#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ HOOK,
-/* function */ w_hook,
-/* ammotype */ IT_CELLS|IT_FUEL,
-/* impulse */ 0,
-/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating */ 0,
-/* model */ "hookgun",
-/* netname */ "hook",
-/* fullname */ _("Grappling Hook")
+/* WEP_##id */ HOOK,
+/* function */ W_Hook,
+/* ammotype */ ammo_fuel,
+/* impulse */ 0,
+/* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ 0,
+/* color */ '0 0.5 0',
+/* modelname */ "hookgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhook 0.5",
+/* wepimg */ "weaponhook",
+/* refname */ "hook",
+/* wepname */ _("Grappling Hook")
);
-#define HOOK_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_HOOK, hook, MO_BOTH, animtime) \
- w_cvar(WEP_HOOK, hook, MO_BOTH, ammo) \
- w_cvar(WEP_HOOK, hook, MO_BOTH, refire) \
- w_cvar(WEP_HOOK, hook, MO_PRI, hooked_ammo) \
- w_cvar(WEP_HOOK, hook, MO_PRI, hooked_time_free) \
- w_cvar(WEP_HOOK, hook, MO_PRI, hooked_time_max) \
- w_cvar(WEP_HOOK, hook, MO_SEC, damage) \
- w_cvar(WEP_HOOK, hook, MO_SEC, duration) \
- w_cvar(WEP_HOOK, hook, MO_SEC, edgedamage) \
- w_cvar(WEP_HOOK, hook, MO_SEC, force) \
- w_cvar(WEP_HOOK, hook, MO_SEC, gravity) \
- w_cvar(WEP_HOOK, hook, MO_SEC, lifetime) \
- w_cvar(WEP_HOOK, hook, MO_SEC, power) \
- w_cvar(WEP_HOOK, hook, MO_SEC, radius) \
- w_cvar(WEP_HOOK, hook, MO_SEC, speed) \
- w_cvar(WEP_HOOK, hook, MO_SEC, health) \
- w_cvar(WEP_HOOK, hook, MO_SEC, damageforcescale) \
- w_prop(WEP_HOOK, hook, reloading_ammo, reload_ammo) \
- w_prop(WEP_HOOK, hook, reloading_time, reload_time) \
- w_prop(WEP_HOOK, hook, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_HOOK, hook, switchdelay_drop, switchdelay_drop)
+#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
HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
{
entity gren;
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
+ //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.velocity = gren.velocity + self.velocity;
gren.gravity = WEP_CVAR_SEC(hook, gravity);
- //W_SetupProjectileVelocity(gren); // just falling down!
+ //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, WEP_CVAR_PRI(hook, ammo), FALSE);
+ W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
self.hook_state |= HOOK_FIRING;
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
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 ( 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
}
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_SKIPCVAR, WEP_SET_PROP)
+ HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- self.current_ammo = ammo_fuel;
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
return TRUE;
}
}
case WR_CHECKAMMO2:
{
- return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
+ // infinite ammo for now
+ return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
case WR_CONFIG:
{
}
#endif
#ifdef CSQC
-float w_hook(float req)
+float W_Hook(float req)
{
switch(req)
{
precache_sound("weapons/hookbomb_impact.wav");
return TRUE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
return TRUE;
}