3 #include "weapons/common.qh"
4 #include "weapons/csqcprojectile.qh"
5 #include "weapons/weaponsystem.qh"
6 #include "weapons/selection.qh"
7 #include "weapons/tracing.qh"
9 #include "command/common.qh"
10 #include "round_handler.qh"
11 #include "../common/state.qh"
12 #include "../common/physics/player.qh"
13 #include "../common/vehicles/all.qh"
14 #include "../common/constants.qh"
15 #include "../common/util.qh"
16 #include <common/net_linked.qh>
17 #include <common/weapons/_all.qh>
18 #include "../lib/warpzone/common.qh"
19 #include "../lib/warpzone/server.qh"
23 /*============================================
25 Wazat's Xonotic Grappling Hook
27 Contact: Wazat1@gmail.com
30 Installation instructions:
31 --------------------------
33 1. Place hook.c in your gamec source directory with the other source files.
35 2. Add this line to the bottom of progs.src:
39 3. Open defs.h and add these lines to the very bottom:
41 // Wazat's grappling hook
43 void GrapplingHookFrame();
44 void RemoveGrapplingHook(entity pl);
45 void SetGrappleHookBindings();
47 const float GRAPHOOK_FIRE = 20;
48 const float GRAPHOOK_RELEASE = 21;
49 // (note: you can change the hook impulse #'s to whatever you please)
51 4. Open client.c and add this to the top of PutClientInServer():
53 RemoveGrapplingHook(this); // Wazat's Grappling Hook
55 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
57 // Wazat's grappling hook
58 SetGrappleHookBindings();
60 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
64 7. Build and test the mod. You'll want to bind a key to "+hook" like this:
67 And you should be done!
70 ============================================*/
74 void RemoveGrapplingHooks(entity pl)
76 if(pl.move_movetype == MOVETYPE_FLY)
77 set_movetype(pl, MOVETYPE_WALK);
79 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
81 .entity weaponentity = weaponentities[slot];
82 if(pl.(weaponentity).hook)
84 delete(pl.(weaponentity).hook);
85 pl.(weaponentity).hook = NULL;
89 //pl.disableclientprediction = false;
92 void RemoveHook(entity this)
94 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
96 .entity weaponentity = weaponentities[slot];
97 if(this.realowner.(weaponentity).hook == this)
98 this.realowner.(weaponentity).hook = NULL;
101 if(this.realowner.move_movetype == MOVETYPE_FLY)
102 set_movetype(this.realowner, MOVETYPE_WALK);
106 void GrapplingHookReset(entity this)
111 void GrapplingHookThink(entity this);
112 void GrapplingHook_Stop(entity this)
114 Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
115 sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
118 setthink(this, GrapplingHookThink);
119 this.nextthink = time;
120 settouch(this, func_null);
121 this.velocity = '0 0 0';
122 set_movetype(this, MOVETYPE_NONE);
123 this.hook_length = -1;
126 .vector hook_start, hook_end;
127 bool GrapplingHookSend(entity this, entity to, int sf)
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
131 if(sound_allowed(MSG_BROADCAST, this.realowner))
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, etof(this.realowner));
137 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
141 WriteCoord(MSG_ENTITY, this.hook_start.x);
142 WriteCoord(MSG_ENTITY, this.hook_start.y);
143 WriteCoord(MSG_ENTITY, this.hook_start.z);
147 WriteCoord(MSG_ENTITY, this.hook_end.x);
148 WriteCoord(MSG_ENTITY, this.hook_end.y);
149 WriteCoord(MSG_ENTITY, this.hook_end.z);
154 int autocvar_g_grappling_hook_tarzan;
156 void GrapplingHookThink(entity this)
158 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
159 vector dir, org, end, v0, dv, v, myorg, vs;
160 .entity weaponentity = this.weaponentity_fld;
161 if(this.realowner.(weaponentity).hook != this) // how did that happen?
163 error("Owner lost the hook!\n");
166 if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
172 WarpZone_RefSys_AddIncrementally(this, this.aiment);
174 this.nextthink = time;
176 int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
177 vs = hook_shotorigin[s];
179 makevectors(this.realowner.v_angle);
180 org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
181 myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org);
183 if(this.hook_length < 0)
184 this.hook_length = vlen(myorg - this.origin);
186 int tarzan = autocvar_g_grappling_hook_tarzan;
187 entity pull_entity = this.realowner;
188 float velocity_multiplier = 1;
189 MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier);
190 tarzan = M_ARGV(1, int);
191 pull_entity = M_ARGV(2, entity);
192 velocity_multiplier = M_ARGV(3, float);
196 pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
197 // speed the rope is pulled with
199 rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
200 // force the rope will use if it is stretched
202 rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
203 // force the rope will use if it is stretched
205 minlength = autocvar_g_balance_grapplehook_length_min;//100;
206 // minimal rope length
207 // if the rope goes below this length, it isn't pulled any more
209 ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
210 // if the rope is stretched by more than this amount, more rope is
211 // given to you again
213 ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
214 // while hanging on the rope, this friction component will help you a
215 // bit to control the rope
217 bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen);
219 dir = this.origin - myorg;
221 dir = normalize(dir);
225 v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity);
227 // first pull the rope...
