#include "hook.qh" #ifdef SVQC void W_Hook_ExplodeThink(entity this) { float dt = time - this.teleport_time; float dmg_remaining_next = bound(0, 1 - dt / WEP_CVAR_SEC(WEP_HOOK, duration), 1) ** WEP_CVAR_SEC(WEP_HOOK, power); float f = this.dmg_last - dmg_remaining_next; this.dmg_last = dmg_remaining_next; RadiusDamage(this, this.realowner, f * this.dmg, f * this.dmg_edge, this.dmg_radius, this.realowner, NULL, f * this.dmg_force, this.projectiledeathtype, this.weaponentity_fld, NULL ); this.projectiledeathtype |= HITTYPE_SPAM; #if 0 RadiusDamage(this, NULL, f * this.dmg, f * this.dmg_edge, this.dmg_radius, NULL, NULL, f * this.dmg_force, this.projectiledeathtype, NULL ); #endif if (dt < WEP_CVAR_SEC(WEP_HOOK, duration)) this.nextthink = time + 0.05; // soon else delete(this); } void W_Hook_Explode2(entity this) { this.event_damage = func_null; settouch(this, func_null); this.effects |= EF_NODRAW; setthink(this, W_Hook_ExplodeThink); this.nextthink = time; this.dmg = WEP_CVAR_SEC(WEP_HOOK, damage); this.dmg_edge = WEP_CVAR_SEC(WEP_HOOK, edgedamage); this.dmg_radius = WEP_CVAR_SEC(WEP_HOOK, radius); this.dmg_force = WEP_CVAR_SEC(WEP_HOOK, force); this.teleport_time = time; this.dmg_last = 1; set_movetype(this, MOVETYPE_NONE); } void W_Hook_Explode2_use(entity this, entity actor, entity trigger) { W_Hook_Explode2(this); } void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (GetResource(this, RES_HEALTH) <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH)); if (GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2); } void W_Hook_Touch2(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); this.use(this, NULL, NULL); } void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_HOOK, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(WEP_HOOK, damage), WEP_HOOK.m_id | HITTYPE_SECONDARY); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; gren.bot_dodge = true; gren.bot_dodgerating = WEP_CVAR_SEC(WEP_HOOK, damage); set_movetype(gren, MOVETYPE_TOSS); PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY; gren.weaponentity_fld = weaponentity; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_SEC(WEP_HOOK, lifetime); setthink(gren, adaptor_think2use_hittype_splash); gren.use = W_Hook_Explode2_use; settouch(gren, W_Hook_Touch2); gren.takedamage = DAMAGE_YES; SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_SEC(WEP_HOOK, health)); gren.damageforcescale = WEP_CVAR_SEC(WEP_HOOK, damageforcescale); gren.event_damage = W_Hook_Damage; gren.damagedbycontents = true; IL_PUSH(g_damagedbycontents, gren); gren.missile_flags = MIF_SPLASH | MIF_ARC; gren.velocity = '0 0 1' * WEP_CVAR_SEC(WEP_HOOK, speed); if (autocvar_g_projectiles_newton_style) gren.velocity += actor.velocity; gren.gravity = WEP_CVAR_SEC(WEP_HOOK, gravity); //W_SetupProjVelocity_Basic(gren); // just falling down! 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); MUTATOR_CALLHOOK(EditProjectile, actor, gren); } METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if (fire & 1) { if (!actor.(weaponentity).hook && !(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE) && actor.(weaponentity).hook_refire < time && weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) { W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(WEP_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(WEP_HOOK, animtime), w_ready); } } else { 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(WEP_HOOK, refire))) { W_Hook_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_HOOK, animtime), w_ready); } if (actor.(weaponentity).hook) { // if hooked, no bombs, and increase the timer actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(WEP_HOOK, refire) * W_WeaponRateFactor(actor)); // hook also inhibits health regeneration, but only for 1 second if (!(actor.items & IT_UNLIMITED_AMMO)) actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); } if (actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1) { float hooked_time_max = WEP_CVAR_PRI(WEP_HOOK, hooked_time_max); if (hooked_time_max > 0 && time > actor.(weaponentity).hook_time_hooked + hooked_time_max) actor.(weaponentity).hook_state |= HOOK_REMOVING; float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(WEP_HOOK, hooked_ammo); if (hooked_fuel > 0 && time > actor.(weaponentity).hook_time_fueldecrease && !(actor.items & IT_UNLIMITED_AMMO)) { if (GetResource(actor, RES_FUEL) >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel) { W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity); actor.(weaponentity).hook_time_fueldecrease = time; // decrease next frame again } else { SetResource(actor, RES_FUEL, 0); actor.(weaponentity).hook_state |= HOOK_REMOVING; if (actor.(weaponentity).m_weapon != WEP_Null) // offhand W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); } } } else { actor.(weaponentity).hook_time_hooked = time; actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(WEP_HOOK, hooked_time_free); } actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); if (actor.(weaponentity).hook_state & HOOK_FIRING) { 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.(weaponentity).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, .entity weaponentity)) { actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE; } METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity)) { if (!thiswep.ammo_factor) return true; if (actor.