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1 /*============================================\r
2 \r
3       Wazat's Voretournament Grabber\r
4 \r
5         Contact: Wazat1@gmail.com\r
6 \r
7 \r
8 Installation instructions:\r
9 --------------------------\r
10 \r
11 1. Place grabber.c in your gamec source directory with the other source files.\r
12 \r
13 2. Add this line to the bottom of progs.src:\r
14 \r
15 gamec/grabber.c\r
16 \r
17 3. Open defs.h and add these lines to the very bottom:\r
18 \r
19 // Wazat's grabber\r
20 .entity         grabber;\r
21 voidGrabberFrame();\r
22 void RemoveGrabber(entity pl);\r
23 void SetGrabberBindings();\r
24 // grabber impulses\r
25 float GRABBER_FIRE              = 20;\r
26 float GRABBER_RELEASE           = 21;\r
27 // (note: you can change the grabber impulse #'s to whatever you please)\r
28 \r
29 4. Open client.c and add this to the top of PutClientInServer():\r
30 \r
31         RemoveGrabber(self); // Wazat's Grabber\r
32 \r
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:\r
34 \r
35         // Wazat's grabber\r
36         SetGrabberBindings();\r
37 \r
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:\r
39 \r
40         GrabberFrame();\r
41 \r
42 7. Build and test the mod.  You'll want to bind a key to "+grabber" like this:\r
43 bind ctrl "+grabber"\r
44 \r
45 And you should be done!\r
46 \r
47 \r
48 ============================================*/\r
49 \r
50 .string aiment_classname;\r
51 .float aiment_deadflag;\r
52 void SetMovetypeFollow(entity ent, entity e)\r
53 {\r
54         // FIXME this may not be warpzone aware\r
55         ent.movetype = MOVETYPE_FOLLOW; // make the hole follow\r
56         ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.\r
57         ent.aiment = e; // make the hole follow bmodel\r
58         ent.punchangle = e.angles; // the original angles of bmodel\r
59         ent.view_ofs = ent.origin - e.origin; // relative origin\r
60         ent.v_angle = ent.angles - e.angles; // relative angles\r
61         ent.aiment_classname = strzone(e.classname);\r
62         ent.aiment_deadflag = e.deadflag;\r
63 }\r
64 void UnsetMovetypeFollow(entity ent)\r
65 {\r
66         ent.movetype = MOVETYPE_FLY;\r
67         PROJECTILE_MAKETRIGGER(ent);\r
68         ent.aiment = world;\r
69 }\r
70 float LostMovetypeFollow(entity ent)\r
71 {\r
72 /*\r
73         if(ent.movetype != MOVETYPE_FOLLOW)\r
74                 if(ent.aiment)\r
75                         error("???");\r
76 */\r
77         if(ent.aiment)\r
78         {\r
79                 if(ent.aiment.classname != ent.aiment_classname)\r
80                         return 1;\r
81                 if(ent.aiment.deadflag != ent.aiment_deadflag)\r
82                         return 1;\r
83         }\r
84         return 0;\r
85 }\r
86 \r
87 .float grabber_length;\r
88 .float grabber_switchweapon;\r
89 \r
90 void RemoveGrabber(entity pl)\r
91 {\r
92         if(pl.grabber == world)\r
93                 return;\r
94         remove(pl.grabber);\r
95         pl.grabber = world;\r
96         if(pl.movetype == MOVETYPE_FLY)\r
97                 pl.movetype = MOVETYPE_WALK;\r
98 \r
99         //pl.disableclientprediction = FALSE;\r
100 }\r
101 \r
102 void GrabberThink();\r
103 void Grabber_Stop()\r
104 {\r
105         pointparticles(particleeffectnum("grabber_impact"), self.origin, '0 0 0', 1);\r
106         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact.wav", VOL_BASE, ATTN_NORM);\r
107 \r
108         self.state = 1;\r
109         self.think =GrabberThink;\r
110         self.nextthink = time;\r
111         self.touch = SUB_Null;\r
112         self.velocity = '0 0 0';\r
113         self.movetype = MOVETYPE_NONE;\r
114         self.grabber_length = -1;\r
115 }\r
116 \r
117 void GrabberThink()\r
118 {\r
119         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;\r
120         vector dir, org, end, v0, dv, v, myorg;\r
121         if(self.owner.health <= 0 || self.owner.grabber != self)        // how did that happen?\r
122         {                                                                                                               // well, better fix it anyway\r
123                 remove(self);\r
124                 return;\r
125         }\r
126         if(LostMovetypeFollow(self))\r
127         {\r
128                 RemoveGrabber(self.owner);\r
129                 return;\r
130         }\r
131         if(self.aiment)\r
132                 WarpZone_RefSys_AddIncrementally(self, self.aiment);\r
133 \r
134         // prevent the grabber from sticking to a player that has been swallowed\r
