1 #ifdef REGISTER_WEAPON
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2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");
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8 .float grabber_refire;
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9 .float grabber_time_grabbered;
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10 .float grabber_time_fueldecrease;
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12 void W_Grabber_UpdateStats(entity e, float shot, float hit)
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14 // this may not be entierly right, but for the time being we're handling grabber accuracy here
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15 // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit
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18 e.stats_fired[e.weapon - 1] += 1;
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19 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);
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23 e.stats_hit[e.weapon - 1] += 1;
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24 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);
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28 void W_Grabber_Touch2 (void)
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34 void W_Grabber_Attack2()
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36 if(time < self.weapon_delay)
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39 W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));
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40 W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below
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42 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));
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44 pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);
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46 if (trace_fraction < 1)
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48 Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);
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49 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above
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52 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));
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55 void spawnfunc_weapon_grabber (void)
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57 weapon_defaultspawnfunc(WEP_GRABBER);
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60 float w_grabber(float req)
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62 if(self.predator.classname == "player") // we can't use weapons while in the stomach
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64 self.grabber_state |= GRABBER_REMOVING;
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69 float grabbered_time_max, grabbered_fuel;
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75 else if (req == WR_THINK)
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77 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))) // forced reload
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78 weapon_action(self.weapon, WR_RELOAD);
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79 else if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))
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81 if(time < self.weapon_delay)
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85 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)
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86 if not(self.grabber_state & GRABBER_FIRING)
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87 if (time > self.grabber_refire)
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88 if (weapon_prepareattack(0, -1))
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90 W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));
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91 self.grabber_state |= GRABBER_FIRING;
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92 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);
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95 else if (self.BUTTON_ATCK2)
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97 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))
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99 W_Grabber_Attack2();
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100 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);
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106 // if grabbered, no melee attacks, and increase the timer
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107 self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));
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109 // grabber also inhibits health regeneration, but only for 1 second
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110 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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111 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
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114 if(self.grabber && self.grabber.state == 1)
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116 grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");
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117 if (grabbered_time_max > 0)
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119 if ( time > self.grabber_time_grabbered + grabbered_time_max )
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120 self.grabber_state |= GRABBER_REMOVING;
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123 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");
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124 if (grabbered_fuel > 0)
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126 if ( time > self.grabber_time_fueldecrease )
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128 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
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130 if ( self.ammo_fuel >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )
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132 W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));
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133 self.grabber_time_fueldecrease = time;
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134 // decrease next frame again
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138 self.ammo_fuel = 0;
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139 self.weapon_load[WEP_GRABBER] = 0;
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140 self.grabber_state |= GRABBER_REMOVING;
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141 W_SwitchWeapon_Force(self, w_getbestweapon(self));
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149 self.grabber_time_grabbered = time;
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150 self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");
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153 if (self.BUTTON_CROUCH)
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155 self.grabber_state &~= GRABBER_PULLING;
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156 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))
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157 self.grabber_state &~= GRABBER_RELEASING;
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159 self.grabber_state |= GRABBER_RELEASING;
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163 self.grabber_state |= GRABBER_PULLING;
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164 self.grabber_state &~= GRABBER_RELEASING;
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166 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))
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170 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;
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174 self.grabber_state |= GRABBER_REMOVING;
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175 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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179 else if (req == WR_PRECACHE)
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181 precache_model ("models/weapons/g_grabber.md3");
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182 precache_model ("models/weapons/v_grabber.md3");
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183 precache_model ("models/weapons/h_grabber.dpm");
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184 precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc
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185 precache_sound ("weapons/grabber_fire.wav");
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186 precache_sound ("weapons/grabber_altfire.wav");
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187 precache_sound ("weapons/reload.wav");
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189 else if (req == WR_SETUP)
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191 weapon_setup(WEP_GRABBER);
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192 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;
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193 self.current_ammo = ammo_fuel;
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195 else if (req == WR_CHECKAMMO1)
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199 ammo_amount = self.ammo_fuel > 0;
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200 ammo_amount += self.weapon_load[WEP_GRABBER] > 0;
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204 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");
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205 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");
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207 return ammo_amount;
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209 else if (req == WR_CHECKAMMO2)
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211 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");
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212 ammo_amount += self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");
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213 return ammo_amount;
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215 else if (req == WR_RELOAD)
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217 self.grabber_state |= GRABBER_REMOVING;
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218 W_Reload(min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo")), cvar("g_balance_grabber_reload_ammo"), cvar("g_balance_grabber_reload_time"), "weapons/reload.wav");
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220 else if (req == WR_SUICIDEMESSAGE)
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221 w_deathtypestring = "did the impossible";
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222 else if (req == WR_KILLMESSAGE)
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223 w_deathtypestring = "has run into #'s paws";
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224 else if (req == WR_RESETPLAYER)
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226 self.grabber_refire = time;
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