X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhook.qc;h=6409e94ff1e0304774658281c58cce27413d1818;hp=d76095ec8bf60504366c1ee40f694b3d8219991a;hb=bf094df0de66898cb15780dbf136bf93b0761857;hpb=724a41faf2cbfd86d41f3ab59ff8326a831a8326 diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index d76095ec8..6409e94ff 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -1,12 +1,12 @@ #ifndef IMPLEMENTATION CLASS(Hook, Weapon) -/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel) -/* impulse */ ATTRIB(Hook, impulse, int, 0) +/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel); +/* impulse */ ATTRIB(Hook, impulse, int, 0); /* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); /* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); #endif /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); @@ -14,7 +14,7 @@ CLASS(Hook, Weapon) /* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); /* refname */ ATTRIB(Hook, netname, string, "hook"); /* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); - ATTRIB(Hook, ammo_factor, float, 1) + ATTRIB(Hook, ammo_factor, float, 1); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ @@ -79,43 +79,48 @@ OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(Offhand spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } -void W_Hook_ExplodeThink() -{SELFPARAM(); +void W_Hook_ExplodeThink(entity this) +{ float dt, dmg_remaining_next, f; - dt = time - self.teleport_time; - dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power); + dt = time - this.teleport_time; + dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power); - f = self.dmg_last - dmg_remaining_next; - self.dmg_last = dmg_remaining_next; + f = this.dmg_last - dmg_remaining_next; + this.dmg_last = dmg_remaining_next; - RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world); - self.projectiledeathtype |= HITTYPE_BOUNCE; - //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world); + RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL); + this.projectiledeathtype |= HITTYPE_BOUNCE; + //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL); - if(dt < self.dmg_duration) - self.nextthink = time + 0.05; // soon + if(dt < this.dmg_duration) + this.nextthink = time + 0.05; // soon else - remove(self); + delete(this); } -void W_Hook_Explode2() -{SELFPARAM(); - self.event_damage = func_null; - self.touch = func_null; - self.effects |= EF_NODRAW; - - self.think = W_Hook_ExplodeThink; - self.nextthink = time; - self.dmg = WEP_CVAR_SEC(hook, damage); - self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); - self.dmg_radius = WEP_CVAR_SEC(hook, radius); - self.dmg_force = WEP_CVAR_SEC(hook, force); - self.dmg_power = WEP_CVAR_SEC(hook, power); - self.dmg_duration = WEP_CVAR_SEC(hook, duration); - self.teleport_time = time; - self.dmg_last = 1; - self.movetype = MOVETYPE_NONE; +void W_Hook_Explode2(entity this) +{ + this.event_damage = func_null; + settouch(this, func_null); + this.effects |= EF_NODRAW; + + setthink(this, W_Hook_ExplodeThink); + this.nextthink = time; + this.dmg = WEP_CVAR_SEC(hook, damage); + this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); + this.dmg_radius = WEP_CVAR_SEC(hook, radius); + this.dmg_force = WEP_CVAR_SEC(hook, force); + this.dmg_power = WEP_CVAR_SEC(hook, power); + this.dmg_duration = WEP_CVAR_SEC(hook, duration); + this.teleport_time = time; + this.dmg_last = 1; + set_movetype(this, MOVETYPE_NONE); +} + +void W_Hook_Explode2_use(entity this, entity actor, entity trigger) +{ + W_Hook_Explode2(this); } void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -129,34 +134,34 @@ void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, this.health = this.health - damage; if(this.health <= 0) - WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2)); + W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2); } -void W_Hook_Touch2() -{SELFPARAM(); - PROJECTILE_TOUCH; - self.use(); +void W_Hook_Touch2(entity this, entity toucher) +{ + PROJECTILE_TOUCH(this, toucher); + this.use(this, NULL, NULL); } -void W_Hook_Attack2(Weapon thiswep, entity actor) +void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) - W_SetupShot(actor, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); + W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; gren.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage); - gren.movetype = MOVETYPE_TOSS; + set_movetype(gren, MOVETYPE_TOSS); PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime); - gren.think = adaptor_think2use_hittype_splash; - gren.use = W_Hook_Explode2; - gren.touch = W_Hook_Touch2; + setthink(gren, adaptor_think2use_hittype_splash); + gren.use = W_Hook_Explode2_use; + settouch(gren, W_Hook_Touch2); gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_SEC(hook, health); @@ -174,147 +179,144 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) gren.angles = '0 0 0'; gren.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, gren); CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true); MUTATOR_CALLHOOK(EditProjectile, actor, gren); } - METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if (fire & 1) { - if(!actor.hook) - if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) - if(time > actor.hook_refire) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) - { - W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); - actor.hook_state |= HOOK_FIRING; - actor.hook_state |= HOOK_WAITING_FOR_RELEASE; - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); - } - } else { - actor.hook_state |= HOOK_REMOVING; - actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } +METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if (fire & 1) { + if(!actor.hook) + if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) + if(time > actor.hook_refire) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) + { + W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); + actor.hook_state |= HOOK_FIRING; + actor.hook_state |= HOOK_WAITING_FOR_RELEASE; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); + } + } else { + actor.hook_state |= HOOK_REMOVING; + actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; + } - if(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) - { - W_Hook_Attack2(thiswep, actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); - } - } + if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) + { + W_Hook_Attack2(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); + } + } - if(actor.hook) - { - // if hooked, no bombs, and increase the timer - actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); + if(actor.hook) + { + // if hooked, no bombs, and increase the timer + actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor)); - // hook also inhibits health regeneration, but only for 1 second - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); - } + // hook also inhibits health regeneration, but only for 1 second + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); + } - if(actor.hook && actor.hook.state == 1) - { - float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); - if(hooked_time_max > 0) - { - if( time > actor.hook_time_hooked + hooked_time_max ) - actor.hook_state |= HOOK_REMOVING; - } - - float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); - if(hooked_fuel > 0) - { - if( time > actor.hook_time_fueldecrease ) - { - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) - { - W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); - actor.hook_time_fueldecrease = time; - // decrease next frame again - } - else - { - actor.ammo_fuel = 0; - actor.hook_state |= HOOK_REMOVING; - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - } - } - } - } - } - else - { - actor.hook_time_hooked = time; - actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); - } + if(actor.hook && actor.hook.state == 1) + { + float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); + if(hooked_time_max > 0) + { + if( time > actor.hook_time_hooked + hooked_time_max ) + actor.hook_state |= HOOK_REMOVING; + } + + float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); + if(hooked_fuel > 0) + { + if( time > actor.hook_time_fueldecrease ) + { + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) + { + W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); + actor.hook_time_fueldecrease = time; + // decrease next frame again + } + else + { + actor.ammo_fuel = 0; + actor.hook_state |= HOOK_REMOVING; + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + } + } + } + } + } + else + { + actor.hook_time_hooked = time; + actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + } - actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide)); + actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); - if (actor.hook_state & HOOK_FIRING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - WITH(entity, self, actor, FireGrapplingHook()); - actor.hook_state &= ~HOOK_FIRING; - actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); - } - else if (actor.hook_state & HOOK_REMOVING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - actor.hook_state &= ~HOOK_REMOVING; - } - } - METHOD(Hook, wr_setup, void(entity thiswep)) - { - self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } - METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) - { - if (!thiswep.ammo_factor) return true; - if(self.hook) - return self.ammo_fuel > 0; - else - return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); - } - METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) - { - // infinite ammo for now - return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above - } - METHOD(Hook, wr_resetplayer, void(entity thiswep)) - { - RemoveGrapplingHook(self); - self.hook_time = 0; - self.hook_refire = time; - } - METHOD(Hook, wr_suicidemessage, int(entity thiswep)) - { - return false; - } - METHOD(Hook, wr_killmessage, int(entity thiswep)) - { - return WEAPON_HOOK_MURDER; - } + if (actor.hook_state & HOOK_FIRING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + FireGrapplingHook(actor); + actor.hook_state &= ~HOOK_FIRING; + actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor)); + } + else if (actor.hook_state & HOOK_REMOVING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + actor.hook_state &= ~HOOK_REMOVING; + } +} +METHOD(Hook, wr_setup, void(entity thiswep, entity actor)) +{ + actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; +} +METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor)) +{ + if (!thiswep.ammo_factor) return true; + if(actor.hook) + return actor.ammo_fuel > 0; + else + return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); +} +METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor)) +{ + // infinite ammo for now + return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above +} +METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor)) +{ + RemoveGrapplingHook(actor); + actor.hook_time = 0; + actor.hook_refire = time; +} +METHOD(Hook, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_HOOK_MURDER; +} #endif #ifdef CSQC - METHOD(Hook, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); - } +METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); +} #endif @@ -322,6 +324,8 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) #include #include +float autocvar_cl_grapplehook_alpha = 1; + 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); @@ -364,7 +368,7 @@ void Draw_GrapplingHook(entity this) InterpolateOrigin_Do(this); - int s = W_GetGunAlignment(world); + int s = W_GetGunAlignment(NULL); switch(this.HookType) { @@ -391,7 +395,7 @@ void Draw_GrapplingHook(entity this) b = view_origin + view_forward * this.HookRange; else b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam! - WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world); + WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL); b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; break; @@ -419,7 +423,7 @@ void Draw_GrapplingHook(entity this) { default: case NET_ENT_CLIENT_HOOK: - intensity = 1; + intensity = autocvar_cl_grapplehook_alpha; offset = 0; switch(t) { @@ -438,11 +442,15 @@ void Draw_GrapplingHook(entity this) break; } + MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t); + tex = M_ARGV(1, string); + rgb = M_ARGV(2, vector); + 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, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback); + WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), NULL, NULL, Draw_GrapplingHook_trace_callback); Draw_GrapplingHook_trace_callback_tex = string_null; atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a); @@ -481,75 +489,81 @@ void Draw_GrapplingHook(entity this) void Remove_GrapplingHook(entity this) { sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); + + if(csqcplayer && csqcplayer.hook == this) + csqcplayer.hook = NULL; } NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) { - self.HookType = NET_ENT_CLIENT_HOOK; + this.HookType = NET_ENT_CLIENT_HOOK; int sf = ReadByte(); - self.HookSilent = (sf & 0x80); - self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; + this.HookSilent = (sf & 0x80); + this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; - InterpolateOrigin_Undo(self); + InterpolateOrigin_Undo(this); if(sf & 1) { int myowner = ReadByte(); - self.owner = playerslots[myowner - 1]; - self.sv_entnum = myowner; - switch(self.HookType) + this.owner = playerslots[myowner - 1]; + this.sv_entnum = myowner; + if(csqcplayer && myowner == player_localentnum) + csqcplayer.hook = this; + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: - self.HookRange = 0; + this.HookRange = 0; break; case NET_ENT_CLIENT_ARC_BEAM: - self.HookRange = ReadCoord(); + this.HookRange = ReadCoord(); break; } } if(sf & 2) { - self.origin_x = ReadCoord(); - self.origin_y = ReadCoord(); - self.origin_z = ReadCoord(); - setorigin(self, self.origin); + this.origin_x = ReadCoord(); + this.origin_y = ReadCoord(); + this.origin_z = ReadCoord(); + setorigin(this, this.origin); } if(sf & 4) { - self.velocity_x = ReadCoord(); - self.velocity_y = ReadCoord(); - self.velocity_z = ReadCoord(); + this.velocity_x = ReadCoord(); + this.velocity_y = ReadCoord(); + this.velocity_z = ReadCoord(); } InterpolateOrigin_Note(this); - if(bIsNew || !self.teleport_time) + if(bIsNew || !this.teleport_time) { - self.draw = Draw_GrapplingHook; - self.entremove = Remove_GrapplingHook; + this.draw = Draw_GrapplingHook; + IL_PUSH(g_drawables, this); + this.entremove = Remove_GrapplingHook; - switch(self.HookType) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: // for the model - setmodel(self, MDL_HOOK); - self.drawmask = MASK_NORMAL; + setmodel(this, MDL_HOOK); + this.drawmask = MASK_NORMAL; break; case NET_ENT_CLIENT_ARC_BEAM: - sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); break; } } - self.teleport_time = time + 10; + this.teleport_time = time + 10; return true; } -// TODO: hook: temporarily transform self.origin for drawing the model along warpzones! +// TODO: hook: temporarily transform this.origin for drawing the model along warpzones! #endif #endif