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Rework the buttons yet again. Both grabber modes is on the alt fire button, while...
[voretournament/voretournament.git] / data / qcsrc / server / w_grabber.qc
1 #ifdef REGISTER_WEAPON\r
2 REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN | WEP_FLAG_RELOADABLE, 0, "grabber", "grabber", "Grabber");\r
3 #else\r
4 .float dmg;\r
5 .float dmg_edge;\r
6 .float dmg_radius;\r
7 .float dmg_force;\r
8 .float grabber_refire;\r
9 .float grabber_time_grabbered;\r
10 .float grabber_time_fueldecrease;\r
11 \r
12 void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
13 {\r
14         // this may not be entierly right, but for the time being we're handling grabber accuracy here\r
15         // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit\r
16         if(shot)\r
17         {\r
18                 e.stats_fired[e.weapon - 1] += 1;\r
19                 e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
20         }\r
21         if(hit)\r
22         {\r
23                 e.stats_hit[e.weapon - 1] += 1;\r
24                 e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
25         }\r
26 }\r
27 \r
28 void W_Grabber_Touch2 (void)\r
29 {\r
30         PROJECTILE_TOUCH;\r
31         self.use();\r
32 }\r
33 \r
34 void W_Grabber_Attack2()\r
35 {\r
36         if(time < self.weapon_delay)\r
37                 return;\r
38 \r
39         W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
40         W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
41 \r
42         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
43 \r
44         if(trace_fraction < 1) // should always be true, but just in case\r
45         {\r
46                 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);\r
47                 pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
48                 if(trace_ent.classname == "player")\r
49                         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
50                 else\r
51                         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
52 \r
53                 W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
54         }\r
55 \r
56         if (!g_norecoil)\r
57                 self.punchangle_x -= cvar("g_balance_grabber_secondary_recoil");\r
58 \r
59         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_secondary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
60 }\r
61 \r
62 void spawnfunc_weapon_grabber (void)\r
63 {\r
64         weapon_defaultspawnfunc(WEP_GRABBER);\r
65 }\r
66 \r
67 float w_grabber(float req)\r
68 {\r
69         if(self.stat_eaten) // we can't use weapons while in the stomach\r
70                 self.grabber_state |= GRABBER_REMOVING;\r
71 \r
72         float ammo_amount;\r
73         float grabbered_time_max, grabbered_fuel;\r
74                 \r
75         if (req == WR_AIM)\r
76         {\r
77                 // ... sorry ...\r
78         }\r
79         else if (req == WR_THINK)\r
80         {\r
81                 // determine by distance if this will be primary fire or alternate fire\r
82                 W_SetupShot (self, TRUE, 0, "", 0); // do this to update w_shotorg\r
83                 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
84                 if(cvar("g_balance_grabber_secondary") && trace_fraction < 1 && !self.grabber) // not if hooked or firing the hook\r
85                         self.stat_crosshair_style = 1;\r
86                 else\r
87                         self.stat_crosshair_style = 0;\r
88 \r
89                 grabbered_fuel = cvar("g_balance_grabber_primary_grabbered_fuel");\r
90                 // forced reload\r
91                 if(cvar("g_balance_grabber_reload_ammo") && self.clip_load < min(cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_secondary_ammo"))\r
92                 && self.clip_load >= 0 && !(self.clip_load >= (time - self.grabber_time_fueldecrease) * grabbered_fuel && self.BUTTON_ATCK2)) // not while hooked and still have ammo to stay hooked\r
93                 {\r
94                         if(self.ammo_fuel >= 1) // we only have one weapon in VT, so nothing else to switch to if we're out of ammo\r
95                                 weapon_action(self.weapon, WR_RELOAD);\r
96                 }\r
97                 else if(self.clip_load >= 0 && !self.stat_eaten) // we're not currently reloading or eaten\r
98                 {\r
99                         if(!self.stat_crosshair_style && self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO1)) // primary attack\r
100                         {\r
101                                 if(time < self.weapon_delay)\r
102                                         return FALSE;\r
103 \r
104                                 if(!self.grabber)\r
105                                 if not(self.grabber_state & GRABBER_WAITING_FOR_RELEASE)\r
106                                 if not(self.grabber_state & GRABBER_FIRING)\r
107                                 if (time > self.grabber_refire)\r
108                                 if (weapon_prepareattack(0, -1))\r
109                                 {\r
110                                         if (!g_norecoil)\r
111                                                 self.punchangle_x -= cvar("g_balance_grabber_primary_recoil");\r
112                                         W_DecreaseAmmo(ammo_fuel, cvar("g_balance_grabber_primary_ammo"), cvar("g_balance_grabber_reload_ammo"));\r
113                                         self.grabber_state |= GRABBER_FIRING;\r
114                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grabber_primary_animtime"), w_ready);                               \r
115                                 }\r
116                         }\r
117                         else if (self.BUTTON_ATCK2 && weapon_action(self.weapon, WR_CHECKAMMO2)) // secondary attack\r
118                         {\r
119                                 if (weapon_prepareattack(1, cvar("g_balance_grabber_secondary_refire")))\r
120                                 {\r
121                                         W_Grabber_Attack2();\r
122                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grabber_secondary_animtime"), w_ready);\r
123                                         sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
124                                 }\r
125                         }\r
126                 }\r
127 \r
128                 if(self.grabber)\r
129                 {\r
130                         // if grabbered, no melee attacks, and increase the timer\r
131                         self.grabber_refire = max(self.grabber_refire, time + cvar("g_balance_grabber_primary_refire"));\r
132 \r
133                         // grabber also inhibits health regeneration, but only for 1 second\r
134                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
135                                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
136                 }\r
137 \r
138                 if(self.grabber && self.grabber.state == 1)\r
139                 {\r
140                         grabbered_time_max = cvar("g_balance_grabber_primary_grabbered_time_max");                      \r
141                         if (grabbered_time_max > 0)\r
142                         {\r
143                                 if ( time > self.grabber_time_grabbered + grabbered_time_max )\r
144                                         self.grabber_state |= GRABBER_REMOVING;\r
145                         }\r
146 \r
147                         if (grabbered_fuel > 0)\r
148                         {\r
149                                 if ( time > self.grabber_time_fueldecrease )\r
150                                 {\r
151                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
152                                         {\r
153                                                 float active_ammo;\r
154                                                 if(cvar("g_balance_grabber_reload_ammo"))\r
155                                                         active_ammo = self.clip_load;\r
156                                                 else\r
157                                                         active_ammo = self.ammo_fuel;\r
158 \r
159                                                 if (active_ammo >= (time - self.grabber_time_fueldecrease) * grabbered_fuel )\r
160                                                 {\r
161                                                         W_DecreaseAmmo(ammo_fuel, (time - self.grabber_time_fueldecrease) * grabbered_fuel, cvar("g_balance_grabber_reload_ammo"));\r
162                                                         self.grabber_time_fueldecrease = time;\r
163                                                         // decrease next frame again\r
164                                                 }\r
165                                                 else\r
166                                                 {\r
167                                                         self.grabber_state |= GRABBER_REMOVING;\r
168                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));\r
169                                                 }\r
170                                         }\r
171                                 }\r
172                         }\r
173                 }\r
174                 else\r
175                 {\r
176                         self.grabber_time_grabbered = time;                             \r
177                         self.grabber_time_fueldecrease = time + cvar("g_balance_grabber_primary_grabbered_time_free");\r
178                 }\r
179 \r
180                 self.grabber_state |= GRABBER_PULLING;\r
181                 self.grabber_state &~= GRABBER_RELEASING;\r
182 \r
183                 if (self.BUTTON_ATCK2)\r
184                 {\r
185                         // already fired\r
186                         if(self.grabber)\r
187                                 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
188                 }\r
189                 else\r
190                 {\r
191                         self.grabber_state |= GRABBER_REMOVING;\r
192                         self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
193                 }\r
194         }\r
195         else if (req == WR_PRECACHE)\r
196         {\r
197                 precache_model ("models/weapons/g_grabber.md3");\r
198                 precache_model ("models/weapons/v_grabber.md3");\r
199                 precache_model ("models/weapons/h_grabber.iqm");\r
200                 precache_sound ("weapons/grabber_impact_player.wav");\r
201                 precache_sound ("weapons/grabber_impact_world.wav");\r
202                 precache_sound ("weapons/grabber_impact2_player.wav");\r
203                 precache_sound ("weapons/grabber_impact2_world.wav");\r
204                 precache_sound ("weapons/grabber_fire.wav");\r
205                 precache_sound ("weapons/grabber_altfire.wav");\r
206                 precache_sound ("weapons/grabber_swing.wav");\r
207                 precache_sound ("weapons/reload.wav");\r
208         }\r
209         else if (req == WR_SETUP)\r
210         {\r
211                 weapon_setup(WEP_GRABBER);\r
212                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
213                 self.current_ammo = ammo_fuel;\r
214         }\r
215         else if (req == WR_CHECKAMMO1)\r
216         {\r
217                 if(self.grabber)\r
218                 {\r
219                         if(cvar("g_balance_grabber_reload_ammo"))\r
220                                 ammo_amount = self.weapon_load[WEP_GRABBER] > 0;\r
221                         else\r
222                                 ammo_amount = self.ammo_fuel > 0;\r
223                 }\r
224                 else\r
225                 {\r
226                         if(cvar("g_balance_grabber_reload_ammo"))\r
227                                 ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_primary_ammo");\r
228                         else\r
229                                 ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_primary_ammo");\r
230                 }\r
231                 return ammo_amount;\r
232         }\r
233         else if (req == WR_CHECKAMMO2)\r
234         {\r
235                 if(cvar("g_balance_grabber_reload_ammo"))\r
236                         ammo_amount = self.weapon_load[WEP_GRABBER] >= cvar("g_balance_grabber_secondary_ammo");\r
237                 else\r
238                         ammo_amount = self.ammo_fuel >= cvar("g_balance_grabber_secondary_ammo");\r
239                 return ammo_amount;\r
240         }\r
241         else if (req == WR_RELOAD)\r
242         {\r
243                 self.grabber_state |= GRABBER_REMOVING;\r
244                 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");\r
245         }\r
246         else if (req == WR_SUICIDEMESSAGE)\r
247                 w_deathtypestring = "did the impossible";\r
248         else if (req == WR_KILLMESSAGE)\r
249                 w_deathtypestring = "has run into #'s paws";\r
250         else if (req == WR_RESETPLAYER)\r
251         {\r
252                 self.grabber_refire = time;\r
253         }\r
254         return TRUE;\r
255 };\r
256 #endif\r