X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_hook.qc;h=360078d2a31124fde23eb212159440944d802649;hp=543432e4053f90037efa9ec6dcd035fc836b32ad;hb=64b8409b2d6fb93dc51ba24a82d219c8cd56a907;hpb=1c758278958da8f2baf1f39cd0f298d5bda097a2 diff --git a/qcsrc/server/g_hook.qc b/qcsrc/server/g_hook.qc index 543432e40..360078d2a 100644 --- a/qcsrc/server/g_hook.qc +++ b/qcsrc/server/g_hook.qc @@ -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" @@ -12,8 +12,10 @@ #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) -{SELFPARAM(); - if(self.realowner.hook == self) - RemoveGrapplingHook(self.owner); +void GrapplingHookReset(entity this) +{ + 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) -{SELFPARAM(); - WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK); +bool GrapplingHookSend(entity this, entity to, int sf) +{ + WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, self.realowner)) sf |= 0x80; @@ -129,6 +130,8 @@ 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; @@ -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); @@ -299,7 +299,7 @@ void GrapplingHookThink() } } -void GrapplingHookTouch (void) +void GrapplingHookTouch () {SELFPARAM(); if(other.movetype == MOVETYPE_FOLLOW) return; @@ -339,7 +339,7 @@ void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int } } -void FireGrapplingHook (void) +void FireGrapplingHook () {SELFPARAM(); entity missile; vector org; @@ -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() -{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.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);