1 /*============================================
3 Wazat's Xonotic Grappling Hook
5 Contact: Wazat1@gmail.com
8 Installation instructions:
9 --------------------------
11 1. Place hook.c in your gamec source directory with the other source files.
13 2. Add this line to the bottom of progs.src:
17 3. Open defs.h and add these lines to the very bottom:
19 // Wazat's grappling hook
21 void GrapplingHookFrame();
22 void RemoveGrapplingHook(entity pl);
23 void SetGrappleHookBindings();
25 float GRAPHOOK_FIRE = 20;
26 float GRAPHOOK_RELEASE = 21;
27 // (note: you can change the hook impulse #'s to whatever you please)
29 4. Open client.c and add this to the top of PutClientInServer():
31 RemoveGrapplingHook(self); // Wazat's Grappling Hook
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
35 // Wazat's grappling hook
36 SetGrappleHookBindings();
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
42 7. Build and test the mod. You'll want to bind a key to "+hook" like this:
45 And you should be done!
48 ============================================*/
50 .string aiment_classname;
51 .float aiment_deadflag;
52 void SetMovetypeFollow(entity ent, entity e)
54 // FIXME this may not be warpzone aware
55 ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
56 ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
57 ent.aiment = e; // make the hole follow bmodel
58 ent.punchangle = e.angles; // the original angles of bmodel
59 ent.view_ofs = ent.origin - e.origin; // relative origin
60 ent.v_angle = ent.angles - e.angles; // relative angles
61 ent.aiment_classname = strzone(e.classname);
62 ent.aiment_deadflag = e.deadflag;
64 void UnsetMovetypeFollow(entity ent)
66 ent.movetype = MOVETYPE_FLY;
67 PROJECTILE_MAKETRIGGER(ent);
70 float LostMovetypeFollow(entity ent)
73 if(ent.movetype != MOVETYPE_FOLLOW)
79 if(ent.aiment.classname != ent.aiment_classname)
81 if(ent.aiment.deadflag != ent.aiment_deadflag)
88 .float hook_switchweapon;
90 void RemoveGrapplingHook(entity pl)
96 if(pl.movetype == MOVETYPE_FLY)
97 pl.movetype = MOVETYPE_WALK;
99 //pl.disableclientprediction = FALSE;
102 void GrapplingHookThink();
103 void GrapplingHook_Stop()
105 pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
106 sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
109 self.think = GrapplingHookThink;
110 self.nextthink = time;
111 self.touch = SUB_Null;
112 self.velocity = '0 0 0';
113 self.movetype = MOVETYPE_NONE;
114 self.hook_length = -1;
117 void GrapplingHookThink()
119 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
120 vector dir, org, end, v0, dv, v, myorg;
121 if(self.owner.health <= 0 || self.owner.hook != self) // how did that happen?
122 { // well, better fix it anyway
126 if(LostMovetypeFollow(self))
128 RemoveGrapplingHook(self.owner);
132 WarpZone_RefSys_AddIncrementally(self, self.aiment);
134 self.nextthink = time;
136 makevectors(self.owner.v_angle);
137 org = self.owner.origin + self.owner.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
138 myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);
140 if(self.hook_length < 0)
141 self.hook_length = vlen(myorg - self.origin);
145 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
146 // speed the rope is pulled with
148 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
149 // force the rope will use if it is stretched
151 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
152 // force the rope will use if it is stretched
154 minlength = cvar("g_balance_grapplehook_length_min");//100;
155 // minimal rope length
156 // if the rope goes below this length, it isn't pulled any more
158 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
159 // if the rope is stretched by more than this amount, more rope is
160 // given to you again
162 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
163 // while hanging on the rope, this friction component will help you a
164 // bit to control the rope
166 dir = self.origin - myorg;
168 dir = normalize(dir);
170 if(cvar("g_grappling_hook_tarzan"))
172 v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);
174 // first pull the rope...
175 if(self.owner.hook_state & HOOK_PULLING)
177 newlength = self.hook_length;
178 newlength = max(newlength - pullspeed * frametime, minlength);
180 if(newlength < dist - ropestretch) // overstretched?
