]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Hook: merge offhand and weapon behaviour
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index 95b8c7ba3e245af29096f3eedbdd40dc99e3d916..87d7e0e529c986f340043a59ee732890de1b7ce0 100644 (file)
@@ -65,7 +65,6 @@ And you should be done!
 ============================================*/
 
 .float hook_length;
-.float hook_switchweapon;
 
 void RemoveGrapplingHook(entity pl)
 {
@@ -405,111 +404,6 @@ void FireGrapplingHook (void)
        Net_LinkEntity(missile, false, 0, GrapplingHookSend);
 }
 
-//  void GrapplingHookFrame()
-//  {
-//         // this function has been modified for Xonotic
-// -       if (self.BUTTON_HOOK && g_grappling_hook)
-//         {
-// -               if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
-// -                       if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
-// -                               FireGrapplingHook();
-//         }
-// -       else
-//         {
-//                 if (self.hook)
-//                         RemoveGrapplingHook(self);
-//         }
-// -       self.button6_pressed_before = self.BUTTON_HOOK;
-//         /*
-//         // if I have no hook or it's not pulling yet, make sure I'm not flying!
-//         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
-
-void _GrapplingHookFrame();
-void GrapplingHookFrame()
-{SELFPARAM();
-       if (self.offhand == OFFHAND_HOOK) {
-        if (timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK.m_id && !self.vehicle) {
-            // offhand hook controls
-            if (self.BUTTON_HOOK) {
-                if (!(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE)) && (time > self.hook_refire)) {
-                    self.hook_state |= HOOK_FIRING;
-                    self.hook_state |= HOOK_WAITING_FOR_RELEASE;
-                }
-            } else {
-                self.hook_state |= HOOK_REMOVING;
-                self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
-            }
-
-            self.hook_state &= ~HOOK_RELEASING;
-            if (self.BUTTON_CROUCH && autocvar_g_balance_grapplehook_crouchslide) {
-                self.hook_state &= ~HOOK_PULLING;
-                //self.hook_state |= HOOK_RELEASING;
-            } else {
-                self.hook_state |= HOOK_PULLING;
-                //self.hook_state &= ~HOOK_RELEASING;
-            }
-        }
-       } else {
-               if (self.switchweapon != WEP_HOOK.m_id && !self.vehicle) {
-                       if (self.BUTTON_HOOK && !self.hook_switchweapon)
-                               W_SwitchWeapon(WEP_HOOK.m_id);
-               }
-               if (self.weapon != WEP_HOOK.m_id && self.offhand != OFFHAND_HOOK) {
-                       self.hook_state &= ~HOOK_FIRING;
-                       self.hook_state |= HOOK_REMOVING;
-               }
-       }
-       self.hook_switchweapon = self.BUTTON_HOOK;
-       _GrapplingHookFrame();
-}
-
-void _GrapplingHookFrame()
-{
-       if (self.hook_state & HOOK_FIRING)
-       {
-               if (self.hook)
-                       RemoveGrapplingHook(self);
-               FireGrapplingHook();
-               self.hook_state &= ~HOOK_FIRING;
-               self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
-       }
-       else if(self.hook_state & HOOK_REMOVING)
-       {
-               if (self.hook)
-                       RemoveGrapplingHook(self);
-               self.hook_state &= ~HOOK_REMOVING;
-       }
-
-       /*
-       // if I have no hook or it's not pulling yet, make sure I'm not flying!
-       if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
-       {
-               self.movetype = MOVETYPE_WALK;
-       }
-       if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
-       {
-               // fire hook
-               FireGrapplingHook();
-               return;
-       }
-       else if(self.hookimpulse == GRAPHOOK_RELEASE)
-       {
-               // remove hook, reset movement type
-               RemoveGrapplingHook(self);
-               return;
-       }
-       */
-       /*else // make sure the player's movetype is correct
-       {
-               //if(self.hook == world && self.movetype == MOVETYPE_FLY)
-               if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
-               {
-                       self.movetype = MOVETYPE_WALK;
-               }
-       }*/
-       // note: The hook entity does the actual pulling
-}
-
 void GrappleHookInit()
 {
        if(g_grappling_hook)