(weaponentity).hook) return GetResource(actor, RES_FUEL) > 0; return GetResource(actor, RES_FUEL) >= WEP_CVAR_PRI(WEP_HOOK, ammo); } METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity)) { // infinite ammo for now return true; // actor.ammo_cells >= WEP_CVAR_SEC(WEP_HOOK, ammo); // WEAPONTODO: see above } METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor)) { 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)) { return WEAPON_HOOK_MURDER; } #endif // SVQC #ifdef CSQC METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor)) { // the hook bomb uses a negative w_backoff factor because it explodes slightly below the floor, unlike other projectiles vector org2 = w_org + w_backoff * -2; pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); if (!w_issilent) sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); } #include #include float autocvar_cl_grapplehook_alpha = 1; void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg); entityclass(Hook); classfield(Hook) .vector origin; classfield(Hook) .vector velocity; classfield(Hook) .float HookSilent; classfield(Hook) .float HookRange; string Draw_GrapplingHook_trace_callback_tex; float Draw_GrapplingHook_trace_callback_rnd; vector Draw_GrapplingHook_trace_callback_rgb; float Draw_GrapplingHook_trace_callback_a; void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end) { vector vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); for (int i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i) Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg); Draw_GrapplingHook_trace_callback_rnd += (0.25 / 8) * vlen(hit - start); } classfield(Hook) .float teleport_time; void Draw_GrapplingHook(entity this) { vector a, b; string tex; vector rgb; if (this.teleport_time && time > this.teleport_time) { sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard this.teleport_time = 0; } InterpolateOrigin_Do(this); int s = W_GunAlign(viewmodels[this.cnt], STAT(GUNALIGN)) - 1; vector vs = hook_shotorigin[s]; if (this.owner.sv_entnum == player_localentnum - 1) { if (autocvar_chase_active) a = csqcplayer.origin + csqcplayer.view_ofs; else a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; b = this.origin; } else { a = this.velocity; b = this.origin; } int t = entcs_GetTeamColor(this.owner.sv_entnum); float intensity = autocvar_cl_grapplehook_alpha; float offset = 0; switch (t) { case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break; case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break; case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break; case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break; default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break; } MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t); tex = M_ARGV(1, string); rgb = M_ARGV(2, vector); Draw_GrapplingHook_trace_callback_tex = tex; Draw_GrapplingHook_trace_callback_rnd = offset; Draw_GrapplingHook_trace_callback_rgb = rgb; Draw_GrapplingHook_trace_callback_a = intensity; WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, MOVE_NOTHING, NULL, NULL, Draw_GrapplingHook_trace_callback); Draw_GrapplingHook_trace_callback_tex = string_null; vector atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a); if (vdist(trace_endpos - atrans, >, 0.5)) { setorigin(this, trace_endpos); // hook endpoint! this.angles = vectoangles(trace_endpos - atrans); this.drawmask = MASK_NORMAL; } else this.drawmask = 0; } void Remove_GrapplingHook(entity this) { sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { entity wep = viewmodels[slot]; if (wep.hook == this) wep.hook = NULL; } } NET_HANDLE(ENT_CLIENT_HOOK, bool isNew) { int sf = ReadByte(); this.HookSilent = sf & 0x80; this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; InterpolateOrigin_Undo(this); if (sf & 1) { this.sv_entnum = ReadByte(); int slot = ReadByte(); this.owner = playerslots[this.sv_entnum - 1]; if (this.sv_entnum == player_localentnum) viewmodels[slot].hook = this; this.cnt = slot; this.HookRange = 0; } if (sf & 2) { this.origin = ReadVector(); setorigin(this, this.origin); } if (sf & 4) this.velocity = ReadVector(); InterpolateOrigin_Note(this); if (isNew || !this.teleport_time) { this.draw = Draw_GrapplingHook; IL_PUSH(g_drawables, this); this.entremove = Remove_GrapplingHook; setmodel(this, MDL_HOOK); this.drawmask = MASK_NORMAL; } this.teleport_time = time + 10; return true; } // TODO: hook: temporarily transform this.origin for drawing the model along warpzones! #endif // CSQC #ifdef MENUQC #include #include METHOD(Hook, describe, string(Hook this)) { TC(Hook, this); PAGE_TEXT_INIT(); PAR(_("The %s is a unique weapon, firing a chain forwards which pulls you in once it latches onto something."), COLORED_NAME(this)); PAR(_("The secondary fire usually drops a gravity bomb that affects enemies, also releasing light and smoke sort of like a flashbang.")); PAR(_("It usually requires %s ammo to work, consuming it both when initially firing the hook, and after a couple seconds as it reels you in."), COLORED_NAME(ITEM_Fuel)); PAR(_("The %s allows reaching previously unreachable places on maps and zooming around the map at high speeds, " "making both surprise ambushes and miraculous escapes possible."), COLORED_NAME(this)); PAR(_("It isn't available very often on maps, unless the %s mutator is active, in which all players have it on their offhand, used with %s."), COLORED_NAME(MUTATOR_hook), strcat("^3", _("hook"), "^7")); PAR(W_Guide_Keybinds(this)); PAR(W_Guide_DPS_onlySecondary(this.netname, "secondary")); return PAGE_TEXT; } #endif // MENUQC