X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_hook.qc;h=ec66994280b9874c70af8ddd3cbcfc5e89e76671;hb=a97b89297fa91ae42b9d56c262662eb34ede3e45;hp=6a95a61fe0afe8dc89637c887a253ef729b1647c;hpb=a4594d94df1eb60aca616cccd45df07e561ffa01;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index 6a95a61fe..ec6699428 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -65,7 +65,6 @@ And you should be done! ============================================*/ .float hook_length; -.float hook_switchweapon; void RemoveGrapplingHook(entity pl) { @@ -91,7 +90,7 @@ void GrapplingHookThink(); void GrapplingHook_Stop() {SELFPARAM(); Send_Effect(EFFECT_HOOK_IMPACT, self.origin, '0 0 0', 1); - sound (self, CH_SHOTS, W_Sound("hook_impact"), VOL_BASE, ATTEN_NORM); + sound (self, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM); self.state = 1; self.think = GrapplingHookThink; @@ -103,8 +102,8 @@ void GrapplingHook_Stop() } .vector hook_start, hook_end; -float GrapplingHookSend(entity to, int sf) -{SELFPARAM(); +bool GrapplingHookSend(entity this, entity to, int sf) +{ WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, self.realowner)) @@ -129,6 +128,8 @@ float GrapplingHookSend(entity to, int sf) return true; } +int autocvar_g_grappling_hook_tarzan; + void GrapplingHookThink() {SELFPARAM(); float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch; @@ -357,7 +358,7 @@ void FireGrapplingHook (void) vs = hook_shotorigin[s]; // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds - sound (self, CH_WEAPON_B, W_Sound("hook_fire"), VOL_BASE, ATTEN_NORM); + sound (self, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM); org = self.origin + self.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z; tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self); @@ -403,114 +404,6 @@ void FireGrapplingHook (void) Net_LinkEntity(missile, false, 0, GrapplingHookSend); } -// void GrapplingHookFrame() -// { -// // this function has been modified for Xonotic -// - if (self.BUTTON_HOOK && g_grappling_hook) -// { -// - if (!self.hook && self.hook_time <= time && !self.button6_pressed_before) -// - if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout) -// - FireGrapplingHook(); -// } -// - else -// { -// if (self.hook) -// RemoveGrapplingHook(self); -// } -// - self.button6_pressed_before = self.BUTTON_HOOK; -// /* -// // if I have no hook or it's not pulling yet, make sure I'm not flying! -// if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY) - -void GrapplingHookFrame() -{SELFPARAM(); - if(g_grappling_hook && timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK.m_id && !self.vehicle) - { - // offhand hook controls - if(self.BUTTON_HOOK) - { - if (!(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE)) && (time > self.hook_refire)) - { - self.hook_state |= HOOK_FIRING; - self.hook_state |= HOOK_WAITING_FOR_RELEASE; - } - } - else - { - self.hook_state |= HOOK_REMOVING; - self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } - - self.hook_state &= ~HOOK_RELEASING; - if(self.BUTTON_CROUCH && autocvar_g_balance_grapplehook_crouchslide) - { - self.hook_state &= ~HOOK_PULLING; - //self.hook_state |= HOOK_RELEASING; - } - else - { - self.hook_state |= HOOK_PULLING; - //self.hook_state &= ~HOOK_RELEASING; - } - } - else if(!g_grappling_hook && self.switchweapon != WEP_HOOK.m_id && !self.vehicle) - { - if(self.BUTTON_HOOK && !self.hook_switchweapon) - W_SwitchWeapon(WEP_HOOK.m_id); - } - self.hook_switchweapon = self.BUTTON_HOOK; - - if(!g_grappling_hook && self.weapon != WEP_HOOK.m_id) - { - self.hook_state &= ~HOOK_FIRING; - self.hook_state |= HOOK_REMOVING; - } - - if (self.hook_state & HOOK_FIRING) - { - if (self.hook) - RemoveGrapplingHook(self); - FireGrapplingHook(); - self.hook_state &= ~HOOK_FIRING; - self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); - } - else if(self.hook_state & HOOK_REMOVING) - { - if (self.hook) - RemoveGrapplingHook(self); - self.hook_state &= ~HOOK_REMOVING; - } - - /* - // if I have no hook or it's not pulling yet, make sure I'm not flying! - if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY) - { - self.movetype = MOVETYPE_WALK; - } - if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook) - { - // fire hook - FireGrapplingHook(); - return; - } - else if(self.hookimpulse == GRAPHOOK_RELEASE) - { - // remove hook, reset movement type - RemoveGrapplingHook(self); - return; - } - */ - /*else // make sure the player's movetype is correct - { - //if(self.hook == world && self.movetype == MOVETYPE_FLY) - if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY) - { - self.movetype = MOVETYPE_WALK; - } - }*/ - // note: The hook entity does the actual pulling -} - void GrappleHookInit() { if(g_grappling_hook) @@ -522,7 +415,8 @@ void GrappleHookInit() } else { - WEP_ACTION(WEP_HOOK.m_id, WR_INIT); + Weapon w = WEP_HOOK; + w.wr_init(w); hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1); hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2); hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);