]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Properly support team field on trigger_multiple
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index cccba42bb42128fff96050498f317875c050c360..0fc60b2cdc1ffef3f4a2bac6832822e2a0c91db3 100644 (file)
@@ -1,5 +1,8 @@
 #include "g_hook.qh"
 
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
 #include "weapons/common.qh"
 #include "weapons/csqcprojectile.qh"
 #include "weapons/weaponsystem.qh"
@@ -71,24 +74,40 @@ And you should be done!
 
 .float hook_length;
 
-void RemoveGrapplingHook(entity pl)
+void RemoveGrapplingHooks(entity pl)
 {
-       if(pl.hook == NULL)
-               return;
-       delete(pl.hook);
-       pl.hook = NULL;
        if(pl.move_movetype == MOVETYPE_FLY)
                set_movetype(pl, MOVETYPE_WALK);
 
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       if(!pl.(weaponentity))
+               continue; // continue incase other slots exist?
+       if(pl.(weaponentity).hook)
+               delete(pl.(weaponentity).hook);
+       pl.(weaponentity).hook = NULL;
+    }
+
        //pl.disableclientprediction = false;
 }
 
+void RemoveHook(entity this)
+{
+       entity player = this.realowner;
+    .entity weaponentity = this.weaponentity_fld;
+
+    if(player.(weaponentity).hook == this)
+       player.(weaponentity).hook = NULL;
+
+    if(player.move_movetype == MOVETYPE_FLY)
+       set_movetype(player, MOVETYPE_WALK);
+    delete(this);
+}
+
 void GrapplingHookReset(entity this)
 {
-       if(this.realowner.hook == this)
-               RemoveGrapplingHook(this.owner);
-       else // in any case:
-               delete(this);
+       RemoveHook(this);
 }
 
 void GrapplingHookThink(entity this);
@@ -117,6 +136,7 @@ bool GrapplingHookSend(entity this, entity to, int sf)
        if(sf & 1)
        {
                WriteByte(MSG_ENTITY, etof(this.realowner));
+               WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
        }
        if(sf & 2)
        {
@@ -139,14 +159,15 @@ void GrapplingHookThink(entity this)
 {
        float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
        vector dir, org, end, v0, dv, v, myorg, vs;
-       if(this.realowner.hook != this) // how did that happen?
+       .entity weaponentity = this.weaponentity_fld;
+       if(this.realowner.(weaponentity).hook != this)  // how did that happen?
        {
                error("Owner lost the hook!\n");
                return;
        }
-       if(LostMovetypeFollow(this) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
+       if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
        {
-               RemoveGrapplingHook(this.realowner);
+               RemoveHook(this);
                return;
        }
        if(this.aiment)
@@ -154,7 +175,7 @@ void GrapplingHookThink(entity this)
 
        this.nextthink = time;
 
-       int s = W_GetGunAlignment(this.realowner);
+       int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
        vs = hook_shotorigin[s];
 
        makevectors(this.realowner.v_angle);
@@ -206,7 +227,7 @@ void GrapplingHookThink(entity this)
                        v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity);
 
                        // first pull the rope...
-                       if(this.realowner.hook_state & HOOK_PULLING)
+                       if(this.realowner.(weaponentity).hook_state & HOOK_PULLING)
                        {
                                newlength = this.hook_length;
                                newlength = max(newlength - pullspeed * frametime, minlength);
@@ -224,7 +245,7 @@ void GrapplingHookThink(entity this)
                        if(pull_entity.move_movetype == MOVETYPE_FLY)
                                set_movetype(pull_entity, MOVETYPE_WALK);
 
-                       if(this.realowner.hook_state & HOOK_RELEASING)
+                       if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING)
                        {
                                newlength = dist;
                                this.hook_length = newlength;
@@ -266,7 +287,7 @@ void GrapplingHookThink(entity this)
 
                        if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment))
                        {
-                               RemoveGrapplingHook(this.realowner);
+                               RemoveHook(this);
                                return;
                        }
                }
@@ -338,36 +359,33 @@ void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float
                        this.realowner.pushltime = time + autocvar_g_maxpushtime;
                        this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
                }
-               RemoveGrapplingHook(this.realowner);
+               RemoveHook(this);
        }
 }
 
-void FireGrapplingHook(entity actor)
+void FireGrapplingHook(entity actor, .entity weaponentity)
 {
-       entity missile;
-       vector org;
-       vector vs;
-
        if(forbidWeaponUse(actor)) return;
        if(actor.vehicle) return;
 
        makevectors(actor.v_angle);
 
-       int s = W_GetGunAlignment(actor);
-       vs = hook_shotorigin[s];
+       int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
+       vector vs = hook_shotorigin[s];
 
        // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
        sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
-       org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
+       vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
 
        tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
        org = trace_endpos;
 
        Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
 
-       missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+       entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.owner = missile.realowner = actor;
-       actor.hook = missile;
+       actor.(weaponentity).hook = missile;
+       missile.weaponentity_fld = weaponentity;
        missile.reset = GrapplingHookReset;
        missile.classname = "grapplinghook";
        missile.flags = FL_PROJECTILE;