135         if(self.aiment.eater.classname == "player")\r
136                 RemoveGrabber(self.owner);\r
137 \r
138         self.nextthink = time;\r
139 \r
140         makevectors(self.owner.v_angle);\r
141         org = self.owner.origin + self.owner.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;\r
142         myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);\r
143 \r
144         if(self.grabber_length < 0)\r
145                 self.grabber_length = vlen(myorg - self.origin);\r
146 \r
147         if(self.state == 1)\r
148         {\r
149                 pullspeed = cvar("g_balance_grabber_speed_pull");//2000;\r
150                 // speed the rope is pulled with\r
151 \r
152                 rubberforce = cvar("g_balance_grabber_force_rubber");//2000;\r
153                 // force the rope will use if it is stretched\r
154 \r
155                 rubberforce_overstretch = cvar("g_balance_grabber_force_rubber_overstretch");//1000;\r
156                 // force the rope will use if it is stretched\r
157 \r
158                 minlength = cvar("g_balance_grabber_length_min");//100;\r
159                 // minimal rope length\r
160                 // if the rope goes below this length, it isn't pulled any more\r
161 \r
162                 ropestretch = cvar("g_balance_grabber_stretch");//400;\r
163                 // if the rope is stretched by more than this amount, more rope is\r
164                 // given to you again\r
165 \r
166                 ropeairfriction = cvar("g_balance_grabber_airfriction");//0.2\r
167                 // while hanging on the rope, this friction component will help you a\r
168                 // bit to control the rope\r
169 \r
170                 dir = self.origin - myorg;\r
171                 dist = vlen(dir);\r
172                 dir = normalize(dir);\r
173 \r
174                 if(cvar("g_grabber_tarzan"))\r
175                 {\r
176                         v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);\r
177 \r
178                         // first pull the rope...\r
179                         if(self.owner.grabber_state & GRABBER_PULLING)\r
180                         {\r
181                                 newlength = self.grabber_length;\r
182                                 newlength = max(newlength - pullspeed * frametime, minlength);\r
183 \r
184                                 if(newlength < dist - ropestretch) // overstretched?\r
185                                 {\r
186                                         newlength = dist - ropestretch;\r
187                                         if(v * dir < 0) // only if not already moving in grabber direction\r
188                                                 v = v + frametime * dir * rubberforce_overstretch;\r
189                                 }\r
190 \r
191                                 self.grabber_length = newlength;\r
192                         }\r
193 \r
194                         if(self.owner.grabber_state & GRABBER_RELEASING)\r
195                         {\r
196                                 newlength = dist;\r
197                                 self.grabber_length = newlength;\r
198                         }\r
199                         else\r
200                         {\r
201                                 // then pull the player\r
202                                 spd = bound(0, (dist - self.grabber_length) / ropestretch, 1);\r
203                                 v = v * (1 - frametime * ropeairfriction);\r
204                                 v = v + frametime * dir * spd * rubberforce;\r
205 \r
206                                 dv = ((v - v0) * dir) * dir;\r
207                                 if(cvar("g_grabber_tarzan") >= 2)\r
208                                 {\r
209                                         if(self.aiment.movetype == MOVETYPE_WALK)\r
210                                         {\r
211                                                 v = v - dv * 0.5;\r
212                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;\r
213                                                 self.aiment.flags &~= FL_ONGROUND;\r
214                                                 self.aiment.pusher = self.owner;\r
215                                                 self.aiment.pushltime = time + cvar("g_maxpushtime");\r
216                                         }\r
217                                 }\r
218 \r
219                                 self.owner.flags &~= FL_ONGROUND;\r
220                         }\r
221 \r
