]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Impulses: migration pathway
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index d63a2ade0d8453e809204465d9f9acdd35c3369d..360078d2a31124fde23eb212159440944d802649 100644 (file)
@@ -1,7 +1,7 @@
 #include "g_hook.qh"
-#include "_all.qh"
 
 #include "weapons/common.qh"
+#include "weapons/csqcprojectile.qh"
 #include "weapons/weaponsystem.qh"
 #include "weapons/selection.qh"
 #include "weapons/tracing.qh"
 #include "../common/constants.qh"
 #include "../common/util.qh"
 #include "../common/weapons/all.qh"
-#include "../warpzonelib/common.qh"
-#include "../warpzonelib/server.qh"
+#include "../lib/warpzone/common.qh"
+#include "../lib/warpzone/server.qh"
+
+.int state;
 
 /*============================================
 
@@ -65,7 +67,6 @@ And you should be done!
 ============================================*/
 
 .float hook_length;
-.float hook_switchweapon;
 
 void RemoveGrapplingHook(entity pl)
 {
@@ -79,19 +80,19 @@ void RemoveGrapplingHook(entity pl)
        //pl.disableclientprediction = false;
 }
 
-void GrapplingHookReset(void)
+void GrapplingHookReset(entity this)
 {
-       if(self.realowner.hook == self)
-               RemoveGrapplingHook(self.owner);
+       if(this.realowner.hook == this)
+               RemoveGrapplingHook(this.owner);
        else // in any case:
-               remove(self);
+               remove(this);
 }
 
 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;
@@ -103,9 +104,9 @@ void GrapplingHook_Stop()
 }
 
 .vector hook_start, hook_end;
-float GrapplingHookSend(entity to, int sf)
+bool GrapplingHookSend(entity this, entity to, int sf)
 {
-       WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
        sf = sf & 0x7F;
        if(sound_allowed(MSG_BROADCAST, self.realowner))
                sf |= 0x80;
@@ -129,8 +130,10 @@ 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;
        vector dir, org, end, v0, dv, v, myorg, vs;
        if(self.realowner.hook != self) // how did that happen?
@@ -148,10 +151,7 @@ void GrapplingHookThink()
 
        self.nextthink = time;
 
-       int s = self.realowner.cvar_cl_gunalign;
-       if(s != 1 && s != 2 && s != 4)
-               s = 3; // default value
-       --s;
+       int s = W_GetGunAlignment(self.realowner);
        vs = hook_shotorigin[s];
 
        makevectors(self.realowner.v_angle);
@@ -299,8 +299,8 @@ void GrapplingHookThink()
        }
 }
 
-void GrapplingHookTouch (void)
-{
+void GrapplingHookTouch ()
+{SELFPARAM();
        if(other.movetype == MOVETYPE_FOLLOW)
                return;
        PROJECTILE_TOUCH;
@@ -318,7 +318,7 @@ void GrapplingHookTouch (void)
 }
 
 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        if(self.health <= 0)
                return;
 
@@ -339,8 +339,8 @@ void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int
        }
 }
 
-void FireGrapplingHook (void)
-{
+void FireGrapplingHook ()
+{SELFPARAM();
        entity missile;
        vector org;
        vector vs;
@@ -350,14 +350,11 @@ void FireGrapplingHook (void)
 
        makevectors(self.v_angle);
 
-       int s = self.cvar_cl_gunalign;
-       if(s != 1 && s != 2 && s != 4)
-               s = 3; // default value
-       --s;
+       int s = W_GetGunAlignment(self);
        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);
@@ -375,7 +372,7 @@ void FireGrapplingHook (void)
        missile.movetype = ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY);
        PROJECTILE_MAKETRIGGER(missile);
 
-       //setmodel (missile, "models/hook.md3"); // precision set below
+       //setmodel (missile, MDL_HOOK); // precision set below
        setsize (missile, '-3 -3 -3', '3 3 3');
        setorigin (missile, org);
 
@@ -403,114 +400,6 @@ 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()
-{
-       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 +411,8 @@ 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);
@@ -531,7 +421,7 @@ void GrappleHookInit()
 }
 
 void SetGrappleHookBindings()
-{
+{SELFPARAM();
        // this function has been modified for Xonotic
        // don't remove these lines! old server or demos coud overwrite the new aliases
        stuffcmd(self, "alias +hook +button6\n");