#pragma once CLASS(Hook, Weapon) /* spawnfunc */ ATTRIB(Hook, m_canonical_spawnfunc, string, "weapon_hook"); /* ammotype */ ATTRIB(Hook, ammo_type, Resource, RES_FUEL); /* impulse */ ATTRIB(Hook, impulse, int, 0); /* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM); /* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); /* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); #ifdef GAMEQC /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); /* flash mdl */ ATTRIB(Hook, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Hook, m_muzzleeffect, entity, EFFECT_HOOK_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5); /* 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); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, damageforcescale, float, SEC) \ P(class, prefix, damage, float, SEC) \ P(class, prefix, duration, float, SEC) \ P(class, prefix, edgedamage, float, SEC) \ P(class, prefix, force, float, SEC) \ P(class, prefix, gravity, float, SEC) \ P(class, prefix, health, float, SEC) \ P(class, prefix, hooked_ammo, float, PRI) \ P(class, prefix, hooked_time_free, float, PRI) \ P(class, prefix, hooked_time_max, float, PRI) \ P(class, prefix, lifetime, float, SEC) \ P(class, prefix, power, float, SEC) \ P(class, prefix, radius, float, SEC) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, speed, float, SEC) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Hook, hook) #undef X ENDCLASS(Hook) REGISTER_WEAPON(HOOK, hook, NEW(Hook)); SPAWNFUNC_WEAPON(weapon_hook, WEP_HOOK) CLASS(OffhandHook, OffhandWeapon) #ifdef SVQC METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed)) { Weapon wep = WEP_HOOK; .entity weaponentity = weaponentities[1]; wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0); } #endif ENDCLASS(OffhandHook) OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); } #ifdef SVQC .float dmg; .float dmg_edge; .float dmg_radius; .float dmg_force; .float dmg_power; .float dmg_duration; .float dmg_last; .float hook_refire; .float hook_time_hooked; .float hook_time_fueldecrease; #endif