]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Merge branch 'master' into Mario/stats_eloranking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index 2081b688dcb0f3d964bf3f1f374a80b2b993579d..b2b91bc02baf71cea1adf089e8236eea2a397667 100644 (file)
@@ -1,5 +1,8 @@
 #include "g_hook.qh"
 
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
 #include "weapons/common.qh"
 #include "weapons/csqcprojectile.qh"
 #include "weapons/weaponsystem.qh"
@@ -18,8 +21,6 @@
 #include "../lib/warpzone/common.qh"
 #include "../lib/warpzone/server.qh"
 
-.int state;
-
 /*============================================
 
       Wazat's Xonotic Grappling Hook
@@ -69,8 +70,6 @@ And you should be done!
 
 ============================================*/
 
-.float hook_length;
-
 void RemoveGrapplingHooks(entity pl)
 {
        if(pl.move_movetype == MOVETYPE_FLY)
@@ -107,7 +106,6 @@ void GrapplingHookReset(entity this)
        RemoveHook(this);
 }
 
-void GrapplingHookThink(entity this);
 void GrapplingHook_Stop(entity this)
 {
        Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
@@ -137,15 +135,11 @@ bool GrapplingHookSend(entity this, entity to, int sf)
        }
        if(sf & 2)
        {
-               WriteCoord(MSG_ENTITY, this.hook_start.x);
-               WriteCoord(MSG_ENTITY, this.hook_start.y);
-               WriteCoord(MSG_ENTITY, this.hook_start.z);
+               WriteVector(MSG_ENTITY, this.hook_start);
        }
        if(sf & 4)
        {
-               WriteCoord(MSG_ENTITY, this.hook_end.x);
-               WriteCoord(MSG_ENTITY, this.hook_end.y);
-               WriteCoord(MSG_ENTITY, this.hook_end.z);
+               WriteVector(MSG_ENTITY, this.hook_end);
        }
        return true;
 }
@@ -329,7 +323,7 @@ void GrapplingHookTouch(entity this, entity toucher)
        GrapplingHook_Stop(this);
 
        if(toucher)
-               if(toucher.move_movetype != MOVETYPE_NONE)
+               //if(toucher.move_movetype != MOVETYPE_NONE)
                {
                        SetMovetypeFollow(this, toucher);
                        WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
@@ -338,17 +332,17 @@ void GrapplingHookTouch(entity this, entity toucher)
        //this.realowner.disableclientprediction = true;
 }
 
-void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_balance_projectiledamage says to halt
 
-       this.health = this.health - damage;
+       TakeResource(this, RES_HEALTH, damage);
 
-       if (this.health <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
        {
                if(attacker != this.realowner)
                {
@@ -362,22 +356,12 @@ void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float
 
 void FireGrapplingHook(entity actor, .entity weaponentity)
 {
-       if(forbidWeaponUse(actor)) return;
+       if(weaponLocked(actor)) return;
        if(actor.vehicle) return;
 
-       makevectors(actor.v_angle);
-
-       int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
-       vector vs = hook_shotorigin[s];
-
-       // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
-       sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
-       vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
-
-       tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
-       org = trace_endpos;
-
-       Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
+       // TODO: offhand hook shoots from eye
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
+       Send_Effect(EFFECT_HOOK_MUZZLEFLASH, w_shotorg, '0 0 0', 1);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.owner = missile.realowner = actor;
@@ -394,11 +378,11 @@ void FireGrapplingHook(entity actor, .entity weaponentity)
 
        //setmodel (missile, MDL_HOOK); // precision set below
        setsize (missile, '-3 -3 -3', '3 3 3');
-       setorigin(missile, org);
+       setorigin(missile, w_shotorg);
 
        missile.state = 0; // not latched onto anything
 
-       W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
+       W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
 
        missile.angles = vectoangles (missile.velocity);
        //missile.glow_color = 250; // 244, 250
@@ -409,7 +393,7 @@ void FireGrapplingHook(entity actor, .entity weaponentity)
 
        missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
 
-       missile.health = autocvar_g_balance_grapplehook_health;//120
+       SetResourceExplicit(missile, RES_HEALTH, autocvar_g_balance_grapplehook_health);
        missile.event_damage = GrapplingHook_Damage;
        missile.takedamage = DAMAGE_AIM;
        missile.damageforcescale = 0;