#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* 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")
-);
+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, message, string, _("Grappling Hook"));
+ENDCLASS(Hook)
+REGISTER_WEAPON(HOOK, NEW(Hook));
+
+CLASS(OffhandHook, OffhandWeapon)
+ METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity player, bool key_pressed))
+ {
+ Weapon wep = WEP_HOOK;
+ WITH(entity, self, player, wep.wr_think(wep, self, key_pressed, false));
+ }
+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) \
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_hook)
-{
- if(g_grappling_hook) // offhand hook
- {
- startitem_failed = true;
- remove(self);
- return;
- }
- weapon_defaultspawnfunc(WEP_HOOK.m_id);
-}
+spawnfunc(weapon_hook) { weapon_defaultspawnfunc(WEP_HOOK.m_id); }
void W_Hook_ExplodeThink(void)
{SELFPARAM();
self.use();
}
-void W_Hook_Attack2(void)
+void W_Hook_Attack2(Weapon thiswep)
{SELFPARAM();
entity gren;
- //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+ //W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
W_SetupShot(self, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
gren = spawn();
MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
-bool W_Hook(int req)
-{SELFPARAM();
- float hooked_time_max, hooked_fuel;
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(Hook, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
{
- // no bot AI for hook (yet?)
- return true;
- }
- case WR_THINK:
- {
- if(self.BUTTON_ATCK || self.BUTTON_HOOK)
+ if(fire1 || actor.BUTTON_HOOK)
{
- if(!self.hook)
- if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
- if(!(self.hook_state & HOOK_FIRING))
- if(time > self.hook_refire)
- if(weapon_prepareattack(0, -1))
+ if(!actor.hook)
+ if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if(!(actor.hook_state & HOOK_FIRING))
+ if(time > actor.hook_refire)
+ if(weapon_prepareattack(actor, false, -1))
{
- W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
- self.hook_state |= HOOK_FIRING;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hook, ammo));
+ actor.hook_state |= HOOK_FIRING;
+ weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2)
+ if(fire2)
{
- if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
+ if(weapon_prepareattack(actor, true, WEP_CVAR_SEC(hook, refire)))
{
- W_Hook_Attack2();
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+ W_Hook_Attack2(thiswep);
+ weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
}
}
- if(self.hook)
+ if(actor.hook)
{
// if hooked, no bombs, and increase the timer
- self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ 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(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
- if(self.hook && self.hook.state == 1)
+ if(actor.hook && actor.hook.state == 1)
{
- hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
+ float 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;
+ if( time > actor.hook_time_hooked + hooked_time_max )
+ actor.hook_state |= HOOK_REMOVING;
}
- hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
+ float hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
if(hooked_fuel > 0)
{
- if( time > self.hook_time_fueldecrease )
+ if( time > actor.hook_time_fueldecrease )
{
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+ if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
{
- W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
- self.hook_time_fueldecrease = time;
+ W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+ actor.hook_time_fueldecrease = time;
// decrease next frame again
}
else
{
- self.ammo_fuel = 0;
- self.hook_state |= HOOK_REMOVING;
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ actor.ammo_fuel = 0;
+ actor.hook_state |= HOOK_REMOVING;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
}
}
}
}
else
{
- self.hook_time_hooked = time;
- self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+ actor.hook_time_hooked = time;
+ actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
- if(self.BUTTON_CROUCH)
+ if(actor.BUTTON_CROUCH)
{
- self.hook_state &= ~HOOK_PULLING;
- if(self.BUTTON_ATCK || self.BUTTON_HOOK)
- self.hook_state &= ~HOOK_RELEASING;
+ actor.hook_state &= ~HOOK_PULLING;
+ if(fire1 || actor.BUTTON_HOOK)
+ actor.hook_state &= ~HOOK_RELEASING;
else
- self.hook_state |= HOOK_RELEASING;
+ actor.hook_state |= HOOK_RELEASING;
}
else
{
- self.hook_state |= HOOK_PULLING;
- self.hook_state &= ~HOOK_RELEASING;
+ actor.hook_state |= HOOK_PULLING;
+ actor.hook_state &= ~HOOK_RELEASING;
- if(self.BUTTON_ATCK || self.BUTTON_HOOK)
+ if(fire1 || actor.BUTTON_HOOK)
{
// already fired
- if(self.hook)
- self.hook_state |= HOOK_WAITING_FOR_RELEASE;
+ if(actor.hook)
+ actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
}
else
{
- self.hook_state |= HOOK_REMOVING;
- self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ actor.hook_state |= HOOK_REMOVING;
+ actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
}
- return true;
+ _GrapplingHookFrame();
}
- case WR_INIT:
+ METHOD(Hook, wr_init, void(entity thiswep))
{
HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Hook, wr_setup, void(entity thiswep))
{
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Hook, wr_checkammo1, bool(entity thiswep))
{
if(self.hook)
return self.ammo_fuel > 0;
else
return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
}
- case WR_CHECKAMMO2:
+ METHOD(Hook, wr_checkammo2, bool(entity thiswep))
{
// infinite ammo for now
return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
- case WR_CONFIG:
+ METHOD(Hook, wr_config, void(entity thiswep))
{
HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Hook, wr_resetplayer, void(entity thiswep))
{
self.hook_refire = time;
- return true;
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Hook, wr_suicidemessage, int(entity thiswep))
{
return false;
}
- case WR_KILLMESSAGE:
+ METHOD(Hook, wr_killmessage, int(entity thiswep))
{
return WEAPON_HOOK_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Hook(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Hook, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
-
- return true;
- }
- case WR_INIT:
- {
- return true;
}
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
+
#endif
#endif