#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");
/* 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) \
f = this.dmg_last - dmg_remaining_next;
this.dmg_last = dmg_remaining_next;
- RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, world, this.dmg_force * f, this.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, world, this.dmg * f, this.dmg_edge * f, this.dmg_radius, world, world, this.dmg_force * f, this.projectiledeathtype, world);
+ //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
if(dt < this.dmg_duration)
this.nextthink = time + 0.05; // soon
else
- remove(this);
+ delete(this);
}
void W_Hook_Explode2(entity this)
this.dmg_duration = WEP_CVAR_SEC(hook, duration);
this.teleport_time = time;
this.dmg_last = 1;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
}
void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
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);
gren.angles = '0 0 0';
gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
{
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);
}
}
InterpolateOrigin_Do(this);
- int s = W_GetGunAlignment(world);
+ int s = W_GetGunAlignment(NULL);
switch(this.HookType)
{
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;
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);
if(bIsNew || !this.teleport_time)
{
this.draw = Draw_GrapplingHook;
+ IL_PUSH(g_drawables, this);
this.entremove = Remove_GrapplingHook;
switch(this.HookType)