]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Merge branch 'terencehill/quickmenu_file_example' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index 779ec90c9932e921265729ad0053863d710a7cf8..99bd819495bd9949394e05f2cc34c95e4d361b8e 100644 (file)
@@ -1,7 +1,7 @@
 #include "g_hook.qh"
-#include "_all.qh"
 
 #include "weapons/common.qh"
+#include "weapons/csqcprojectile.qh"
 #include "weapons/weaponsystem.qh"
 #include "weapons/selection.qh"
 #include "weapons/tracing.qh"
 #include "../common/constants.qh"
 #include "../common/util.qh"
 #include "../common/weapons/all.qh"
-#include "../warpzonelib/common.qh"
-#include "../warpzonelib/server.qh"
+#include "../lib/warpzone/common.qh"
+#include "../lib/warpzone/server.qh"
+
+.int state;
 
 /*============================================
 
@@ -65,7 +67,6 @@ And you should be done!
 ============================================*/
 
 .float hook_length;
-.float hook_switchweapon;
 
 void RemoveGrapplingHook(entity pl)
 {
@@ -79,7 +80,7 @@ void RemoveGrapplingHook(entity pl)
        //pl.disableclientprediction = false;
 }
 
-void GrapplingHookReset(void)
+void GrapplingHookReset()
 {SELFPARAM();
        if(self.realowner.hook == self)
                RemoveGrapplingHook(self.owner);
@@ -103,9 +104,9 @@ void GrapplingHook_Stop()
 }
 
 .vector hook_start, hook_end;
-float GrapplingHookSend(entity to, int sf)
-{SELFPARAM();
-       WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
+bool GrapplingHookSend(entity this, entity to, int sf)
+{
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
        sf = sf & 0x7F;
        if(sound_allowed(MSG_BROADCAST, self.realowner))
                sf |= 0x80;
@@ -129,6 +130,8 @@ float GrapplingHookSend(entity to, int sf)
        return true;
 }
 
+int autocvar_g_grappling_hook_tarzan;
+
 void GrapplingHookThink()
 {SELFPARAM();
        float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
@@ -148,10 +151,7 @@ void GrapplingHookThink()
 
        self.nextthink = time;
 
-       int s = self.realowner.cvar_cl_gunalign;
-       if(s != 1 && s != 2 && s != 4)
-               s = 3; // default value
-       --s;
+       int s = W_GetGunAlignment(self.realowner);
        vs = hook_shotorigin[s];
 
        makevectors(self.realowner.v_angle);
@@ -299,7 +299,7 @@ void GrapplingHookThink()
        }
 }
 
-void GrapplingHookTouch (void)
+void GrapplingHookTouch ()
 {SELFPARAM();
        if(other.movetype == MOVETYPE_FOLLOW)
                return;
@@ -339,7 +339,7 @@ void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int
        }
 }
 
-void FireGrapplingHook (void)
+void FireGrapplingHook ()
 {SELFPARAM();
        entity missile;
        vector org;
@@ -350,10 +350,7 @@ void FireGrapplingHook (void)
 
        makevectors(self.v_angle);
 
-       int s = self.cvar_cl_gunalign;
-       if(s != 1 && s != 2 && s != 4)
-               s = 3; // default value
-       --s;
+       int s = W_GetGunAlignment(self);
        vs = hook_shotorigin[s];
 
        // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
@@ -403,114 +400,6 @@ 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()
-{SELFPARAM();
-       if(g_grappling_hook && 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(!g_grappling_hook && self.switchweapon != WEP_HOOK.m_id && !self.vehicle)
-       {
-               if(self.BUTTON_HOOK && !self.hook_switchweapon)
-                       W_SwitchWeapon(WEP_HOOK.m_id);
-       }
-       self.hook_switchweapon = self.BUTTON_HOOK;
-
-       if(!g_grappling_hook && self.weapon != WEP_HOOK.m_id)
-       {
-               self.hook_state &= ~HOOK_FIRING;
-               self.hook_state |= HOOK_REMOVING;
-       }
-
-       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)
@@ -522,7 +411,8 @@ void GrappleHookInit()
        }
        else
        {
-               WEP_ACTION(WEP_HOOK.m_id, WR_INIT);
+               Weapon w = WEP_HOOK;
+               w.wr_init(w);
                hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
                hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
                hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);