222                         self.owner.velocity = WarpZone_RefSys_TransformVelocity(self, self.owner, v);\r
223                 }\r
224                 else\r
225                 {\r
226                         end = self.origin - dir*50;\r
227                         dist = vlen(end - myorg);\r
228                         if(dist < 200)\r
229                                 spd = dist * (pullspeed / 200);\r
230                         else\r
231                                 spd = pullspeed;\r
232                         if(spd < 50)\r
233                                 spd = 0;\r
234                         self.owner.velocity = dir*spd;\r
235                         self.owner.movetype = MOVETYPE_FLY;\r
236 \r
237                         self.owner.flags &~= FL_ONGROUND;\r
238                 }\r
239         }\r
240 \r
241         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');\r
242         te_beam(self.owner, WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9), org);\r
243 }\r
244 \r
245 void GrabberTouch (void)\r
246 {\r
247         if(SUB_OwnerCheck())\r
248                 return;\r
249         if(SUB_NoImpactCheck())\r
250         {\r
251                 RemoveGrabber(self.owner);\r
252                 return;\r
253         }\r
254         PROJECTILE_TOUCH;\r
255 \r
256         Grabber_Stop();\r
257 \r
258         if(other)\r
259                 if(other.movetype != MOVETYPE_NONE)\r
260                 {\r
261                         SetMovetypeFollow(self, other);\r
262                         WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);\r
263                 }\r
264 \r
265         //self.owner.disableclientprediction = TRUE;\r
266 }\r
267 \r
268 void Grabber_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
269 {\r
270         if(self.health > 0)\r
271         {\r
272                 self.health = self.health - damage;\r
273                 if (self.health <= 0)\r
274                 {\r
275                         if(attacker != self.owner)\r
276                         {\r
277                                 self.owner.pusher = attacker;\r
278                                 self.owner.pushltime = time + cvar("g_maxpushtime");\r
279                         }\r
280                         RemoveGrabber(self.owner);\r
281                 }\r
282         }\r
283 }\r
284 \r
285 void FireGrabber (void)\r
286 {\r
287         local entity missile;\r
288         local vector org;\r
289 \r
290         if((arena_roundbased && time < warmup) || (time < game_starttime))\r
291                 return;\r
292 \r
293         makevectors(self.v_angle);\r
294 \r
295         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds\r
296         sound (self, CHAN_WEAPON2, "weapons/grabber_fire.wav", VOL_BASE, ATTN_NORM);\r
297         org = self.origin + self.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;\r
298         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);\r
299 \r
300         missile = WarpZone_RefSys_SpawnSameRefSys(self);\r
301         missile.owner = self;\r
302         self.grabber = missile;\r
303         missile.classname = "grabber";\r
304 \r
305         missile.movetype = MOVETYPE_FLY;\r
306         PROJECTILE_MAKETRIGGER(missile);\r
307 \r
308         setmodel (missile, "models/grabber.md3"); // precision set below\r
309         setsize (missile, '-3 -3 -3', '3 3 3');\r
310         setorigin (missile, org);\r
311 \r
312         missile.state = 0; // not latched onto anything\r
313 \r
314         W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grabber_speed_fly"), 0, 0, 0);\r
315 \r
316         missile.angles = vectoangles (missile.velocity);\r
317         //missile.glow_color = 250; // 244, 250\r
318         //missile.glow_size = 120;\r
319         missile.touch =GrabberTouch;\r
320         missile.think =GrabberThink;\r
321         missile.nextthink = time + 0.1;\r
322 \r
323         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;\r
324 \r
325         missile.health = cvar("g_balance_grabber_health");//120\r
326         missile.event_damage =Grabber_Damage;\r
327         missile.takedamage = DAMAGE_AIM;\r
328         missile.damageforcescale = 0;\r
329 }\r
330 \r
331 //  voidGrabberFrame()\r
332 //  {\r
333 //         // this function has been modified for Voretournament\r
334 // -       if (self.BUTTON_JETPACK && g_grabber)\r
335 //         {\r
336 // -               if (!self.grabber && self.grabber_time <= time && !self.button6_pressed_before)\r
337 // -                       if (timeoutStatus != 2) //only allow the player to fire the grabber if the game is not paused (timeout)\r
