3 /* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel)
4 /* impulse */ ATTRIB(Hook, impulse, int, 0)
5 /* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
7 /* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
8 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
10 /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
12 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
13 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
14 /* wepimg */ ATTRIB(Hook, model2, string, "weaponhook");
15 /* refname */ ATTRIB(Hook, netname, string, "hook");
16 /* wepname */ ATTRIB(Hook, message, string, _("Grappling Hook"));
18 REGISTER_WEAPON(HOOK, NEW(Hook));
20 CLASS(OffhandHook, OffhandWeapon)
21 METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity player, bool key_pressed))
23 Weapon wep = WEP_HOOK;
24 WITH(entity, self, player, wep.wr_think(wep, key_pressed, false));
27 OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
29 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
30 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
31 w_cvar(id, sn, BOTH, animtime) \
32 w_cvar(id, sn, BOTH, refire) \
33 w_cvar(id, sn, PRI, ammo) \
34 w_cvar(id, sn, PRI, hooked_ammo) \
35 w_cvar(id, sn, PRI, hooked_time_free) \
36 w_cvar(id, sn, PRI, hooked_time_max) \
37 w_cvar(id, sn, SEC, damage) \
38 w_cvar(id, sn, SEC, duration) \
39 w_cvar(id, sn, SEC, edgedamage) \
40 w_cvar(id, sn, SEC, force) \
41 w_cvar(id, sn, SEC, gravity) \
42 w_cvar(id, sn, SEC, lifetime) \
43 w_cvar(id, sn, SEC, power) \
44 w_cvar(id, sn, SEC, radius) \
45 w_cvar(id, sn, SEC, speed) \
46 w_cvar(id, sn, SEC, health) \
47 w_cvar(id, sn, SEC, damageforcescale) \
48 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
49 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
50 w_prop(id, sn, string, weaponreplace, weaponreplace) \
51 w_prop(id, sn, float, weaponstart, weaponstart) \
52 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
53 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
56 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
66 .float hook_time_hooked;
67 .float hook_time_fueldecrease;
73 void spawnfunc_weapon_hook(void)
75 if(g_grappling_hook) // offhand hook
77 startitem_failed = true;
81 weapon_defaultspawnfunc(WEP_HOOK.m_id);
84 void W_Hook_ExplodeThink(void)
86 float dt, dmg_remaining_next, f;
88 dt = time - self.teleport_time;
89 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
91 f = self.dmg_last - dmg_remaining_next;
92 self.dmg_last = dmg_remaining_next;
94 RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
95 self.projectiledeathtype |= HITTYPE_BOUNCE;
96 //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
98 if(dt < self.dmg_duration)
99 self.nextthink = time + 0.05; // soon
104 void W_Hook_Explode2(void)
106 self.event_damage = func_null;
107 self.touch = func_null;
108 self.effects |= EF_NODRAW;
110 self.think = W_Hook_ExplodeThink;
111 self.nextthink = time;
112 self.dmg = WEP_CVAR_SEC(hook, damage);
113 self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
114 self.dmg_radius = WEP_CVAR_SEC(hook, radius);
115 self.dmg_force = WEP_CVAR_SEC(hook, force);
116 self.dmg_power = WEP_CVAR_SEC(hook, power);
117 self.dmg_duration = WEP_CVAR_SEC(hook, duration);
118 self.teleport_time = time;
120 self.movetype = MOVETYPE_NONE;
123 void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
128 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
129 return; // g_projectiles_damage says to halt
131 self.health = self.health - damage;
134 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
137 void W_Hook_Touch2(void)
143 void W_Hook_Attack2(void)
147 //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
148 W_SetupShot(self, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
151 gren.owner = gren.realowner = self;
152 gren.classname = "hookbomb";
153 gren.bot_dodge = true;
154 gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
155 gren.movetype = MOVETYPE_TOSS;
156 PROJECTILE_MAKETRIGGER(gren);
157 gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
158 setorigin(gren, w_shotorg);
159 setsize(gren, '0 0 0', '0 0 0');
161 gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
162 gren.think = adaptor_think2use_hittype_splash;
163 gren.use = W_Hook_Explode2;
164 gren.touch = W_Hook_Touch2;
166 gren.takedamage = DAMAGE_YES;
167 gren.health = WEP_CVAR_SEC(hook, health);
168 gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
169 gren.event_damage = W_Hook_Damage;
170 gren.damagedbycontents = true;
171 gren.missile_flags = MIF_SPLASH | MIF_ARC;
173 gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
174 if(autocvar_g_projectiles_newton_style)
175 gren.velocity = gren.velocity + self.velocity;
177 gren.gravity = WEP_CVAR_SEC(hook, gravity);
178 //W_SetupProjVelocity_Basic(gren); // just falling down!
