#ifdef REGISTER_WEAPON\r
-REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "grabber", "grabber", "Grabber");\r
+REGISTER_WEAPON(GRABBER, w_grabber, IT_FUEL, 0, WEP_FLAG_CANCLIMB | WEP_TYPE_HITSCAN, 0, "grabber", "grabber", "Grabber");\r
#else\r
.float dmg;\r
.float dmg_edge;\r
.float grabber_time_grabbered;\r
.float grabber_time_fueldecrease;\r
\r
+void W_Grabber_UpdateStats(entity e, float shot, float hit)\r
+{\r
+ // this may not be entierly right, but for the time being we're handling grabber accuracy here\r
+ // this is likely needed for detecting if the hook has hit (linked to) another player, which is counted as a hit\r
+ if(shot)\r
+ {\r
+ e.stats_fired[e.weapon - 1] += 1;\r
+ e.stat_fired = e.weapon + 64 * floor(e.stats_fired[e.weapon - 1]);\r
+ }\r
+ if(hit)\r
+ {\r
+ e.stats_hit[e.weapon - 1] += 1;\r
+ e.stat_hit = e.weapon + 64 * floor(e.stats_hit[e.weapon - 1]);\r
+ }\r
+}\r
+\r
void W_Grabber_Touch2 (void)\r
{\r
PROJECTILE_TOUCH;\r
\r
void W_Grabber_Attack2()\r
{\r
+ if(time < self.weapon_delay)\r
+ return;\r
+\r
W_SetupShot (self, TRUE, 0, "weapons/grabber_altfire.wav", cvar("g_balance_grabber_secondary_damage"));\r
+ W_Grabber_UpdateStats(self, TRUE, FALSE); // the hit is recorded below\r
\r
WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self));\r
\r
pointparticles(particleeffectnum("grabber_melee"), w_shotorg + w_shotdir * cvar("g_balance_grabber_secondary_radius"), '0 0 0', 1);\r
\r
if (trace_fraction < 1)\r
+ {\r
Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
+ W_Grabber_UpdateStats(self, FALSE, TRUE); // the shot is recorded above\r
+ }\r
\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
self.ammo_fuel = self.ammo_fuel - cvar("g_balance_grabber_secondary_ammo");\r
\r
float w_grabber(float req)\r
{\r
- if(self.eater.classname == "player") // we can't use weapons while in the stomach\r
+ if(self.predator.classname == "player") // we can't use weapons while in the stomach\r
{\r
self.grabber_state |= GRABBER_REMOVING;\r
return FALSE;\r
}\r
else if (req == WR_THINK)\r
{\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_GRABBER))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
{\r
if(time < self.weapon_delay)\r
return FALSE;\r
if (self.BUTTON_CROUCH)\r
{\r
self.grabber_state &~= GRABBER_PULLING;\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_GRABBER))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
self.grabber_state &~= GRABBER_RELEASING;\r
else\r
self.grabber_state |= GRABBER_RELEASING;\r
self.grabber_state |= GRABBER_PULLING;\r
self.grabber_state &~= GRABBER_RELEASING;\r
\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_GRABBER))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
{\r
// already fired\r
if(self.grabber)\r
precache_model ("models/weapons/h_grabber.dpm");\r
precache_sound ("weapons/grabber_impact.wav"); // done by g_grabber.qc\r
precache_sound ("weapons/grabber_fire.wav");\r
+ precache_sound ("weapons/grabber_altfire.wav");\r
}\r
else if (req == WR_SETUP)\r
{\r