228 if(this.realowner.(weaponentity).hook_state & HOOK_PULLING)
230 newlength = this.hook_length;
231 newlength = max(newlength - pullspeed * frametime, minlength);
233 if(newlength < dist - ropestretch) // overstretched?
235 newlength = dist - ropestretch;
236 if(v * dir < 0) // only if not already moving in hook direction
237 v = v + frametime * dir * rubberforce_overstretch;
240 this.hook_length = newlength;
243 if(pull_entity.move_movetype == MOVETYPE_FLY)
244 set_movetype(pull_entity, MOVETYPE_WALK);
246 if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING)
249 this.hook_length = newlength;
253 // then pull the player
254 spd = bound(0, (dist - this.hook_length) / ropestretch, 1);
255 v = v * (1 - frametime * ropeairfriction);
256 v = v + frametime * dir * spd * rubberforce;
258 dv = ((v - v0) * dir) * dir;
261 if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
263 entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment);
265 if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling)
267 this.aiment.velocity = this.aiment.velocity - dv * 0.5;
268 UNSET_ONGROUND(this.aiment);
269 if(this.aiment.flags & FL_PROJECTILE)
270 UpdateCSQCProjectile(this.aiment);
272 if(this.aiment.classname == "nade")
273 this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
274 aim_ent.pusher = this.realowner;
275 aim_ent.pushltime = time + autocvar_g_maxpushtime;
276 aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
280 UNSET_ONGROUND(pull_entity);
283 if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE))
284 pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier);
286 if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment))
294 end = this.origin - dir*50;
295 dist = vlen(end - myorg);
297 spd = dist * (pullspeed / 200);
302 this.realowner.velocity = dir*spd;
303 set_movetype(this.realowner, MOVETYPE_FLY);
305 UNSET_ONGROUND(this.realowner);
309 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
310 myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9);
312 if(myorg != this.hook_start)
315 this.hook_start = myorg;
317 if(org != this.hook_end)
324 void GrapplingHookTouch(entity this, entity toucher)
326 if(toucher.move_movetype == MOVETYPE_FOLLOW)
328 PROJECTILE_TOUCH(this, toucher);
330 GrapplingHook_Stop(this);
333 if(toucher.move_movetype != MOVETYPE_NONE)
335 SetMovetypeFollow(this, toucher);
336 WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
339 //this.realowner.disableclientprediction = true;
342 void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
347 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
348 return; // g_balance_projectiledamage says to halt
350 this.health = this.health - damage;
352 if (this.health <= 0)
354 if(attacker != this.realowner)
356 this.realowner.pusher = attacker;
357 this.realowner.pushltime = time + autocvar_g_maxpushtime;
358 this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
364 void FireGrapplingHook(entity actor, .entity weaponentity)
366 if(forbidWeaponUse(actor)) return;
367 if(actor.vehicle) return;
369 makevectors(actor.v_angle);
371 int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
372 vector vs = hook_shotorigin[s];
374 // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
375 sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
376 vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
378 tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
381 Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
383 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
384 missile.owner = missile.realowner = actor;
385 actor.(weaponentity).hook = missile;
386 missile.weaponentity_fld = weaponentity;
387 missile.reset = GrapplingHookReset;
388 missile.classname = "grapplinghook";
389 missile.flags = FL_PROJECTILE;
390 IL_PUSH(g_projectiles, missile);
391 IL_PUSH(g_bot_dodge, missile);
393 set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY));
394 PROJECTILE_MAKETRIGGER(missile);
396 //setmodel (missile, MDL_HOOK); // precision set below
397 setsize (missile, '-3 -3 -3', '3 3 3');
398 setorigin(missile, org);
400 missile.state = 0; // not latched onto anything
402 W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
404 missile.angles = vectoangles (missile.velocity);
405 //missile.glow_color = 250; // 244, 250
406 //missile.glow_size = 120;
407 settouch(missile, GrapplingHookTouch);
408 setthink(missile, GrapplingHookThink);
409 missile.nextthink = time;
411 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
413 missile.health = autocvar_g_balance_grapplehook_health;//120
414 missile.event_damage = GrapplingHook_Damage;
415 missile.takedamage = DAMAGE_AIM;
416 missile.damageforcescale = 0;
417 missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
418 if(missile.damagedbycontents)
419 IL_PUSH(g_damagedbycontents, missile);
421 missile.hook_start = missile.hook_end = missile.origin;
423 Net_LinkEntity(missile, false, 0, GrapplingHookSend);
426 void GrappleHookInit()
430 hook_shotorigin[0] = '8 8 -12';
431 hook_shotorigin[1] = '8 8 -12';
432 hook_shotorigin[2] = '8 8 -12';
433 hook_shotorigin[3] = '8 8 -12';
439 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
440 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
441 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
442 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4);