338 // -                               FireGrabber();\r
339 //         }\r
340 // -       else\r
341 //         {\r
342 //                 if (self.grabber)\r
343 //                         RemoveGrabber(self);\r
344 //         }\r
345 // -       self.button6_pressed_before = self.BUTTON_JETPACK;\r
346 //         /*\r
347 //         // if I have no grabber or it's not pulling yet, make sure I'm not flying!\r
348 //         if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
349 \r
350 void GrabberFrame()\r
351 {\r
352         if(timeoutStatus != 2 && self.weapon != WEP_GRABBER)\r
353         {\r
354                 // offhand grabber controls\r
355                 if(self.BUTTON_JETPACK)\r
356                 {\r
357                         if not(self.grabber || (self.grabber_state & GRABBER_WAITING_FOR_RELEASE))\r
358                         {\r
359                                 self.grabber_state |= GRABBER_FIRING;\r
360                                 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
361                         }\r
362                 }\r
363                 else\r
364                 {\r
365                         self.grabber_state |= GRABBER_REMOVING;\r
366                         self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
367                 }\r
368 \r
369                 self.grabber_state &~= GRABBER_RELEASING;\r
370                 if(self.BUTTON_CROUCH)\r
371                 {\r
372                         self.grabber_state &~= GRABBER_PULLING;\r
373                         //self.grabber_state |= GRABBER_RELEASING;\r
374                 }\r
375                 else\r
376                 {\r
377                         self.grabber_state |= GRABBER_PULLING;\r
378                         //self.grabber_state &~= GRABBER_RELEASING;\r
379                 }\r
380         }\r
381         else if(!(self.items & IT_JETPACK) && self.switchweapon != WEP_GRABBER)\r
382         {\r
383                 if(self.BUTTON_JETPACK && !self.grabber_switchweapon)\r
384                         W_SwitchWeapon(WEP_GRABBER);\r
385         }\r
386         self.grabber_switchweapon = self.BUTTON_JETPACK;\r
387 \r
388         if(self.weapon != WEP_GRABBER)\r
389         {\r
390                 self.grabber_state &~= GRABBER_FIRING;\r
391                 self.grabber_state |= GRABBER_REMOVING;\r
392         }\r
393 \r
394         if (self.grabber_state & GRABBER_FIRING)\r
395         {\r
396                 if (self.grabber)\r
397                         RemoveGrabber(self);\r
398                 FireGrabber();\r
399                 self.grabber_state &~= GRABBER_FIRING;\r
400         }\r
401         else if(self.grabber_state & GRABBER_REMOVING)\r
402         {\r
403                 if (self.grabber)\r
404                         RemoveGrabber(self);\r
405                 self.grabber_state &~= GRABBER_REMOVING;\r
406         }\r
407 \r
408         /*\r
409         // if I have no grabber or it's not pulling yet, make sure I'm not flying!\r
410         if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
411         {\r
412                 self.movetype = MOVETYPE_WALK;\r
413         }\r
414         if(self.impulse == GRABBER_FIRE && self.grabber_time <= time)\r
415         {\r
416                 // fire grabber\r
417                 FireGrabber();\r
418                 return;\r
419         }\r
420         else if(self.grabberimpulse == GRABBER_RELEASE)\r
421         {\r
422                 // remove grabber, reset movement type\r
423                 RemoveGrabber(self);\r
424                 return;\r
425         }\r
426         */\r
427         /*else // make sure the player's movetype is correct\r
428         {\r
429                 //if(self.grabber == world && self.movetype == MOVETYPE_FLY)\r
430                 if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
431                 {\r
432                         self.movetype = MOVETYPE_WALK;\r
433                 }\r
434         }*/\r
435         // note: The grabber entity does the actual pulling\r
436 }\r
437 \r
438 void GrabberInit()\r
439 {\r
440         grabber_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);\r
441 }\r
442 \r
443 void SetGrabberBindings()\r
444 {\r
445         // this function has been modified for Voretournament\r
446         // don't remove these lines! old server or demos coud overwrite the new aliases\r
447         stuffcmd(self, "alias +grabber +button6\n");\r
448         stuffcmd(self, "alias -grabber -button6\n");\r
449 }\r