5 /* ammotype */ IT_CELLS|IT_FUEL,
7 /* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
11 /* fullname */ _("Grappling Hook")
14 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
15 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, MO_BOTH, animtime) \
17 w_cvar(id, sn, MO_BOTH, ammo) \
18 w_cvar(id, sn, MO_BOTH, refire) \
19 w_cvar(id, sn, MO_PRI, hooked_ammo) \
20 w_cvar(id, sn, MO_PRI, hooked_time_free) \
21 w_cvar(id, sn, MO_PRI, hooked_time_max) \
22 w_cvar(id, sn, MO_SEC, damage) \
23 w_cvar(id, sn, MO_SEC, duration) \
24 w_cvar(id, sn, MO_SEC, edgedamage) \
25 w_cvar(id, sn, MO_SEC, force) \
26 w_cvar(id, sn, MO_SEC, gravity) \
27 w_cvar(id, sn, MO_SEC, lifetime) \
28 w_cvar(id, sn, MO_SEC, power) \
29 w_cvar(id, sn, MO_SEC, radius) \
30 w_cvar(id, sn, MO_SEC, speed) \
31 w_cvar(id, sn, MO_SEC, health) \
32 w_cvar(id, sn, MO_SEC, damageforcescale) \
33 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
34 w_prop(id, sn, float, reloading_time, reload_time) \
35 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
36 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
37 w_prop(id, sn, string, weaponreplace, weaponreplace) \
38 w_prop(id, sn, float, weaponstart, weaponstart) \
39 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
42 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 .float hook_time_hooked;
53 .float hook_time_fueldecrease;
58 void spawnfunc_weapon_hook()
60 if(g_grappling_hook) // offhand hook
62 startitem_failed = TRUE;
66 weapon_defaultspawnfunc(WEP_HOOK);
69 void W_Hook_ExplodeThink (void)
71 float dt, dmg_remaining_next, f;
73 dt = time - self.teleport_time;
74 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
76 f = self.dmg_last - dmg_remaining_next;
77 self.dmg_last = dmg_remaining_next;
79 RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
80 self.projectiledeathtype |= HITTYPE_BOUNCE;
81 //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
83 if(dt < self.dmg_duration)
84 self.nextthink = time + 0.05; // soon
89 void W_Hook_Explode2 (void)
91 self.event_damage = func_null;
92 self.touch = func_null;
93 self.effects |= EF_NODRAW;
95 self.think = W_Hook_ExplodeThink;
96 self.nextthink = time;
97 self.dmg = WEP_CVAR_SEC(hook, damage);
98 self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
99 self.dmg_radius = WEP_CVAR_SEC(hook, radius);
100 self.dmg_force = WEP_CVAR_SEC(hook, force);
101 self.dmg_power = WEP_CVAR_SEC(hook, power);
102 self.dmg_duration = WEP_CVAR_SEC(hook, duration);
103 self.teleport_time = time;
105 self.movetype = MOVETYPE_NONE;
108 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
110 if (self.health <= 0)
113 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
114 return; // g_projectiles_damage says to halt
116 self.health = self.health - damage;
118 if (self.health <= 0)
119 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
122 void W_Hook_Touch2 (void)
128 void W_Hook_Attack2()
132 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
133 W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
136 gren.owner = gren.realowner = self;
137 gren.classname = "hookbomb";
138 gren.bot_dodge = TRUE;
139 gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
140 gren.movetype = MOVETYPE_TOSS;
141 PROJECTILE_MAKETRIGGER(gren);
142 gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
143 setorigin(gren, w_shotorg);
144 setsize(gren, '0 0 0', '0 0 0');
146 gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
147 gren.think = adaptor_think2use_hittype_splash;
148 gren.use = W_Hook_Explode2;
149 gren.touch = W_Hook_Touch2;
151 gren.takedamage = DAMAGE_YES;
152 gren.health = WEP_CVAR_SEC(hook, health);
153 gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
154 gren.event_damage = W_Hook_Damage;
155 gren.damagedbycontents = TRUE;
156 gren.missile_flags = MIF_SPLASH | MIF_ARC;
158 gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
159 if(autocvar_g_projectiles_newton_style)
160 gren.velocity = gren.velocity + self.velocity;
162 gren.gravity = WEP_CVAR_SEC(hook, gravity);
163 //W_SetupProjectileVelocity(gren); // just falling down!
165 gren.angles = '0 0 0';
166 gren.flags = FL_PROJECTILE;
168 CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
170 other = gren; MUTATOR_CALLHOOK(EditProjectile);
173 float w_hook(float req)
175 float hooked_time_max, hooked_fuel;
181 // no bot AI for hook (yet?)
186 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
189 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
190 if(!(self.hook_state & HOOK_FIRING))
191 if (time > self.hook_refire)
192 if (weapon_prepareattack(0, -1))
194 W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE);
195 self.hook_state |= HOOK_FIRING;
196 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
200 if (self.BUTTON_ATCK2)
202 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
205 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
211 // if hooked, no bombs, and increase the timer
212 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
214 // hook also inhibits health regeneration, but only for 1 second
215 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
216 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
219 if(self.hook && self.hook.state == 1)
221 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
222 if (hooked_time_max > 0)
224 if ( time > self.hook_time_hooked + hooked_time_max )
225 self.hook_state |= HOOK_REMOVING;
228 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
231 if ( time > self.hook_time_fueldecrease )
233 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
235 if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
237 W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
238 self.hook_time_fueldecrease = time;
239 // decrease next frame again
244 self.hook_state |= HOOK_REMOVING;
245 W_SwitchWeapon_Force(self, w_getbestweapon(self));
253 self.hook_time_hooked = time;
254 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
257 if (self.BUTTON_CROUCH)
259 self.hook_state &= ~HOOK_PULLING;
260 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
261 self.hook_state &= ~HOOK_RELEASING;
263 self.hook_state |= HOOK_RELEASING;
267 self.hook_state |= HOOK_PULLING;
268 self.hook_state &= ~HOOK_RELEASING;
270 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
274 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
278 self.hook_state |= HOOK_REMOVING;
279 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
287 precache_model ("models/weapons/g_hookgun.md3");
288 precache_model ("models/weapons/v_hookgun.md3");
289 precache_model ("models/weapons/h_hookgun.iqm");
290 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
291 precache_sound ("weapons/hook_fire.wav");
292 precache_sound ("weapons/hookbomb_fire.wav");
293 HOOK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
298 self.current_ammo = ammo_fuel;
299 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
305 return self.ammo_fuel > 0;
307 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
311 return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
315 HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
320 self.hook_refire = time;
323 case WR_SUICIDEMESSAGE:
329 return WEAPON_HOOK_MURDER;
336 float w_hook(float req)
340 case WR_IMPACTEFFECT:
343 org2 = w_org + w_backoff * 2;
344 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
346 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
352 precache_sound("weapons/hookbomb_impact.wav");