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=e04376b2f4fee279a289c1bb7bb8fcb4de320e36;hp=ff815d4619115869dff624b175e2f066a2c6b2fe;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hpb=50d8efb863874f811bdcc118d7e873836902e453 diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index ff815d461..e04376b2f 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -1,96 +1,18 @@ #include "hook.qh" -#ifndef IMPLEMENTATION -CLASS(Hook, Weapon) -/* 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"); -#ifdef GAMEQC -/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); -#endif -/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); -/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); -/* 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); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, ammo, float, PRI) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, damageforcescale, float, SEC) \ - P(class, prefix, damage, float, SEC) \ - P(class, prefix, duration, float, SEC) \ - P(class, prefix, edgedamage, float, SEC) \ - P(class, prefix, force, float, SEC) \ - P(class, prefix, gravity, float, SEC) \ - P(class, prefix, health, float, SEC) \ - P(class, prefix, hooked_ammo, float, PRI) \ - P(class, prefix, hooked_time_free, float, PRI) \ - P(class, prefix, hooked_time_max, float, PRI) \ - P(class, prefix, lifetime, float, SEC) \ - P(class, prefix, power, float, SEC) \ - P(class, prefix, radius, float, SEC) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, speed, float, SEC) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, weaponreplace, string, NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Hook, hook) -#undef X - -ENDCLASS(Hook) -REGISTER_WEAPON(HOOK, hook, NEW(Hook)); - -CLASS(OffhandHook, OffhandWeapon) -#ifdef SVQC - METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed)) - { - Weapon wep = WEP_HOOK; - .entity weaponentity = weaponentities[1]; - wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0); - } -#endif -ENDCLASS(OffhandHook) -OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } - -#ifdef SVQC -.float dmg; -.float dmg_edge; -.float dmg_radius; -.float dmg_force; -.float dmg_power; -.float dmg_duration; -.float dmg_last; -.float hook_refire; -.float hook_time_hooked; -.float hook_time_fueldecrease; -#endif -#endif -#ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } - void W_Hook_ExplodeThink(entity this) { float dt, dmg_remaining_next, f; dt = time - this.teleport_time; - dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power); + dmg_remaining_next = (bound(0, 1 - dt / this.dmg_duration, 1) ** this.dmg_power); f = this.dmg_last - dmg_remaining_next; this.dmg_last = dmg_remaining_next; - RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL); + RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, this.weaponentity_fld, 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); @@ -124,7 +46,7 @@ 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) +void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.health <= 0) return; @@ -147,7 +69,7 @@ void W_Hook_Touch2(entity this, entity toucher) 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, weaponentity, 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), WEP_HOOK.m_id | HITTYPE_SECONDARY); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; @@ -156,6 +78,7 @@ void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity) set_movetype(gren, MOVETYPE_TOSS); PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY; + gren.weaponentity_fld = weaponentity; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); @@ -252,7 +175,8 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { actor.ammo_fuel = 0; actor.(weaponentity).hook_state |= HOOK_REMOVING; - W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); + if(actor.(weaponentity).m_weapon != WEP_Null) // offhand + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); } } } @@ -395,8 +319,8 @@ void Draw_GrapplingHook(entity this) { default: case NET_ENT_CLIENT_HOOK: - if(autocvar_chase_active > 0) - a = csqcplayer.origin; + if(autocvar_chase_active) + a = csqcplayer.origin + csqcplayer.view_ofs; else a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; b = this.origin; @@ -501,8 +425,12 @@ void Remove_GrapplingHook(entity this) { sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); - if(csqcplayer && csqcplayer.hook == this) - csqcplayer.hook = NULL; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wep = viewmodels[slot]; + if(wep.hook == this) + wep.hook = NULL; + } } NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) @@ -578,5 +506,3 @@ NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) // TODO: hook: temporarily transform this.origin for drawing the model along warpzones! #endif - -#endif