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1 /*============================================\r
2 \r
3       Wazat's Voretournament Grabber\r
4 \r
5         Contact: Wazat1@gmail.com\r
6 \r
7 \r
8 Installation instructions:\r
9 --------------------------\r
10 \r
11 1. Place grabber.c in your gamec source directory with the other source files.\r
12 \r
13 2. Add this line to the bottom of progs.src:\r
14 \r
15 gamec/grabber.c\r
16 \r
17 3. Open defs.h and add these lines to the very bottom:\r
18 \r
19 // Wazat's grabber\r
20 .entity         grabber;\r
21 voidGrabberFrame();\r
22 void RemoveGrabber(entity pl);\r
23 void SetGrabberBindings();\r
24 // grabber impulses\r
25 float GRABBER_FIRE              = 20;\r
26 float GRABBER_RELEASE           = 21;\r
27 // (note: you can change the grabber impulse #'s to whatever you please)\r
28 \r
29 4. Open client.c and add this to the top of PutClientInServer():\r
30 \r
31         RemoveGrabber(self); // Wazat's Grabber\r
32 \r
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:\r
34 \r
35         // Wazat's grabber\r
36         SetGrabberBindings();\r
37 \r
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:\r
39 \r
40         GrabberFrame();\r
41 \r
42 7. Build and test the mod.  You'll want to bind a key to "+grabber" like this:\r
43 bind ctrl "+grabber"\r
44 \r
45 And you should be done!\r
46 \r
47 \r
48 ============================================*/\r
49 \r
50 .string aiment_classname;\r
51 .float aiment_deadflag;\r
52 void SetMovetypeFollow(entity ent, entity e)\r
53 {\r
54         // FIXME this may not be warpzone aware\r
55         ent.movetype = MOVETYPE_FOLLOW; // make the hole follow\r
56         ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.\r
57         ent.aiment = e; // make the hole follow bmodel\r
58         ent.punchangle = e.angles; // the original angles of bmodel\r
59         ent.view_ofs = ent.origin - e.origin; // relative origin\r
60         ent.v_angle = ent.angles - e.angles; // relative angles\r
61         ent.aiment_classname = strzone(e.classname);\r
62         ent.aiment_deadflag = e.deadflag;\r
63 }\r
64 void UnsetMovetypeFollow(entity ent)\r
65 {\r
66         ent.movetype = MOVETYPE_FLY;\r
67         PROJECTILE_MAKETRIGGER(ent);\r
68         ent.aiment = world;\r
69 }\r
70 float LostMovetypeFollow(entity ent)\r
71 {\r
72 /*\r
73         if(ent.movetype != MOVETYPE_FOLLOW)\r
74                 if(ent.aiment)\r
75                         error("???");\r
76 */\r
77         if(ent.aiment)\r
78         {\r
79                 if(ent.aiment.classname != ent.aiment_classname)\r
80                         return 1;\r
81                 if(ent.aiment.deadflag != ent.aiment_deadflag)\r
82                         return 1;\r
83         }\r
84         return 0;\r
85 }\r
86 \r
87 .float grabber_length;\r
88 .float grabber_sendbeam;\r
89 \r
90 void RemoveGrabber(entity pl)\r
91 {\r
92         if(pl.grabber == world)\r
93                 return;\r
94         remove(pl.grabber);\r
95         pl.grabber = world;\r
96         if(pl.movetype == MOVETYPE_FLY)\r
97                 pl.movetype = MOVETYPE_WALK;\r
98 \r
99         //pl.disableclientprediction = FALSE;\r
100 }\r
101 \r
102 void GrabberThink();\r
103 void Grabber_Stop()\r
104 {\r
105         pointparticles(particleeffectnum("grabber_impact"), self.origin, '0 0 0', 1);\r
106         if(other.classname == "player")\r
107                 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact_player.wav", VOL_BASE, ATTN_NORM);\r
108         else\r
109         {\r
110                 sound (self, CHAN_PROJECTILE, "weapons/grabber_impact_world.wav", VOL_BASE, ATTN_NORM);\r
111                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
112                         pointparticles(particleeffectnum("ground_metal"), trace_endpos, '0 0 0', 1);\r
113                 else\r
114                         pointparticles(particleeffectnum("ground_dirt"), trace_endpos, '0 0 0', 1);\r
115         }\r
116 \r
117         self.state = 1;\r
118         self.think = GrabberThink;\r
119         self.nextthink = time;\r
120         self.touch = SUB_Null;\r
121         self.velocity = '0 0 0';\r
122         self.movetype = MOVETYPE_NONE;\r
123         self.grabber_length = -1;\r
124 }\r
125 \r
126 void GrabberThink()\r
127 {\r
128         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;\r
129         vector dir, org, end, v0, dv, v, myorg;\r
130         if(self.owner.health <= 0 || self.owner.grabber != self)        // how did that happen?\r
131         {                                                                                                               // well, better fix it anyway\r
132                 remove(self);\r
133                 return;\r
134         }\r
135         if(LostMovetypeFollow(self))\r
136         {\r
137                 RemoveGrabber(self.owner);\r
138                 return;\r
139         }\r
140         if(self.aiment)\r
141                 WarpZone_RefSys_AddIncrementally(self, self.aiment);\r
142 \r
143         // prevent the grabber from sticking to a player that has been swallowed\r
144         if(self.aiment.stat_eaten)\r
145         {\r
146                 // if the grabber is linked to a player that we swallowed, disconnect it (or the grabber will stick to us / the player inside us)\r
147                 // otherwise, link the grabber to the player who ate our linked player\r
148                 if(self.aiment.predator != self.owner)\r
149                         SetMovetypeFollow(self, self.aiment.predator);\r
150                 else\r
151                         RemoveGrabber(self.owner);\r
152         }\r
153 \r
154         self.nextthink = time;\r
155 \r
156         makevectors(self.owner.v_angle);\r
157         org = self.owner.origin + self.owner.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;\r
158         myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);\r
159 \r
160         if(self.grabber_length < 0)\r
161                 self.grabber_length = vlen(myorg - self.origin);\r
162 \r
163         if(self.state == 1)\r
164         {\r
165                 pullspeed = cvar("g_balance_grabber_speed_pull");//2000;\r
166                 // speed the rope is pulled with\r
167 \r
168                 rubberforce = cvar("g_balance_grabber_force_rubber");//2000;\r
169                 // force the rope will use if it is stretched\r
170 \r
171                 rubberforce_overstretch = cvar("g_balance_grabber_force_rubber_overstretch");//1000;\r
172                 // force the rope will use if it is stretched\r
173 \r
174                 minlength = cvar("g_balance_grabber_length_min");//100;\r
175                 // minimal rope length\r
176                 // if the rope goes below this length, it isn't pulled any more\r
177 \r
178                 ropestretch = cvar("g_balance_grabber_stretch");//400;\r
179                 // if the rope is stretched by more than this amount, more rope is\r
180                 // given to you again\r
181 \r
182                 ropeairfriction = cvar("g_balance_grabber_airfriction");//0.2\r
183                 // while hanging on the rope, this friction component will help you a\r
184                 // bit to control the rope\r
185 \r
186                 dir = self.origin - myorg;\r
187                 dist = vlen(dir);\r
188                 dir = normalize(dir);\r
189 \r
190                 if(cvar("g_grabber_tarzan"))\r
191                 {\r
192                         v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);\r
193 \r
194                         // first pull the rope...\r
195                         if(self.owner.grabber_state & GRABBER_PULLING)\r
196                         {\r
197                                 newlength = self.grabber_length;\r
198                                 newlength = max(newlength - pullspeed * frametime, minlength);\r
199 \r
200                                 if(newlength < dist - ropestretch) // overstretched?\r
201                                 {\r
202                                         newlength = dist - ropestretch;\r
203                                         if(v * dir < 0) // only if not already moving in grabber direction\r
204                                                 v = v + frametime * dir * rubberforce_overstretch;\r
205                                 }\r
206 \r
207                                 self.grabber_length = newlength;\r
208                         }\r
209 \r
210                         if(self.owner.grabber_state & GRABBER_RELEASING)\r
211                         {\r
212                                 newlength = dist;\r
213                                 self.grabber_length = newlength;\r
214                         }\r
215                         else\r
216                         {\r
217                                 // then pull the player\r
218                                 spd = bound(0, (dist - self.grabber_length) / ropestretch, 1);\r
219                                 v = v * (1 - frametime * ropeairfriction);\r
220                                 v = v + frametime * dir * spd * rubberforce;\r
221 \r
222                                 dv = ((v - v0) * dir) * dir;\r
223                                 if(cvar("g_grabber_tarzan") >= 2)\r
224                                 {\r
225                                         if(self.aiment.movetype == MOVETYPE_WALK)\r
226                                         {\r
227                                                 v = v - dv * 0.5;\r
228                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;\r
229                                                 self.aiment.flags &~= FL_ONGROUND;\r
230                                                 self.aiment.pusher = self.owner;\r
231                                                 self.aiment.pushltime = time + cvar("g_maxpushtime");\r
232                                         }\r
233                                 }\r
234 \r
235                                 self.owner.flags &~= FL_ONGROUND;\r
236                         }\r
237 \r
238                         self.owner.velocity = WarpZone_RefSys_TransformVelocity(self, self.owner, v);\r
239                 }\r
240                 else\r
241                 {\r
242                         end = self.origin - dir*50;\r
243                         dist = vlen(end - myorg);\r
244                         if(dist < 200)\r
245                                 spd = dist * (pullspeed / 200);\r
246                         else\r
247                                 spd = pullspeed;\r
248                         if(spd < 50)\r
249                                 spd = 0;\r
250                         self.owner.velocity = dir*spd;\r
251                         self.owner.movetype = MOVETYPE_FLY;\r
252 \r
253                         self.owner.flags &~= FL_ONGROUND;\r
254                 }\r
255         }\r
256 \r
257         if(self.grabber_sendbeam < time) // don't kill the bandwidth by sending this each frame\r
258         {\r
259                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');\r
260                 te_beam(self.owner, WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9), org);\r
261                 self.grabber_sendbeam = time + cvar("sys_ticrate");\r
262         }\r
263 }\r
264 \r
265 void GrabberTouch (void)\r
266 {\r
267         if(SUB_OwnerCheck())\r
268                 return;\r
269         if(SUB_NoImpactCheck())\r
270         {\r
271                 RemoveGrabber(self.owner);\r
272                 return;\r
273         }\r
274         PROJECTILE_TOUCH;\r
275 \r
276         Grabber_Stop();\r
277 \r
278         if(other)\r
279                 if(other.movetype != MOVETYPE_NONE)\r
280                 {\r
281                         if(other.classname == "player")\r
282                         {\r
283                                 if(other.BUTTON_CHAT)\r
284                                         self.owner.typehitsound += 1;\r
285                                 else\r
286                                         self.owner.hitsound += 1; // play this for team mates too, as we could be grabbing them to heal them\r
287                                 W_Grabber_UpdateStats(self.owner, FALSE, TRUE); // count this as a hit\r
288                         }\r
289 \r
290                         SetMovetypeFollow(self, other);\r
291                         WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);\r
292                 }\r
293 \r
294         //self.owner.disableclientprediction = TRUE;\r
295 }\r
296 \r
297 void Grabber_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
298 {\r
299         if(self.health > 0)\r
300         {\r
301                 self.health = self.health - damage;\r
302                 if (self.health <= 0)\r
303                 {\r
304                         if(attacker != self.owner)\r
305                         {\r
306                                 self.owner.pusher = attacker;\r
307                                 self.owner.pushltime = time + cvar("g_maxpushtime");\r
308                         }\r
309                         RemoveGrabber(self.owner);\r
310                 }\r
311         }\r
312 }\r
313 \r
314 void FireGrabber (void)\r
315 {\r
316         local entity missile;\r
317         local vector org;\r
318 \r
319         W_Grabber_UpdateStats(self, TRUE, FALSE);\r
320 \r
