]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hook.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
index d68fef13d2c19eea579ed36e171da798b7d3ed53..091e2f516dcb9b5e809bba8f535f05e10836acab 100644 (file)
@@ -1,12 +1,13 @@
+#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");
@@ -14,7 +15,7 @@ CLASS(Hook, Weapon)
 /* 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) \
@@ -143,10 +144,10 @@ void W_Hook_Touch2(entity this, entity toucher)
        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;
@@ -179,6 +180,8 @@ void W_Hook_Attack2(Weapon thiswep, entity 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);
 
@@ -188,67 +191,67 @@ void W_Hook_Attack2(Weapon thiswep, entity actor)
 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);
                     }
                 }
             }
@@ -256,49 +259,54 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity 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))
 {
@@ -367,7 +375,7 @@ void Draw_GrapplingHook(entity this)
 
        InterpolateOrigin_Do(this);
 
-       int s = W_GetGunAlignment(NULL);
+       int s = W_GunAlign(viewmodels[this.cnt], STAT(GUNALIGN)) - 1;
 
        switch(this.HookType)
        {
@@ -380,13 +388,16 @@ void Draw_GrapplingHook(entity this)
                        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:
@@ -507,10 +518,12 @@ NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
        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: