]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Merge branch 'master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index ad1da10f7f4be77db9181e8f87cb89cbc963f640..90b91ad3d0880158f339c8c344e9985a4688592f 100644 (file)
@@ -22,8 +22,8 @@ void GrapplingHookFrame();
 void RemoveGrapplingHook(entity pl);
 void SetGrappleHookBindings();
 // hook impulses
-float GRAPHOOK_FIRE            = 20;
-float GRAPHOOK_RELEASE         = 21;
+const float GRAPHOOK_FIRE              = 20;
+const float GRAPHOOK_RELEASE           = 21;
 // (note: you can change the hook impulse #'s to whatever you please)
 
 4. Open client.c and add this to the top of PutClientInServer():
@@ -74,7 +74,7 @@ void GrapplingHookThink();
 void GrapplingHook_Stop()
 {
        pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
-       sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTEN_NORM);
 
        self.state = 1;
        self.think = GrapplingHookThink;
@@ -121,7 +121,7 @@ void GrapplingHookThink()
                error("Owner lost the hook!\n");
                return;
        }
-       if(LostMovetypeFollow(self) || intermission_running)
+       if(LostMovetypeFollow(self) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
        {
                RemoveGrapplingHook(self.realowner);
                return;
@@ -210,14 +210,14 @@ void GrapplingHookThink()
                                        {
                                                v = v - dv * 0.5;
                                                self.aiment.velocity = self.aiment.velocity - dv * 0.5;
-                                               self.aiment.flags &~= FL_ONGROUND;
+                                               self.aiment.flags &= ~FL_ONGROUND;
                                                self.aiment.pusher = self.realowner;
                                                self.aiment.pushltime = time + autocvar_g_maxpushtime;
                                                self.aiment.istypefrag = self.aiment.BUTTON_CHAT;
                                        }
                                }
 
-                               self.realowner.flags &~= FL_ONGROUND;
+                               self.realowner.flags &= ~FL_ONGROUND;
                        }
 
                        self.realowner.velocity = WarpZone_RefSys_TransformVelocity(self, self.realowner, v);
@@ -235,7 +235,7 @@ void GrapplingHookThink()
                        self.realowner.velocity = dir*spd;
                        self.realowner.movetype = MOVETYPE_FLY;
 
-                       self.realowner.flags &~= FL_ONGROUND;
+                       self.realowner.flags &= ~FL_ONGROUND;
                }
        }
 
@@ -274,12 +274,12 @@ void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, floa
 {
        if(self.health <= 0)
                return;
-               
+
        if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_balance_projectiledamage says to halt
-                       
+
        self.health = self.health - damage;
-               
+
        if (self.health <= 0)
        {
                if(attacker != self.realowner)
@@ -299,14 +299,8 @@ void FireGrapplingHook (void)
        float s;
        vector vs;
 
-       if((arena_roundbased && time < warmup) || (time < game_starttime))
-               return;
-
-  if(self.freezetag_frozen || self.frozen)
-               return;
-       
-       if(self.vehicle)
-               return;
+       if(forbidWeaponUse()) return;
+       if(self.vehicle) return;
 
        makevectors(self.v_angle);
 
@@ -317,7 +311,7 @@ void FireGrapplingHook (void)
        vs = hook_shotorigin[s];
 
        // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
-       sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTEN_NORM);
        org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
 
        tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
@@ -341,7 +335,7 @@ void FireGrapplingHook (void)
 
        missile.state = 0; // not latched onto anything
 
-       W_SetupProjectileVelocityEx(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE);
+       W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE);
 
        missile.angles = vectoangles (missile.velocity);
        //missile.glow_color = 250; // 244, 250
@@ -389,7 +383,7 @@ void GrapplingHookFrame()
                // offhand hook controls
                if(self.BUTTON_HOOK)
                {
-                       if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
+                       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;
@@ -398,19 +392,19 @@ void GrapplingHookFrame()
                else
                {
                        self.hook_state |= HOOK_REMOVING;
-                       self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
+                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
                }
 
-               self.hook_state &~= HOOK_RELEASING;
+               self.hook_state &= ~HOOK_RELEASING;
                if(self.BUTTON_CROUCH)
                {
-                       self.hook_state &~= HOOK_PULLING;
+                       self.hook_state &= ~HOOK_PULLING;
                        //self.hook_state |= HOOK_RELEASING;
                }
                else
                {
                        self.hook_state |= HOOK_PULLING;
-                       //self.hook_state &~= HOOK_RELEASING;
+                       //self.hook_state &= ~HOOK_RELEASING;
                }
        }
        else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
@@ -422,7 +416,7 @@ void GrapplingHookFrame()
 
        if(!g_grappling_hook && self.weapon != WEP_HOOK)
        {
-               self.hook_state &~= HOOK_FIRING;
+               self.hook_state &= ~HOOK_FIRING;
                self.hook_state |= HOOK_REMOVING;
        }
 
@@ -431,13 +425,14 @@ void GrapplingHookFrame()
                if (self.hook)
                        RemoveGrapplingHook(self);
                FireGrapplingHook();
-               self.hook_state &~= HOOK_FIRING;
+               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;
+               self.hook_state &= ~HOOK_REMOVING;
        }
 
        /*
@@ -481,7 +476,7 @@ void GrappleHookInit()
        }
        else
        {
-               weapon_action(WEP_HOOK, WR_PRECACHE);
+               WEP_ACTION(WEP_HOOK, WR_INIT);
                hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1);
                hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2);
                hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3);