321         if((arena_roundbased && time < warmup) || (time < game_starttime))\r
322                 return;\r
323 \r
324         makevectors(self.v_angle);\r
325 \r
326         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds\r
327         sound (self, CHAN_WEAPON2, "weapons/grabber_fire.wav", VOL_BASE, ATTN_NORM);\r
328         org = self.origin + self.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;\r
329         pointparticles(particleeffectnum("grabber_muzzleflash"), org, '0 0 0', 1);\r
330 \r
331         missile = WarpZone_RefSys_SpawnSameRefSys(self);\r
332         missile.owner = self;\r
333         self.grabber = missile;\r
334         missile.classname = "grabber";\r
335 \r
336         missile.movetype = MOVETYPE_FLY;\r
337         PROJECTILE_MAKETRIGGER(missile);\r
338 \r
339         setmodel (missile, "models/grabber.md3"); // precision set below\r
340         setsize (missile, '-3 -3 -3', '3 3 3');\r
341         setorigin (missile, org);\r
342 \r
343         missile.state = 0; // not latched onto anything\r
344 \r
345         W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grabber_speed_fly"), 0, 0, 0);\r
346 \r
347         missile.angles = vectoangles (missile.velocity);\r
348         //missile.glow_color = 250; // 244, 250\r
349         //missile.glow_size = 120;\r
350         missile.touch =GrabberTouch;\r
351         missile.think =GrabberThink;\r
352         missile.nextthink = time + 0.1;\r
353 \r
354         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;\r
355 \r
356         missile.health = cvar("g_balance_grabber_health");//120\r
357         missile.event_damage =Grabber_Damage;\r
358         missile.takedamage = DAMAGE_AIM;\r
359         missile.damageforcescale = 0;\r
360 }\r
361 \r
362 void GrabberFrame()\r
363 {\r
364         if(timeoutStatus != 2 && self.weapon != WEP_GRABBER)\r
365         {\r
366                 self.grabber_state |= GRABBER_REMOVING;\r
367                 self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
368 \r
369                 self.grabber_state &~= GRABBER_RELEASING;\r
370                 self.grabber_state |= GRABBER_PULLING;\r
371         }\r
372 \r
373         if(self.weapon != WEP_GRABBER)\r
374         {\r
375                 self.grabber_state &~= GRABBER_FIRING;\r
376                 self.grabber_state |= GRABBER_REMOVING;\r
377         }\r
378 \r
379         if (self.grabber_state & GRABBER_FIRING)\r
380         {\r
381                 if (self.grabber)\r
382                         RemoveGrabber(self);\r
383                 FireGrabber();\r
384                 self.grabber_state &~= GRABBER_FIRING;\r
385         }\r
386         else if(self.grabber_state & GRABBER_REMOVING)\r
387         {\r
388                 if (self.grabber)\r
389                         RemoveGrabber(self);\r
390                 self.grabber_state &~= GRABBER_REMOVING;\r
391         }\r
392 \r
393         /*\r
394         // if I have no grabber or it's not pulling yet, make sure I'm not flying!\r
395         if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
396         {\r
397                 self.movetype = MOVETYPE_WALK;\r
398         }\r
399         if(self.impulse == GRABBER_FIRE && self.grabber_time <= time)\r
400         {\r
401                 // fire grabber\r
402                 FireGrabber();\r
403                 return;\r
404         }\r
405         else if(self.grabberimpulse == GRABBER_RELEASE)\r
406         {\r
407                 // remove grabber, reset movement type\r
408                 RemoveGrabber(self);\r
409                 return;\r
410         }\r
411         */\r
412         /*else // make sure the player's movetype is correct\r
413         {\r
414                 //if(self.grabber == world && self.movetype == MOVETYPE_FLY)\r
415                 if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
416                 {\r
417                         self.movetype = MOVETYPE_WALK;\r
418                 }\r
419         }*/\r
420         // note: The grabber entity does the actual pulling\r
421 }\r
422 \r
423 void GrabberInit()\r
424 {\r
425         grabber_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);\r
426 }\r
427 \r
428 void SetGrabberBindings()\r
429 {\r
430         // this function has been modified for Voretournament\r
431         // don't remove these lines! old server or demos coud overwrite the new aliases\r
432         stuffcmd(self, "alias +grabber +button6\n");\r
433         stuffcmd(self, "alias -grabber -button6\n");\r
434 }\r