180 gren.angles = '0 0 0';
181 gren.flags = FL_PROJECTILE;
183 CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
185 MUTATOR_CALLHOOK(EditProjectile, self, gren);
188 METHOD(Hook, wr_aim, bool(entity thiswep))
190 // no bot AI for hook (yet?)
193 METHOD(Hook, wr_think, bool(entity thiswep, bool fire1, bool fire2))
195 if(fire1 || self.BUTTON_HOOK)
198 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
199 if(!(self.hook_state & HOOK_FIRING))
200 if(time > self.hook_refire)
201 if(weapon_prepareattack(0, -1))
203 W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
204 self.hook_state |= HOOK_FIRING;
205 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
211 if(weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
214 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
220 // if hooked, no bombs, and increase the timer
221 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
223 // hook also inhibits health regeneration, but only for 1 second
224 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
225 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
228 if(self.hook && self.hook.state == 1)
230 float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
231 if(hooked_time_max > 0)
233 if( time > self.hook_time_hooked + hooked_time_max )
234 self.hook_state |= HOOK_REMOVING;
237 float hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
240 if( time > self.hook_time_fueldecrease )
242 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
244 if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
246 W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
247 self.hook_time_fueldecrease = time;
248 // decrease next frame again
253 self.hook_state |= HOOK_REMOVING;
254 W_SwitchWeapon_Force(self, w_getbestweapon(self));
262 self.hook_time_hooked = time;
263 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
266 if(self.BUTTON_CROUCH)
268 self.hook_state &= ~HOOK_PULLING;
269 if(fire1 || self.BUTTON_HOOK)
270 self.hook_state &= ~HOOK_RELEASING;
272 self.hook_state |= HOOK_RELEASING;
276 self.hook_state |= HOOK_PULLING;
277 self.hook_state &= ~HOOK_RELEASING;
279 if(fire1 || self.BUTTON_HOOK)
283 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
287 self.hook_state |= HOOK_REMOVING;
288 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
292 _GrapplingHookFrame();
296 METHOD(Hook, wr_init, bool(entity thiswep))
298 HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
301 METHOD(Hook, wr_setup, bool(entity thiswep))
303 self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
306 METHOD(Hook, wr_checkammo1, bool(entity thiswep))
309 return self.ammo_fuel > 0;
311 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
313 METHOD(Hook, wr_checkammo2, bool(entity thiswep))
315 // infinite ammo for now
316 return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
318 METHOD(Hook, wr_config, bool(entity thiswep))
320 HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
323 METHOD(Hook, wr_resetplayer, bool(entity thiswep))
325 self.hook_refire = time;
328 METHOD(Hook, wr_suicidemessage, bool(entity thiswep))
332 METHOD(Hook, wr_killmessage, bool(entity thiswep))
334 return WEAPON_HOOK_MURDER;
340 METHOD(Hook, wr_impacteffect, bool(entity thiswep))
343 org2 = w_org + w_backoff * 2;
344 pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
346 sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
350 METHOD(Hook, wr_init, bool(entity thiswep))
354 METHOD(Hook, wr_zoomreticle, bool(entity thiswep))
356 // no weapon specific image for this weapon