]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hook.qc
Add a networked entity to hold weapon state
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
index fd8fd9aefac325ad61d801c9615271e728268fad..38a416383320c8b71c2fe8b39a321df5c83adbd4 100644 (file)
@@ -1,12 +1,13 @@
+#include "hook.qh"
 #ifndef IMPLEMENTATION
 CLASS(Hook, Weapon)
-/* ammotype  */ ATTRIB(Hook, ammo_field, .int, ammo_fuel)
-/* impulse   */ ATTRIB(Hook, impulse, int, 0)
+/* 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
+#ifdef GAMEQC
 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
 #endif
 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
@@ -14,7 +15,7 @@ CLASS(Hook, Weapon)
 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
 /* refname   */ ATTRIB(Hook, netname, string, "hook");
 /* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
-       ATTRIB(Hook, ammo_factor, float, 1)
+       ATTRIB(Hook, ammo_factor, float, 1);
 
 #define X(BEGIN, P, END, class, prefix) \
        BEGIN(class) \
@@ -83,44 +84,44 @@ void W_Hook_ExplodeThink(entity this)
 {
        float dt, dmg_remaining_next, f;
 
-       dt = time - self.teleport_time;
-       dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
+       dt = time - this.teleport_time;
+       dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
 
-       f = self.dmg_last - dmg_remaining_next;
-       self.dmg_last = dmg_remaining_next;
+       f = this.dmg_last - dmg_remaining_next;
+       this.dmg_last = dmg_remaining_next;
 
-       RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
-       self.projectiledeathtype |= HITTYPE_BOUNCE;
-       //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+       RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
+       this.projectiledeathtype |= HITTYPE_BOUNCE;
+       //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
 
-       if(dt < self.dmg_duration)
-               self.nextthink = time + 0.05; // soon
+       if(dt < this.dmg_duration)
+               this.nextthink = time + 0.05; // soon
        else
-               remove(self);
+               delete(this);
 }
 
 void W_Hook_Explode2(entity this)
 {
-       self.event_damage = func_null;
-       settouch(self, func_null);
-       self.effects |= EF_NODRAW;
-
-       setthink(self, W_Hook_ExplodeThink);
-       self.nextthink = time;
-       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;
+       this.event_damage = func_null;
+       settouch(this, func_null);
+       this.effects |= EF_NODRAW;
+
+       setthink(this, W_Hook_ExplodeThink);
+       this.nextthink = time;
+       this.dmg = WEP_CVAR_SEC(hook, damage);
+       this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
+       this.dmg_radius = WEP_CVAR_SEC(hook, radius);
+       this.dmg_force = WEP_CVAR_SEC(hook, force);
+       this.dmg_power = WEP_CVAR_SEC(hook, power);
+       this.dmg_duration = WEP_CVAR_SEC(hook, duration);
+       this.teleport_time = time;
+       this.dmg_last = 1;
+       set_movetype(this, MOVETYPE_NONE);
 }
 
 void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Hook_Explode2(this));
+       W_Hook_Explode2(this);
 }
 
 void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -137,22 +138,22 @@ void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage,
                W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
 }
 
-void W_Hook_Touch2(entity this)
+void W_Hook_Touch2(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
+       PROJECTILE_TOUCH(this, toucher);
        this.use(this, NULL, NULL);
 }
 
-void W_Hook_Attack2(Weapon thiswep, entity actor)
+void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
-       W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+       W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
 
        entity gren = new(hookbomb);
        gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
-       gren.movetype = MOVETYPE_TOSS;
+       set_movetype(gren, MOVETYPE_TOSS);
        PROJECTILE_MAKETRIGGER(gren);
        gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
        setorigin(gren, w_shotorg);
@@ -179,6 +180,8 @@ void W_Hook_Attack2(Weapon thiswep, entity actor)
 
        gren.angles = '0 0 0';
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
+       IL_PUSH(g_bot_dodge, gren);
 
        CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
 
@@ -193,7 +196,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         if(time > actor.hook_refire)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
         {
-            W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
+            W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
             actor.hook_state |= HOOK_FIRING;
             actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
@@ -207,7 +210,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
         {
-            W_Hook_Attack2(thiswep, actor);
+            W_Hook_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
         }
     }
@@ -240,7 +243,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                 {
                     if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
                     {
-                        W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+                        W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel, weaponentity);
                         actor.hook_time_fueldecrease = time;
                         // decrease next frame again
                     }
@@ -248,7 +251,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                     {
                         actor.ammo_fuel = 0;
                         actor.hook_state |= HOOK_REMOVING;
-                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
                     }
                 }
             }
@@ -266,7 +269,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if (actor.hook)
             RemoveGrapplingHook(actor);
-        WITHSELF(actor, FireGrapplingHook());
+        FireGrapplingHook(actor);
         actor.hook_state &= ~HOOK_FIRING;
         actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
     }
@@ -279,8 +282,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 }
 METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+    actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
 }
 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
 {
@@ -297,10 +299,9 @@ METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
 }
 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    RemoveGrapplingHook(self);
-    self.hook_time = 0;
-    self.hook_refire = time;
+    RemoveGrapplingHook(actor);
+    actor.hook_time = 0;
+    actor.hook_refire = time;
 }
 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
 {
@@ -312,12 +313,11 @@ METHOD(Hook, wr_killmessage, Notification(entity thiswep))
 
 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
 }
 
 #endif
@@ -370,7 +370,7 @@ void Draw_GrapplingHook(entity this)
 
        InterpolateOrigin_Do(this);
 
-       int s = W_GetGunAlignment(world);
+       int s = W_GetGunAlignment(NULL);
 
        switch(this.HookType)
        {
@@ -397,7 +397,7 @@ void Draw_GrapplingHook(entity this)
                                        b = view_origin + view_forward * this.HookRange;
                                else
                                        b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
-                               WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
+                               WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
                                b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
                                a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
                                break;
@@ -444,11 +444,15 @@ void Draw_GrapplingHook(entity this)
                        break;
        }
 
+       MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
+       tex = M_ARGV(1, string);
+       rgb = M_ARGV(2, vector);
+
        Draw_GrapplingHook_trace_callback_tex = tex;
        Draw_GrapplingHook_trace_callback_rnd = offset;
        Draw_GrapplingHook_trace_callback_rgb = rgb;
        Draw_GrapplingHook_trace_callback_a = intensity;
-       WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
+       WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), NULL, NULL, Draw_GrapplingHook_trace_callback);
        Draw_GrapplingHook_trace_callback_tex = string_null;
 
        atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
@@ -540,6 +544,7 @@ NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
        if(bIsNew || !this.teleport_time)
        {
                this.draw = Draw_GrapplingHook;
+               IL_PUSH(g_drawables, this);
                this.entremove = Remove_GrapplingHook;
 
                switch(this.HookType)