182 newlength = dist - ropestretch;
183 if(v * dir < 0) // only if not already moving in hook direction
184 v = v + frametime * dir * rubberforce_overstretch;
187 self.hook_length = newlength;
190 if(self.owner.hook_state & HOOK_RELEASING)
193 self.hook_length = newlength;
197 // then pull the player
198 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
199 v = v * (1 - frametime * ropeairfriction);
200 v = v + frametime * dir * spd * rubberforce;
202 dv = ((v - v0) * dir) * dir;
203 if(cvar("g_grappling_hook_tarzan") >= 2)
205 if(self.aiment.movetype == MOVETYPE_WALK)
208 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
209 self.aiment.flags &~= FL_ONGROUND;
210 self.aiment.pusher = self.owner;
211 self.aiment.pushltime = time + cvar("g_maxpushtime");
215 self.owner.flags &~= FL_ONGROUND;
218 self.owner.velocity = WarpZone_RefSys_TransformVelocity(self, self.owner, v);
222 end = self.origin - dir*50;
223 dist = vlen(end - myorg);
225 spd = dist * (pullspeed / 200);
230 self.owner.velocity = dir*spd;
231 self.owner.movetype = MOVETYPE_FLY;
233 self.owner.flags &~= FL_ONGROUND;
237 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
238 te_beam(self.owner, WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9), org);
241 void GrapplingHookTouch (void)
245 if(SUB_NoImpactCheck())
247 RemoveGrapplingHook(self.owner);
252 GrapplingHook_Stop();
255 if(other.movetype != MOVETYPE_NONE)
257 SetMovetypeFollow(self, other);
258 WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
261 //self.owner.disableclientprediction = TRUE;
264 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
268 self.health = self.health - damage;
269 if (self.health <= 0)
271 if(attacker != self.owner)
273 self.owner.pusher = attacker;
274 self.owner.pushltime = time + cvar("g_maxpushtime");
276 RemoveGrapplingHook(self.owner);
281 void FireGrapplingHook (void)
283 local entity missile;
286 if((arena_roundbased && time < warmup) || (time < game_starttime))
289 makevectors(self.v_angle);
291 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
292 sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
293 org = self.origin + self.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
294 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
296 missile = WarpZone_RefSys_SpawnSameRefSys(self);
297 missile.owner = self;
299 missile.classname = "grapplinghook";
301 missile.movetype = MOVETYPE_FLY;
302 PROJECTILE_MAKETRIGGER(missile);
304 setmodel (missile, "models/hook.md3"); // precision set below
305 setsize (missile, '-3 -3 -3', '3 3 3');
306 setorigin (missile, org);
308 missile.state = 0; // not latched onto anything
310 W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grapplehook_speed_fly"), 0, 0, 0);
312 missile.angles = vectoangles (missile.velocity);
313 //missile.glow_color = 250; // 244, 250
314 //missile.glow_size = 120;
315 missile.touch = GrapplingHookTouch;
316 missile.think = GrapplingHookThink;
317 missile.nextthink = time + 0.1;
319 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
321 missile.health = cvar("g_balance_grapplehook_health");//120
322 missile.event_damage = GrapplingHook_Damage;
323 missile.takedamage = DAMAGE_AIM;
324 missile.damageforcescale = 0;
327 // void GrapplingHookFrame()
329 // // this function has been modified for Xonotic
330 // - if (self.BUTTON_HOOK && g_grappling_hook)
332 // - if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
333 // - if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
334 // - FireGrapplingHook();
339 // RemoveGrapplingHook(self);
341 // - self.button6_pressed_before = self.BUTTON_HOOK;
343 // // if I have no hook or it's not pulling yet, make sure I'm not flying!
344 // if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
346 void GrapplingHookFrame()
348 if(g_grappling_hook && timeoutStatus != 2 && self.weapon != WEP_HOOK)
350 // offhand hook controls
353 if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
355 self.hook_state |= HOOK_FIRING;
356 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
361 self.hook_state |= HOOK_REMOVING;
362 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
365 self.hook_state &~= HOOK_RELEASING;
366 if(self.BUTTON_CROUCH)
368 self.hook_state &~= HOOK_PULLING;
369 //self.hook_state |= HOOK_RELEASING;
373 self.hook_state |= HOOK_PULLING;
374 //self.hook_state &~= HOOK_RELEASING;
377 else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
379 if(self.BUTTON_HOOK && !self.hook_switchweapon)
380 W_SwitchWeapon(WEP_HOOK);
382 self.hook_switchweapon = self.BUTTON_HOOK;
384 if(!g_grappling_hook && self.weapon != WEP_HOOK)
386 self.hook_state &~= HOOK_FIRING;
387 self.hook_state |= HOOK_REMOVING;
390 if (self.hook_state & HOOK_FIRING)
393 RemoveGrapplingHook(self);
395 self.hook_state &~= HOOK_FIRING;
397 else if(self.hook_state & HOOK_REMOVING)
400 RemoveGrapplingHook(self);
401 self.hook_state &~= HOOK_REMOVING;
405 // if I have no hook or it's not pulling yet, make sure I'm not flying!
406 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
408 self.movetype = MOVETYPE_WALK;
410 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
416 else if(self.hookimpulse == GRAPHOOK_RELEASE)
418 // remove hook, reset movement type
419 RemoveGrapplingHook(self);
423 /*else // make sure the player's movetype is correct
425 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
426 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
428 self.movetype = MOVETYPE_WALK;
431 // note: The hook entity does the actual pulling
434 void GrappleHookInit()
437 hook_shotorigin = '8 -8 -12';
439 hook_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);
442 void SetGrappleHookBindings()
444 // this function has been modified for Xonotic
445 // don't remove these lines! old server or demos coud overwrite the new aliases
446 stuffcmd(self, "alias +hook +button6\n");
447 stuffcmd(self, "alias -hook -button6\n");