+#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) \
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.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));
+ 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);
- FireGrapplingHook(actor);
- actor.hook_state &= ~HOOK_FIRING;
- actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
+ 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, entity actor))
+METHOD(Hook, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- actor.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, entity actor))
{
- RemoveGrapplingHook(actor);
- actor.hook_time = 0;
- actor.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))
{
InterpolateOrigin_Do(this);
- int s = W_GetGunAlignment(NULL);
+ 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:
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: