X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_hook.qc;h=b7828e5210119ffbdface27907c1876aa29f4bb4;hp=dec6e167d1b413c074374b0d067a440591d225f1;hb=423ae808357950bdadead8a22cc9c05b9d2177a1;hpb=026dde2924af9bca060bc1bea3e194c47e98b4be diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index dec6e167d1..b7828e5210 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -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; @@ -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) @@ -311,7 +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); @@ -383,7 +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; @@ -392,19 +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) @@ -416,7 +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; } @@ -425,13 +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_hook_primary_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; } /*