-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ HOOK,
/* function */ W_Hook,
.float hook_time_hooked;
.float hook_time_fueldecrease;
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
void spawnfunc_weapon_hook(void)
{
if(g_grappling_hook) // offhand hook
{
- startitem_failed = TRUE;
+ startitem_failed = true;
remove(self);
return;
}
- weapon_defaultspawnfunc(WEP_HOOK);
+ weapon_defaultspawnfunc(WEP_HOOK.m_id);
}
void W_Hook_ExplodeThink(void)
self.movetype = MOVETYPE_NONE;
}
-void W_Hook_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
-
+
if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
- return; // g_projectiles_damage says to halt
-
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
-
+
if(self.health <= 0)
W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
}
entity gren;
//W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
- W_SetupShot(self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+ W_SetupShot(self, false, 4, W_Sound("hookbomb_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
gren = spawn();
gren.owner = gren.realowner = self;
gren.classname = "hookbomb";
- gren.bot_dodge = TRUE;
+ gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
gren.movetype = MOVETYPE_TOSS;
PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
+ gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
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.damagedbycontents = true;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
gren.angles = '0 0 0';
gren.flags = FL_PROJECTILE;
- CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
+ CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
- other = gren; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-float W_Hook(float req)
+bool W_Hook(int req)
{
float hooked_time_max, hooked_fuel;
-
+
switch(req)
{
case WR_AIM:
{
// no bot AI for hook (yet?)
- return TRUE;
+ return true;
}
case WR_THINK:
{
- if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ if(self.BUTTON_ATCK || self.BUTTON_HOOK)
{
if(!self.hook)
if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
{
W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
self.hook_state |= HOOK_FIRING;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
}
if(self.hook && self.hook.state == 1)
{
- hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
+ hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
if(hooked_time_max > 0)
{
if( time > self.hook_time_hooked + hooked_time_max )
self.hook_state |= HOOK_REMOVING;
}
-
+
hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
if(hooked_fuel > 0)
{
}
else
{
- self.hook_time_hooked = time;
+ self.hook_time_hooked = time;
self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
if(self.BUTTON_CROUCH)
{
self.hook_state &= ~HOOK_PULLING;
- if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ if(self.BUTTON_ATCK || self.BUTTON_HOOK)
self.hook_state &= ~HOOK_RELEASING;
else
self.hook_state |= HOOK_RELEASING;
self.hook_state |= HOOK_PULLING;
self.hook_state &= ~HOOK_RELEASING;
- if(self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
+ if(self.BUTTON_ATCK || self.BUTTON_HOOK)
{
// already fired
if(self.hook)
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model("models/weapons/g_hookgun.md3");
- precache_model("models/weapons/v_hookgun.md3");
- precache_model("models/weapons/h_hookgun.iqm");
- precache_sound("weapons/hook_impact.wav"); // done by g_hook.qc
- precache_sound("weapons/hook_fire.wav");
- precache_sound("weapons/hookbomb_fire.wav");
- HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model(W_Model("g_hookgun.md3"));
+ precache_model(W_Model("v_hookgun.md3"));
+ precache_model(W_Model("h_hookgun.iqm"));
+ precache_sound(W_Sound("hook_impact")); // done by g_hook.qc
+ precache_sound(W_Sound("hook_fire"));
+ precache_sound(W_Sound("hookbomb_fire"));
+ HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
{
case WR_CHECKAMMO2:
{
// infinite ammo for now
- return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
+ return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
case WR_CONFIG:
{
- HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RESETPLAYER:
{
self.hook_refire = time;
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
- return FALSE;
+ return false;
}
case WR_KILLMESSAGE:
{
return WEAPON_HOOK_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_Hook(float req)
+bool W_Hook(int req)
{
switch(req)
{
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+ sound(self, CH_SHOTS, W_Sound("hookbomb_impact"), VOL_BASE, ATTN_NORM);
+
+ return true;
}
case WR_INIT:
{
- precache_sound("weapons/hookbomb_impact.wav");
- return TRUE;
+ precache_sound(W_Sound("hookbomb_impact"));
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif