5 /* ammotype */ ammo_fuel,
7 /* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
10 /* modelname */ "hookgun",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhook 0.5",
13 /* wepimg */ "weaponhook",
15 /* wepname */ _("Grappling Hook")
18 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
19 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, refire) \
22 w_cvar(id, sn, PRI, ammo) \
23 w_cvar(id, sn, PRI, hooked_ammo) \
24 w_cvar(id, sn, PRI, hooked_time_free) \
25 w_cvar(id, sn, PRI, hooked_time_max) \
26 w_cvar(id, sn, SEC, damage) \
27 w_cvar(id, sn, SEC, duration) \
28 w_cvar(id, sn, SEC, edgedamage) \
29 w_cvar(id, sn, SEC, force) \
30 w_cvar(id, sn, SEC, gravity) \
31 w_cvar(id, sn, SEC, lifetime) \
32 w_cvar(id, sn, SEC, power) \
33 w_cvar(id, sn, SEC, radius) \
34 w_cvar(id, sn, SEC, speed) \
35 w_cvar(id, sn, SEC, health) \
36 w_cvar(id, sn, SEC, damageforcescale) \
37 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
38 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
39 w_prop(id, sn, string, weaponreplace, weaponreplace) \
40 w_prop(id, sn, float, weaponstart, weaponstart) \
41 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
44 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 .float hook_time_hooked;
55 .float hook_time_fueldecrease;
60 void spawnfunc_weapon_hook()
62 if(g_grappling_hook) // offhand hook
64 startitem_failed = TRUE;
68 weapon_defaultspawnfunc(WEP_HOOK);
71 void W_Hook_ExplodeThink (void)
73 float dt, dmg_remaining_next, f;
75 dt = time - self.teleport_time;
76 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
78 f = self.dmg_last - dmg_remaining_next;
79 self.dmg_last = dmg_remaining_next;
81 RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
82 self.projectiledeathtype |= HITTYPE_BOUNCE;
83 //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
85 if(dt < self.dmg_duration)
86 self.nextthink = time + 0.05; // soon
91 void W_Hook_Explode2 (void)
93 self.event_damage = func_null;
94 self.touch = func_null;
95 self.effects |= EF_NODRAW;
97 self.think = W_Hook_ExplodeThink;
98 self.nextthink = time;
99 self.dmg = WEP_CVAR_SEC(hook, damage);
100 self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
101 self.dmg_radius = WEP_CVAR_SEC(hook, radius);
102 self.dmg_force = WEP_CVAR_SEC(hook, force);
103 self.dmg_power = WEP_CVAR_SEC(hook, power);
104 self.dmg_duration = WEP_CVAR_SEC(hook, duration);
105 self.teleport_time = time;
107 self.movetype = MOVETYPE_NONE;
110 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
112 if (self.health <= 0)
115 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
116 return; // g_projectiles_damage says to halt
118 self.health = self.health - damage;
120 if (self.health <= 0)
121 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
124 void W_Hook_Touch2 (void)
130 void W_Hook_Attack2()
134 //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
135 W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
138 gren.owner = gren.realowner = self;
139 gren.classname = "hookbomb";
140 gren.bot_dodge = TRUE;
141 gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
142 gren.movetype = MOVETYPE_TOSS;
143 PROJECTILE_MAKETRIGGER(gren);
144 gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
145 setorigin(gren, w_shotorg);
146 setsize(gren, '0 0 0', '0 0 0');
148 gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
149 gren.think = adaptor_think2use_hittype_splash;
150 gren.use = W_Hook_Explode2;
151 gren.touch = W_Hook_Touch2;
153 gren.takedamage = DAMAGE_YES;
154 gren.health = WEP_CVAR_SEC(hook, health);
155 gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
156 gren.event_damage = W_Hook_Damage;
157 gren.damagedbycontents = TRUE;
158 gren.missile_flags = MIF_SPLASH | MIF_ARC;
160 gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
161 if(autocvar_g_projectiles_newton_style)
162 gren.velocity = gren.velocity + self.velocity;
164 gren.gravity = WEP_CVAR_SEC(hook, gravity);
165 //W_SetupProjVelocity_Basic(gren); // just falling down!
167 gren.angles = '0 0 0';
168 gren.flags = FL_PROJECTILE;
170 CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
172 other = gren; MUTATOR_CALLHOOK(EditProjectile);
175 float W_Hook(float req)
177 float hooked_time_max, hooked_fuel;
183 // no bot AI for hook (yet?)
188 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
191 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
192 if(!(self.hook_state & HOOK_FIRING))
193 if (time > self.hook_refire)
194 if (weapon_prepareattack(0, -1))
196 W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
197 self.hook_state |= HOOK_FIRING;
198 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
202 if (self.BUTTON_ATCK2)
204 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
207 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
213 // if hooked, no bombs, and increase the timer
214 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
216 // hook also inhibits health regeneration, but only for 1 second
217 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
218 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
221 if(self.hook && self.hook.state == 1)
223 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
224 if (hooked_time_max > 0)
226 if ( time > self.hook_time_hooked + hooked_time_max )
227 self.hook_state |= HOOK_REMOVING;
230 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
233 if ( time > self.hook_time_fueldecrease )
235 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
237 if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
239 W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
240 self.hook_time_fueldecrease = time;
241 // decrease next frame again
246 self.hook_state |= HOOK_REMOVING;
247 W_SwitchWeapon_Force(self, w_getbestweapon(self));
255 self.hook_time_hooked = time;
256 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
259 if (self.BUTTON_CROUCH)
261 self.hook_state &= ~HOOK_PULLING;
262 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
263 self.hook_state &= ~HOOK_RELEASING;
265 self.hook_state |= HOOK_RELEASING;
269 self.hook_state |= HOOK_PULLING;
270 self.hook_state &= ~HOOK_RELEASING;
272 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
276 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
280 self.hook_state |= HOOK_REMOVING;
281 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
289 precache_model ("models/weapons/g_hookgun.md3");
290 precache_model ("models/weapons/v_hookgun.md3");
291 precache_model ("models/weapons/h_hookgun.iqm");
292 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
293 precache_sound ("weapons/hook_fire.wav");
294 precache_sound ("weapons/hookbomb_fire.wav");
295 HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
300 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
306 return self.ammo_fuel > 0;
308 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
312 // infinite ammo for now
313 return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
317 HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
322 self.hook_refire = time;
325 case WR_SUICIDEMESSAGE:
331 return WEAPON_HOOK_MURDER;
338 float W_Hook(float req)
342 case WR_IMPACTEFFECT:
345 org2 = w_org + w_backoff * 2;
346 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
348 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
354 precache_sound("weapons/hookbomb_impact.wav");
359 // no weapon specific image for this weapon