5 /* ammotype */ IT_CELLS|IT_FUEL,
7 /* flags */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
11 /* fullname */ _("Grappling Hook")
14 #define HOOK_SETTINGS(weapon) \
15 WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
16 WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
17 WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
18 WEP_ADD_CVAR(weapon, MO_PRI, hooked_ammo) \
19 WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_free) \
20 WEP_ADD_CVAR(weapon, MO_PRI, hooked_time_max) \
21 WEP_ADD_CVAR(weapon, MO_SEC, damage) \
22 WEP_ADD_CVAR(weapon, MO_SEC, duration) \
23 WEP_ADD_CVAR(weapon, MO_SEC, edgedamage) \
24 WEP_ADD_CVAR(weapon, MO_SEC, force) \
25 WEP_ADD_CVAR(weapon, MO_SEC, gravity) \
26 WEP_ADD_CVAR(weapon, MO_SEC, lifetime) \
27 WEP_ADD_CVAR(weapon, MO_SEC, power) \
28 WEP_ADD_CVAR(weapon, MO_SEC, radius) \
29 WEP_ADD_CVAR(weapon, MO_SEC, speed) \
30 WEP_ADD_CVAR(weapon, MO_SEC, health) \
31 WEP_ADD_CVAR(weapon, MO_SEC, damageforcescale) \
32 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
33 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
34 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
35 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
48 .float hook_time_hooked;
49 .float hook_time_fueldecrease;
54 void spawnfunc_weapon_hook()
56 if(g_grappling_hook) // offhand hook
58 startitem_failed = TRUE;
62 weapon_defaultspawnfunc(WEP_HOOK);
65 void W_Hook_ExplodeThink (void)
67 float dt, dmg_remaining_next, f;
69 dt = time - self.teleport_time;
70 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
72 f = self.dmg_last - dmg_remaining_next;
73 self.dmg_last = dmg_remaining_next;
75 RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
76 self.projectiledeathtype |= HITTYPE_BOUNCE;
77 //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
79 if(dt < self.dmg_duration)
80 self.nextthink = time + 0.05; // soon
85 void W_Hook_Explode2 (void)
87 self.event_damage = func_null;
88 self.touch = func_null;
89 self.effects |= EF_NODRAW;
91 self.think = W_Hook_ExplodeThink;
92 self.nextthink = time;
93 self.dmg = WEP_CVAR_SEC(hook, damage);
94 self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
95 self.dmg_radius = WEP_CVAR_SEC(hook, radius);
96 self.dmg_force = WEP_CVAR_SEC(hook, force);
97 self.dmg_power = WEP_CVAR_SEC(hook, power);
98 self.dmg_duration = WEP_CVAR_SEC(hook, duration);
99 self.teleport_time = time;
101 self.movetype = MOVETYPE_NONE;
104 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
106 if (self.health <= 0)
109 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
110 return; // g_projectiles_damage says to halt
112 self.health = self.health - damage;
114 if (self.health <= 0)
115 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
118 void W_Hook_Touch2 (void)
124 void W_Hook_Attack2()
128 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(hook, ammo), FALSE);
129 W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
132 gren.owner = gren.realowner = self;
133 gren.classname = "hookbomb";
134 gren.bot_dodge = TRUE;
135 gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
136 gren.movetype = MOVETYPE_TOSS;
137 PROJECTILE_MAKETRIGGER(gren);
138 gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
139 setorigin(gren, w_shotorg);
140 setsize(gren, '0 0 0', '0 0 0');
142 gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
143 gren.think = adaptor_think2use_hittype_splash;
144 gren.use = W_Hook_Explode2;
145 gren.touch = W_Hook_Touch2;
147 gren.takedamage = DAMAGE_YES;
148 gren.health = WEP_CVAR_SEC(hook, health);
149 gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
150 gren.event_damage = W_Hook_Damage;
151 gren.damagedbycontents = TRUE;
152 gren.missile_flags = MIF_SPLASH | MIF_ARC;
154 gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
155 if(autocvar_g_projectiles_newton_style)
156 gren.velocity = gren.velocity + self.velocity;
158 gren.gravity = WEP_CVAR_SEC(hook, gravity);
159 //W_SetupProjectileVelocity(gren); // just falling down!
161 gren.angles = '0 0 0';
162 gren.flags = FL_PROJECTILE;
164 CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
166 other = gren; MUTATOR_CALLHOOK(EditProjectile);
169 float w_hook(float req)
171 float hooked_time_max, hooked_fuel;
177 // no bot AI for hook (yet?)
182 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
185 if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
186 if not(self.hook_state & HOOK_FIRING)
187 if (time > self.hook_refire)
188 if (weapon_prepareattack(0, -1))
190 W_DecreaseAmmo(ammo_fuel, WEP_CVAR_PRI(hook, ammo), FALSE);
191 self.hook_state |= HOOK_FIRING;
192 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
196 if (self.BUTTON_ATCK2)
198 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
201 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
207 // if hooked, no bombs, and increase the timer
208 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
210 // hook also inhibits health regeneration, but only for 1 second
211 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
212 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
215 if(self.hook && self.hook.state == 1)
217 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
218 if (hooked_time_max > 0)
220 if ( time > self.hook_time_hooked + hooked_time_max )
221 self.hook_state |= HOOK_REMOVING;
224 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
227 if ( time > self.hook_time_fueldecrease )
229 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
231 if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
233 W_DecreaseAmmo(ammo_fuel, (time - self.hook_time_fueldecrease) * hooked_fuel, FALSE);
234 self.hook_time_fueldecrease = time;
235 // decrease next frame again
240 self.hook_state |= HOOK_REMOVING;
241 W_SwitchWeapon_Force(self, w_getbestweapon(self));
249 self.hook_time_hooked = time;
250 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
253 if (self.BUTTON_CROUCH)
255 self.hook_state &~= HOOK_PULLING;
256 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
257 self.hook_state &~= HOOK_RELEASING;
259 self.hook_state |= HOOK_RELEASING;
263 self.hook_state |= HOOK_PULLING;
264 self.hook_state &~= HOOK_RELEASING;
266 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
270 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
274 self.hook_state |= HOOK_REMOVING;
275 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
283 precache_model ("models/weapons/g_hookgun.md3");
284 precache_model ("models/weapons/v_hookgun.md3");
285 precache_model ("models/weapons/h_hookgun.iqm");
286 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
287 precache_sound ("weapons/hook_fire.wav");
288 precache_sound ("weapons/hookbomb_fire.wav");
289 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
290 #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_HOOK,weapon,prop,name)
298 weapon_setup(WEP_HOOK);
299 self.current_ammo = ammo_fuel;
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 return self.ammo_cells >= WEP_CVAR_SEC(hook, ammo);
316 WEP_CONFIG_SETTINGS(HOOK_SETTINGS(hook))
321 self.hook_refire = time;
324 case WR_SUICIDEMESSAGE:
330 return WEAPON_HOOK_MURDER;
337 float w_hook(float req)
341 case WR_IMPACTEFFECT:
344 org2 = w_org + w_backoff * 2;
345 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
347 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
353 precache_sound("weapons/hookbomb_impact.wav");