]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_hook.qc
Revert "Merge branch 'TimePath/bot_api' into 'master'\r"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
index 88c9783f522a8169cd3a1e689681fa4678ee65a6..ec66994280b9874c70af8ddd3cbcfc5e89e76671 100644 (file)
@@ -65,7 +65,6 @@ And you should be done!
 ============================================*/
 
 .float hook_length;
-.float hook_switchweapon;
 
 void RemoveGrapplingHook(entity pl)
 {
@@ -103,8 +102,8 @@ void GrapplingHook_Stop()
 }
 
 .vector hook_start, hook_end;
-float GrapplingHookSend(entity to, int sf)
-{SELFPARAM();
+bool GrapplingHookSend(entity this, entity to, int sf)
+{
        WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
        sf = sf & 0x7F;
        if(sound_allowed(MSG_BROADCAST, self.realowner))
@@ -129,6 +128,8 @@ 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;
@@ -403,119 +404,6 @@ 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();
-void GrapplingHookFrame()
-{SELFPARAM();
-       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.offhand != OFFHAND_HOOK)
-       {
-               self.hook_state &= ~HOOK_FIRING;
-               self.hook_state |= HOOK_REMOVING;
-       }
-       _GrapplingHookFrame();
-}
-
-void _GrapplingHookFrame()
-{
-       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)
@@ -527,7 +415,8 @@ void GrappleHookInit()
        }
        else
        {
-               WEP_ACTION(WEP_HOOK, 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);