxpushtime; aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent); } } UNSET_ONGROUND(pull_entity); } if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE)) pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier); if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment)) { RemoveGrapplingHook(this.realowner); return; } } else { end = this.origin - dir*50; dist = vlen(end - myorg); if(dist < 200) spd = dist * (pullspeed / 200); else spd = pullspeed; if(spd < 50) spd = 0; this.realowner.velocity = dir*spd; set_movetype(this.realowner, MOVETYPE_FLY); UNSET_ONGROUND(this.realowner); } } makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0'); myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9); if(myorg != this.hook_start) { this.SendFlags |= 2; this.hook_start = myorg; } if(org != this.hook_end) { this.SendFlags |= 4; this.hook_end = org; } } void GrapplingHookTouch(entity this, entity toucher) { if(toucher.move_movetype == MOVETYPE_FOLLOW) return; PROJECTILE_TOUCH(this, toucher); GrapplingHook_Stop(this); if(toucher) if(toucher.move_movetype != MOVETYPE_NONE) { SetMovetypeFollow(this, toucher); WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment); } //this.realowner.disableclientprediction = true; } void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(this.health <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_balance_projectiledamage says to halt this.health = this.health - damage; if (this.health <= 0) { if(attacker != this.realowner) { this.realowner.pusher = attacker; this.realowner.pushltime = time + autocvar_g_maxpushtime; this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner); } RemoveGrapplingHook(this.realowner); } } void FireGrapplingHook(entity actor) { entity missile; vector org; vector vs; if(forbidWeaponUse(actor)) return; if(actor.vehicle) return; makevectors(actor.v_angle); int s = W_GetGunAlignment(actor); vs = hook_shotorigin[s]; // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM); org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor); org = trace_endpos; Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1); missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.owner = missile.realowner = actor; actor.hook = missile; missile.reset = GrapplingHookReset; missile.classname = "grapplinghook"; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY)); PROJECTILE_MAKETRIGGER(missile); //setmodel (missile, MDL_HOOK); // precision set below setsize (missile, '-3 -3 -3', '3 3 3'); setorigin(missile, org); missile.state = 0; // not latched onto anything W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false); missile.angles = vectoangles (missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; settouch(missile, GrapplingHookTouch); setthink(missile, GrapplingHookThink); missile.nextthink = time; missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION; missile.health = autocvar_g_balance_grapplehook_health;//120 missile.event_damage = GrapplingHook_Damage; missile.takedamage = DAMAGE_AIM; missile.damageforcescale = 0; missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents); missile.hook_start = missile.hook_end = missile.origin; Net_LinkEntity(missile, false, 0, GrapplingHookSend); } void GrappleHookInit() { if(g_grappling_hook) { hook_shotorigin[0] = '8 8 -12'; hook_shotorigin[1] = '8 8 -12'; hook_shotorigin[2] = '8 8 -12'; hook_shotorigin[3] = '8 8 -12'; } else { Weapon w = WEP_HOOK; w.wr_init(w); hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1); hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2); hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3); hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4); } }