X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_hook.qc;h=32cce331a50776da625ffa35df7544f86afbcc5f;hb=3cc1e9c4a52d70b4d7097a0a584cbb391570c6e2;hp=04766c155dd89ed8cbbfc862f423217c8d6994fe;hpb=92c61bba87835a1bfd152c4cbb40764647a83656;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index 04766c155..32cce331a 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -5,7 +5,7 @@ #include "weapons/weaponsystem.qh" #include "weapons/selection.qh" #include "weapons/tracing.qh" -#include "cl_player.qh" +#include "player.qh" #include "command/common.qh" #include "round_handler.qh" #include "../common/state.qh" @@ -13,7 +13,7 @@ #include "../common/vehicles/all.qh" #include "../common/constants.qh" #include "../common/util.qh" -#include "../common/weapons/all.qh" +#include #include "../lib/warpzone/common.qh" #include "../lib/warpzone/server.qh" @@ -49,7 +49,7 @@ const float GRAPHOOK_RELEASE = 21; 4. Open client.c and add this to the top of PutClientInServer(): - RemoveGrapplingHook(self); // Wazat's Grappling Hook + RemoveGrapplingHook(this); // Wazat's Grappling Hook 5. Find ClientConnect() (in client.c) and add these lines to the bottom: @@ -70,24 +70,41 @@ And you should be done! .float hook_length; -void RemoveGrapplingHook(entity pl) +void RemoveGrapplingHooks(entity pl) { - if(pl.hook == world) - return; - remove(pl.hook); - pl.hook = world; - if(pl.movetype == MOVETYPE_FLY) - pl.movetype = MOVETYPE_WALK; + if(pl.move_movetype == MOVETYPE_FLY) + set_movetype(pl, MOVETYPE_WALK); + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(pl.(weaponentity).hook) + { + delete(pl.(weaponentity).hook); + pl.(weaponentity).hook = NULL; + } + } //pl.disableclientprediction = false; } +void RemoveHook(entity this) +{ + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(this.realowner.(weaponentity).hook == this) + this.realowner.(weaponentity).hook = NULL; + } + + if(this.realowner.move_movetype == MOVETYPE_FLY) + set_movetype(this.realowner, MOVETYPE_WALK); + delete(this); +} + void GrapplingHookReset(entity this) { - if(this.realowner.hook == this) - RemoveGrapplingHook(this.owner); - else // in any case: - remove(this); + RemoveHook(this); } void GrapplingHookThink(entity this); @@ -101,7 +118,7 @@ void GrapplingHook_Stop(entity this) this.nextthink = time; settouch(this, func_null); this.velocity = '0 0 0'; - this.movetype = MOVETYPE_NONE; + set_movetype(this, MOVETYPE_NONE); this.hook_length = -1; } @@ -116,6 +133,7 @@ bool GrapplingHookSend(entity this, entity to, int sf) if(sf & 1) { WriteByte(MSG_ENTITY, etof(this.realowner)); + WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld)); } if(sf & 2) { @@ -138,40 +156,41 @@ void GrapplingHookThink(entity this) { float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch; vector dir, org, end, v0, dv, v, myorg, vs; - if(self.realowner.hook != self) // how did that happen? + .entity weaponentity = this.weaponentity_fld; + if(this.realowner.(weaponentity).hook != this) // how did that happen? { error("Owner lost the hook!\n"); return; } - if(LostMovetypeFollow(self) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((self.aiment.flags & FL_PROJECTILE) && self.aiment.classname != "nade")) + if(LostMovetypeFollow(this) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade")) { - RemoveGrapplingHook(self.realowner); + RemoveHook(this); return; } - if(self.aiment) - WarpZone_RefSys_AddIncrementally(self, self.aiment); + if(this.aiment) + WarpZone_RefSys_AddIncrementally(this, this.aiment); - self.nextthink = time; + this.nextthink = time; - int s = W_GetGunAlignment(self.realowner); + int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1; vs = hook_shotorigin[s]; - makevectors(self.realowner.v_angle); - org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; - myorg = WarpZone_RefSys_TransformOrigin(self.realowner, self, org); + makevectors(this.realowner.v_angle); + org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; + myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org); - if(self.hook_length < 0) - self.hook_length = vlen(myorg - self.origin); + if(this.hook_length < 0) + this.hook_length = vlen(myorg - this.origin); int tarzan = autocvar_g_grappling_hook_tarzan; - entity pull_entity = self.realowner; + entity pull_entity = this.realowner; float velocity_multiplier = 1; - MUTATOR_CALLHOOK(GrappleHookThink, self, tarzan, pull_entity, velocity_multiplier); + MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier); tarzan = M_ARGV(1, int); pull_entity = M_ARGV(2, entity); velocity_multiplier = M_ARGV(3, float); - if(self.state == 1) + if(this.state == 1) { pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000; // speed the rope is pulled with @@ -196,18 +215,18 @@ void GrapplingHookThink(entity this) bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen); - dir = self.origin - myorg; + dir = this.origin - myorg; dist = vlen(dir); dir = normalize(dir); if(tarzan) { - v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, self, pull_entity.velocity); + v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity); // first pull the rope... - if(self.realowner.hook_state & HOOK_PULLING) + if(this.realowner.(weaponentity).hook_state & HOOK_PULLING) { - newlength = self.hook_length; + newlength = this.hook_length; newlength = max(newlength - pullspeed * frametime, minlength); if(newlength < dist - ropestretch) // overstretched? @@ -217,41 +236,41 @@ void GrapplingHookThink(entity this) v = v + frametime * dir * rubberforce_overstretch; } - self.hook_length = newlength; + this.hook_length = newlength; } - if(pull_entity.movetype == MOVETYPE_FLY) - pull_entity.movetype = MOVETYPE_WALK; + if(pull_entity.move_movetype == MOVETYPE_FLY) + set_movetype(pull_entity, MOVETYPE_WALK); - if(self.realowner.hook_state & HOOK_RELEASING) + if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING) { newlength = dist; - self.hook_length = newlength; + this.hook_length = newlength; } else { // then pull the player - spd = bound(0, (dist - self.hook_length) / ropestretch, 1); + spd = bound(0, (dist - this.hook_length) / ropestretch, 1); v = v * (1 - frametime * ropeairfriction); v = v + frametime * dir * spd * rubberforce; dv = ((v - v0) * dir) * dir; if(tarzan >= 2) { - if(self.aiment.movetype == MOVETYPE_WALK || self.aiment.classname == "nade") + if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade") { - entity aim_ent = ((IS_VEHICLE(self.aiment) && self.aiment.owner) ? self.aiment.owner : self.aiment); + entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment); v = v - dv * 0.5; - if((frozen_pulling && STAT(FROZEN, self.aiment)) || !frozen_pulling) + if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling) { - self.aiment.velocity = self.aiment.velocity - dv * 0.5; - UNSET_ONGROUND(self.aiment); - if(self.aiment.flags & FL_PROJECTILE) - UpdateCSQCProjectile(self.aiment); + this.aiment.velocity = this.aiment.velocity - dv * 0.5; + UNSET_ONGROUND(this.aiment); + if(this.aiment.flags & FL_PROJECTILE) + UpdateCSQCProjectile(this.aiment); } - if(self.aiment.classname == "nade") - self.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go? - aim_ent.pusher = self.realowner; + if(this.aiment.classname == "nade") + this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go? + aim_ent.pusher = this.realowner; aim_ent.pushltime = time + autocvar_g_maxpushtime; aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent); } @@ -260,18 +279,18 @@ void GrapplingHookThink(entity this) UNSET_ONGROUND(pull_entity); } - if(!frozen_pulling && !(self.aiment.flags & FL_PROJECTILE)) - pull_entity.velocity = WarpZone_RefSys_TransformVelocity(self, pull_entity, v * velocity_multiplier); + if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE)) + pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier); - if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, self.aiment)) + if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment)) { - RemoveGrapplingHook(self.realowner); + RemoveHook(this); return; } } else { - end = self.origin - dir*50; + end = this.origin - dir*50; dist = vlen(end - myorg); if(dist < 200) spd = dist * (pullspeed / 200); @@ -279,44 +298,44 @@ void GrapplingHookThink(entity this) spd = pullspeed; if(spd < 50) spd = 0; - self.realowner.velocity = dir*spd; - self.realowner.movetype = MOVETYPE_FLY; + this.realowner.velocity = dir*spd; + set_movetype(this.realowner, MOVETYPE_FLY); - UNSET_ONGROUND(self.realowner); + UNSET_ONGROUND(this.realowner); } } - makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0'); - myorg = WarpZone_RefSys_TransformOrigin(self, self.realowner, self.origin); // + v_forward * (-9); + makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0'); + myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9); - if(myorg != self.hook_start) + if(myorg != this.hook_start) { - self.SendFlags |= 2; - self.hook_start = myorg; + this.SendFlags |= 2; + this.hook_start = myorg; } - if(org != self.hook_end) + if(org != this.hook_end) { - self.SendFlags |= 4; - self.hook_end = org; + this.SendFlags |= 4; + this.hook_end = org; } } -void GrapplingHookTouch (entity this) +void GrapplingHookTouch(entity this, entity toucher) { - if(other.movetype == MOVETYPE_FOLLOW) + if(toucher.move_movetype == MOVETYPE_FOLLOW) return; - PROJECTILE_TOUCH(this); + PROJECTILE_TOUCH(this, toucher); GrapplingHook_Stop(this); - if(other) - if(other.movetype != MOVETYPE_NONE) + if(toucher) + if(toucher.move_movetype != MOVETYPE_NONE) { - SetMovetypeFollow(self, other); - WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment); + SetMovetypeFollow(this, toucher); + WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment); } - //self.realowner.disableclientprediction = true; + //this.realowner.disableclientprediction = true; } void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -337,46 +356,45 @@ void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float this.realowner.pushltime = time + autocvar_g_maxpushtime; this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner); } - RemoveGrapplingHook(this.realowner); + RemoveHook(this); } } -void FireGrapplingHook(entity actor) +void FireGrapplingHook(entity actor, .entity weaponentity) { - entity missile; - vector org; - vector vs; - if(forbidWeaponUse(actor)) return; if(actor.vehicle) return; makevectors(actor.v_angle); - int s = W_GetGunAlignment(actor); - vs = hook_shotorigin[s]; + int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1; + vector vs = hook_shotorigin[s]; // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM); - org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; + vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor); org = trace_endpos; Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1); - missile = WarpZone_RefSys_SpawnSameRefSys(actor); + entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.owner = missile.realowner = actor; - actor.hook = missile; + actor.(weaponentity).hook = missile; + missile.weaponentity_fld = weaponentity; missile.reset = GrapplingHookReset; missile.classname = "grapplinghook"; missile.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, missile); + IL_PUSH(g_bot_dodge, missile); - missile.movetype = ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY); + set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY)); PROJECTILE_MAKETRIGGER(missile); //setmodel (missile, MDL_HOOK); // precision set below setsize (missile, '-3 -3 -3', '3 3 3'); - setorigin (missile, org); + setorigin(missile, org); missile.state = 0; // not latched onto anything