+#include "hook.qh"
#ifndef IMPLEMENTATION
CLASS(Hook, Weapon)
-/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel)
-/* impulse */ ATTRIB(Hook, impulse, int, 0)
+/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
+/* impulse */ ATTRIB(Hook, impulse, int, 0);
/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
#endif
/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook");
/* refname */ ATTRIB(Hook, netname, string, "hook");
/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
- ATTRIB(Hook, ammo_factor, float, 1)
+ ATTRIB(Hook, ammo_factor, float, 1);
#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
-void W_Hook_ExplodeThink()
-{SELFPARAM();
+void W_Hook_ExplodeThink(entity this)
+{
float dt, dmg_remaining_next, f;
- dt = time - self.teleport_time;
- dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
+ dt = time - this.teleport_time;
+ dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
- f = self.dmg_last - dmg_remaining_next;
- self.dmg_last = dmg_remaining_next;
+ f = this.dmg_last - dmg_remaining_next;
+ this.dmg_last = dmg_remaining_next;
- RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+ RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
- if(dt < self.dmg_duration)
- self.nextthink = time + 0.05; // soon
+ if(dt < this.dmg_duration)
+ this.nextthink = time + 0.05; // soon
else
- remove(self);
+ delete(this);
}
-void W_Hook_Explode2()
-{SELFPARAM();
- self.event_damage = func_null;
- self.touch = func_null;
- self.effects |= EF_NODRAW;
-
- self.think = W_Hook_ExplodeThink;
- self.nextthink = time;
- self.dmg = WEP_CVAR_SEC(hook, damage);
- self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
- self.dmg_radius = WEP_CVAR_SEC(hook, radius);
- self.dmg_force = WEP_CVAR_SEC(hook, force);
- self.dmg_power = WEP_CVAR_SEC(hook, power);
- self.dmg_duration = WEP_CVAR_SEC(hook, duration);
- self.teleport_time = time;
- self.dmg_last = 1;
- self.movetype = MOVETYPE_NONE;
+void W_Hook_Explode2(entity this)
+{
+ this.event_damage = func_null;
+ settouch(this, func_null);
+ this.effects |= EF_NODRAW;
+
+ setthink(this, W_Hook_ExplodeThink);
+ this.nextthink = time;
+ this.dmg = WEP_CVAR_SEC(hook, damage);
+ this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
+ this.dmg_radius = WEP_CVAR_SEC(hook, radius);
+ this.dmg_force = WEP_CVAR_SEC(hook, force);
+ this.dmg_power = WEP_CVAR_SEC(hook, power);
+ this.dmg_duration = WEP_CVAR_SEC(hook, duration);
+ this.teleport_time = time;
+ this.dmg_last = 1;
+ set_movetype(this, MOVETYPE_NONE);
}
void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Hook_Explode2());
+ W_Hook_Explode2(this);
}
void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void W_Hook_Touch2(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
this.use(this, NULL, NULL);
}
-void W_Hook_Attack2(Weapon thiswep, entity actor)
+void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
//W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
- W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+ W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
entity gren = new(hookbomb);
gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
- gren.movetype = MOVETYPE_TOSS;
+ set_movetype(gren, MOVETYPE_TOSS);
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
setsize(gren, '0 0 0', '0 0 0');
gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
- gren.think = adaptor_think2use_hittype_splash;
+ setthink(gren, adaptor_think2use_hittype_splash);
gren.use = W_Hook_Explode2_use;
- gren.touch = W_Hook_Touch2;
+ settouch(gren, W_Hook_Touch2);
gren.takedamage = DAMAGE_YES;
gren.health = WEP_CVAR_SEC(hook, health);
gren.angles = '0 0 0';
gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if (fire & 1) {
- if(!actor.hook)
- if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
- if(time > actor.hook_refire)
+ if(!actor.(weaponentity).hook)
+ if(!(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE))
+ if(time > actor.(weaponentity).hook_refire)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
{
- W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
- actor.hook_state |= HOOK_FIRING;
- actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
+ W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
+ actor.(weaponentity).hook_state |= HOOK_FIRING;
+ actor.(weaponentity).hook_state |= HOOK_WAITING_FOR_RELEASE;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
}
} else {
- actor.hook_state |= HOOK_REMOVING;
- actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ actor.(weaponentity).hook_state |= HOOK_REMOVING;
+ actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
if(fire & 2)
{
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
{
- W_Hook_Attack2(thiswep, actor);
+ W_Hook_Attack2(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
}
}
- if(actor.hook)
+ if(actor.(weaponentity).hook)
{
// if hooked, no bombs, and increase the timer
- actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+ actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
// hook also inhibits health regeneration, but only for 1 second
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
- if(actor.hook && actor.hook.state == 1)
+ if(actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1)
{
float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
if(hooked_time_max > 0)
{
- if( time > actor.hook_time_hooked + hooked_time_max )
- actor.hook_state |= HOOK_REMOVING;
+ if( time > actor.(weaponentity).hook_time_hooked + hooked_time_max )
+ actor.(weaponentity).hook_state |= HOOK_REMOVING;
}
float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
if(hooked_fuel > 0)
{
- if( time > actor.hook_time_fueldecrease )
+ if( time > actor.(weaponentity).hook_time_fueldecrease )
{
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
+ if( actor.ammo_fuel >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel )
{
- W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
- actor.hook_time_fueldecrease = time;
+ W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity);
+ actor.(weaponentity).hook_time_fueldecrease = time;
// decrease next frame again
}
else
{
actor.ammo_fuel = 0;
- actor.hook_state |= HOOK_REMOVING;
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ actor.(weaponentity).hook_state |= HOOK_REMOVING;
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
}
}
}
}
else
{
- actor.hook_time_hooked = time;
- actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+ actor.(weaponentity).hook_time_hooked = time;
+ actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
}
- actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
+ actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
- if (actor.hook_state & HOOK_FIRING)
+ if (actor.(weaponentity).hook_state & HOOK_FIRING)
{
- if (actor.hook)
- RemoveGrapplingHook(actor);
- WITHSELF(actor, FireGrapplingHook());
- actor.hook_state &= ~HOOK_FIRING;
- actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
+ if (actor.(weaponentity).hook)
+ RemoveHook(actor.(weaponentity).hook);
+ FireGrapplingHook(actor, weaponentity);
+ actor.(weaponentity).hook_state &= ~HOOK_FIRING;
+ actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
}
- else if (actor.hook_state & HOOK_REMOVING)
+ else if (actor.(weaponentity).hook_state & HOOK_REMOVING)
{
- if (actor.hook)
- RemoveGrapplingHook(actor);
- actor.hook_state &= ~HOOK_REMOVING;
+ if (actor.(weaponentity).hook)
+ RemoveHook(actor.(weaponentity).hook);
+ actor.(weaponentity).hook_state &= ~HOOK_REMOVING;
}
}
-METHOD(Hook, wr_setup, void(entity thiswep))
+METHOD(Hook, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- SELFPARAM();
- self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+ actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
}
-METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
+METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity))
{
if (!thiswep.ammo_factor) return true;
- if(actor.hook)
- return actor.ammo_fuel > 0;
- else
- return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
+
+ if(actor.(weaponentity).hook)
+ return actor.ammo_fuel > 0;
+
+ return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
}
-METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
+METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity))
{
// infinite ammo for now
return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
}
-METHOD(Hook, wr_resetplayer, void(entity thiswep))
+METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
{
- SELFPARAM();
- RemoveGrapplingHook(self);
- self.hook_time = 0;
- self.hook_refire = time;
+ RemoveGrapplingHooks(actor);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).hook_time = 0;
+ actor.(weaponentity).hook_refire = time;
+ }
}
METHOD(Hook, wr_killmessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
-METHOD(Hook, wr_impacteffect, void(entity thiswep))
+METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
+ sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
}
#endif
InterpolateOrigin_Do(this);
- int s = W_GetGunAlignment(world);
+ int s = W_GunAlign(viewmodels[this.cnt], STAT(GUNALIGN)) - 1;
switch(this.HookType)
{
break;
}
- if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0)
+ if((this.owner.sv_entnum == player_localentnum - 1))
{
switch(this.HookType)
{
default:
case NET_ENT_CLIENT_HOOK:
- a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
+ if(autocvar_chase_active > 0)
+ a = csqcplayer.origin;
+ else
+ a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
b = this.origin;
break;
case NET_ENT_CLIENT_ARC_BEAM:
b = view_origin + view_forward * this.HookRange;
else
b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
- WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
+ WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
break;
break;
}
+ MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
+ tex = M_ARGV(1, string);
+ rgb = M_ARGV(2, vector);
+
Draw_GrapplingHook_trace_callback_tex = tex;
Draw_GrapplingHook_trace_callback_rnd = offset;
Draw_GrapplingHook_trace_callback_rgb = rgb;
Draw_GrapplingHook_trace_callback_a = intensity;
- WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
+ WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), NULL, NULL, Draw_GrapplingHook_trace_callback);
Draw_GrapplingHook_trace_callback_tex = string_null;
atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
if(sf & 1)
{
int myowner = ReadByte();
+ int slot = ReadByte();
this.owner = playerslots[myowner - 1];
this.sv_entnum = myowner;
- if(csqcplayer && myowner == player_localentnum)
- csqcplayer.hook = this;
+ if(myowner == player_localentnum)
+ viewmodels[slot].hook = this;
+ this.cnt = slot;
switch(this.HookType)
{
default:
if(bIsNew || !this.teleport_time)
{
this.draw = Draw_GrapplingHook;
+ IL_PUSH(g_drawables, this);
this.entremove = Remove_GrapplingHook;
switch(this.HookType)