/* refname */ ATTRIB(Hook, netname, string, "hook");
/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
ATTRIB(Hook, ammo_factor, float, 1)
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damageforcescale, float, SEC) \
+ P(class, prefix, damage, float, SEC) \
+ P(class, prefix, duration, float, SEC) \
+ P(class, prefix, edgedamage, float, SEC) \
+ P(class, prefix, force, float, SEC) \
+ P(class, prefix, gravity, float, SEC) \
+ P(class, prefix, health, float, SEC) \
+ P(class, prefix, hooked_ammo, float, PRI) \
+ P(class, prefix, hooked_time_free, float, PRI) \
+ P(class, prefix, hooked_time_max, float, PRI) \
+ P(class, prefix, lifetime, float, SEC) \
+ P(class, prefix, power, float, SEC) \
+ P(class, prefix, radius, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Hook, hook)
+#undef X
+
ENDCLASS(Hook)
-REGISTER_WEAPON(HOOK, NEW(Hook));
+REGISTER_WEAPON(HOOK, hook, NEW(Hook));
CLASS(OffhandHook, OffhandWeapon)
#ifdef SVQC
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) \
- 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) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
#ifdef SVQC
-HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float dmg;
.float dmg_edge;
self.movetype = MOVETYPE_NONE;
}
-void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if(self.health <= 0)
- W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
+ if(this.health <= 0)
+ WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
}
void W_Hook_Touch2()
actor.hook_state &= ~HOOK_REMOVING;
}
}
- METHOD(Hook, wr_init, void(entity thiswep))
- {
- HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Hook, wr_setup, void(entity thiswep))
{
self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
// infinite ammo for now
return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
- METHOD(Hook, wr_config, void(entity thiswep))
- {
- HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Hook, wr_resetplayer, void(entity thiswep))
{
RemoveGrapplingHook(self);
}
#endif
+
+#ifdef CSQC
+#include <lib/csqcmodel/interpolate.qh>
+#include <lib/warpzone/common.qh>
+
+void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
+
+entityclass(Hook);
+class(Hook) .entity HookType; // ENT_CLIENT_*
+class(Hook) .vector origin;
+class(Hook) .vector velocity;
+class(Hook) .float HookSilent;
+class(Hook) .float HookRange;
+
+string Draw_GrapplingHook_trace_callback_tex;
+float Draw_GrapplingHook_trace_callback_rnd;
+vector Draw_GrapplingHook_trace_callback_rgb;
+float Draw_GrapplingHook_trace_callback_a;
+void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
+{
+ float i;
+ vector vorg;
+ vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+ for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
+ Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
+ Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
+}
+
+class(Hook) .float teleport_time;
+void Draw_GrapplingHook(entity this)
+{
+ vector a, b, atrans;
+ string tex;
+ vector rgb;
+ float t;
+ vector vs;
+ float intensity, offset;
+
+ if(self.teleport_time)
+ if(time > self.teleport_time)
+ {
+ sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
+ self.teleport_time = 0;
+ }
+
+ InterpolateOrigin_Do(this);
+
+ int s = W_GetGunAlignment(world);
+
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ vs = hook_shotorigin[s];
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ vs = lightning_shotorigin[s];
+ break;
+ }
+
+ if((self.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0)
+ {
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
+ b = self.origin;
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ if(self.HookRange)
+ b = view_origin + view_forward * self.HookRange;
+ else
+ b = view_origin + view_forward * vlen(self.velocity - self.origin); // honor original length of beam!
+ WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
+ b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
+ break;
+ }
+ }
+ else
+ {
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ a = self.velocity;
+ b = self.origin;
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ a = self.origin;
+ b = self.velocity;
+ break;
+ }
+ }
+
+ t = entcs_GetTeamColor(self.owner.sv_entnum);
+
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ intensity = 1;
+ offset = 0;
+ switch(t)
+ {
+ case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
+ case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
+ case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
+ case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
+ default: tex = "particles/hook_white"; rgb = entcs_GetColor(self.sv_entnum - 1); break;
+ }
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM: // todo
+ intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
+ offset = Noise_Brown(self, frametime) * 10;
+ tex = "particles/lgbeam";
+ rgb = '1 1 1';
+ break;
+ }
+
+ 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, ((self.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
+ Draw_GrapplingHook_trace_callback_tex = string_null;
+
+ atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
+
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ if(vlen(trace_endpos - atrans) > 0.5)
+ {
+ setorigin(self, trace_endpos); // hook endpoint!
+ self.angles = vectoangles(trace_endpos - atrans);
+ self.drawmask = MASK_NORMAL;
+ }
+ else
+ {
+ self.drawmask = 0;
+ }
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ setorigin(self, a); // beam origin!
+ break;
+ }
+
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
+ break;
+ }
+}
+
+void Remove_GrapplingHook()
+{SELFPARAM();
+ sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+}
+
+NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
+{
+ self.HookType = NET_ENT_CLIENT_HOOK;
+
+ int sf = ReadByte();
+
+ self.HookSilent = (sf & 0x80);
+ self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
+
+ InterpolateOrigin_Undo(self);
+
+ if(sf & 1)
+ {
+ int myowner = ReadByte();
+ self.owner = playerslots[myowner - 1];
+ self.sv_entnum = myowner;
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ self.HookRange = 0;
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ self.HookRange = ReadCoord();
+ break;
+ }
+ }
+ if(sf & 2)
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+ }
+ if(sf & 4)
+ {
+ self.velocity_x = ReadCoord();
+ self.velocity_y = ReadCoord();
+ self.velocity_z = ReadCoord();
+ }
+
+ InterpolateOrigin_Note(this);
+
+ if(bIsNew || !self.teleport_time)
+ {
+ self.draw = Draw_GrapplingHook;
+ self.entremove = Remove_GrapplingHook;
+
+ switch(self.HookType)
+ {
+ default:
+ case NET_ENT_CLIENT_HOOK:
+ // for the model
+ setmodel(self, MDL_HOOK);
+ self.drawmask = MASK_NORMAL;
+ break;
+ case NET_ENT_CLIENT_ARC_BEAM:
+ sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
+ break;
+ }
+ }
+
+ self.teleport_time = time + 10;
+ return true;
+}
+
+// TODO: hook: temporarily transform self.origin for drawing the model along warpzones!
+#endif
+
#endif