#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ HOOK,
-/* function */ w_hook,
-/* ammotype */ IT_CELLS|IT_FUEL,
+/* function */ W_Hook,
+/* ammotype */ ammo_fuel,
/* impulse */ 0,
/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
/* rating */ 0,
-/* model */ "hookgun",
-/* shortname */ "hook",
-/* fullname */ _("Grappling Hook")
+/* color */ '0 0.5 0',
+/* modelname */ "hookgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhook 0.5",
+/* wepimg */ "weaponhook",
+/* refname */ "hook",
+/* wepname */ _("Grappling Hook")
);
-#else
+
+#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)
+
#ifdef SVQC
-void spawnfunc_weapon_hook()
-{
- if(g_grappling_hook) // offhand hook
- {
- startitem_failed = TRUE;
- remove(self);
- return;
- }
- weapon_defaultspawnfunc(WEP_HOOK);
-}
+HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float dmg;
.float dmg_edge;
.float hook_refire;
.float hook_time_hooked;
.float hook_time_fueldecrease;
+#endif
+#else
+#ifdef SVQC
+
+void spawnfunc_weapon_hook()
+{
+ if(g_grappling_hook) // offhand hook
+ {
+ startitem_failed = TRUE;
+ remove(self);
+ return;
+ }
+ weapon_defaultspawnfunc(WEP_HOOK);
+}
void W_Hook_ExplodeThink (void)
{
self.think = W_Hook_ExplodeThink;
self.nextthink = time;
- self.dmg = autocvar_g_balance_hook_secondary_damage;
- self.dmg_edge = autocvar_g_balance_hook_secondary_edgedamage;
- self.dmg_radius = autocvar_g_balance_hook_secondary_radius;
- self.dmg_force = autocvar_g_balance_hook_secondary_force;
- self.dmg_power = autocvar_g_balance_hook_secondary_power;
- self.dmg_duration = autocvar_g_balance_hook_secondary_duration;
+ 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;
{
entity gren;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hook_secondary_ammo, FALSE);
- W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, autocvar_g_balance_hook_secondary_damage);
+ //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));
gren = spawn ();
gren.owner = gren.realowner = self;
gren.classname = "hookbomb";
gren.bot_dodge = TRUE;
- gren.bot_dodgerating = autocvar_g_balance_hook_secondary_damage;
+ gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
gren.movetype = MOVETYPE_TOSS;
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
- gren.nextthink = time + autocvar_g_balance_hook_secondary_lifetime;
+ 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 = autocvar_g_balance_hook_secondary_health;
- gren.damageforcescale = autocvar_g_balance_hook_secondary_damageforcescale;
+ 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' * autocvar_g_balance_hook_secondary_speed;
+ gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
if(autocvar_g_projectiles_newton_style)
gren.velocity = gren.velocity + self.velocity;
- gren.gravity = autocvar_g_balance_hook_secondary_gravity;
- //W_SetupProjectileVelocity(gren); // just falling down!
+ gren.gravity = WEP_CVAR_SEC(hook, gravity);
+ //W_SetupProjVelocity_Basic(gren); // just falling down!
gren.angles = '0 0 0';
gren.flags = FL_PROJECTILE;
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_hook(float req)
+float W_Hook(float req)
{
float hooked_time_max, hooked_fuel;
if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
{
if(!self.hook)
- if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
- if not(self.hook_state & HOOK_FIRING)
+ if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if(!(self.hook_state & HOOK_FIRING))
if (time > self.hook_refire)
if (weapon_prepareattack(0, -1))
{
- W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_hook_primary_fuel, FALSE);
+ W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
self.hook_state |= HOOK_FIRING;
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hook_primary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
}
if (self.BUTTON_ATCK2)
{
- if (weapon_prepareattack(1, autocvar_g_balance_hook_secondary_refire))
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
{
W_Hook_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hook_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
}
}
if(self.hook)
{
// if hooked, no bombs, and increase the timer
- self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor());
+ self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
// hook also inhibits health regeneration, but only for 1 second
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
if(self.hook && self.hook.state == 1)
{
- hooked_time_max = autocvar_g_balance_hook_primary_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 = autocvar_g_balance_hook_primary_hooked_fuel;
+ hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
if (hooked_fuel > 0)
{
if ( time > self.hook_time_fueldecrease )
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
{
- W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
+ W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
self.hook_time_fueldecrease = time;
// decrease next frame again
}
else
{
self.hook_time_hooked = time;
- self.hook_time_fueldecrease = time + autocvar_g_balance_hook_primary_hooked_time_free;
+ self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
if (self.BUTTON_CROUCH)
{
- self.hook_state &~= HOOK_PULLING;
+ self.hook_state &= ~HOOK_PULLING;
if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
- self.hook_state &~= HOOK_RELEASING;
+ self.hook_state &= ~HOOK_RELEASING;
else
self.hook_state |= HOOK_RELEASING;
}
else
{
self.hook_state |= HOOK_PULLING;
- self.hook_state &~= HOOK_RELEASING;
+ self.hook_state &= ~HOOK_RELEASING;
if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
{
else
{
self.hook_state |= HOOK_REMOVING;
- self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+ self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
}
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_model ("models/weapons/g_hookgun.md3");
precache_model ("models/weapons/v_hookgun.md3");
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;
}
case WR_SETUP:
{
- weapon_setup(WEP_HOOK);
- self.current_ammo = ammo_fuel;
- self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+ self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
return TRUE;
}
case WR_CHECKAMMO1:
if(self.hook)
return self.ammo_fuel > 0;
else
- return self.ammo_fuel >= autocvar_g_balance_hook_primary_fuel;
+ return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
}
case WR_CHECKAMMO2:
{
- return self.ammo_cells >= autocvar_g_balance_hook_secondary_ammo;
+ // infinite ammo for now
+ 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;
}
case WR_RESETPLAYER:
{
}
#endif
#ifdef CSQC
-float w_hook(float req)
+float W_Hook(float req)
{
switch(req)
{
return TRUE;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/hookbomb_impact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
return TRUE;
}