#include "hook.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void RemoveGrapplingHooks(entity pl) { if(pl.move_movetype == MOVETYPE_FLY) set_movetype(pl, MOVETYPE_WALK); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(!pl.(weaponentity)) continue; // continue incase other slots exist? if(pl.(weaponentity).hook) delete(pl.(weaponentity).hook); pl.(weaponentity).hook = NULL; } //pl.disableclientprediction = false; } void RemoveHook(entity this) { entity player = this.realowner; .entity weaponentity = this.weaponentity_fld; if(player.(weaponentity).hook == this) player.(weaponentity).hook = NULL; if(player.move_movetype == MOVETYPE_FLY) set_movetype(player, MOVETYPE_WALK); delete(this); } void GrapplingHookReset(entity this) { RemoveHook(this); } void GrapplingHook_Stop(entity this) { Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1); sound(this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM); this.state = 1; setthink(this, GrapplingHookThink); this.nextthink = time; settouch(this, func_null); this.velocity = '0 0 0'; set_movetype(this, MOVETYPE_NONE); this.hook_length = -1; } .vector hook_start, hook_end; bool GrapplingHookSend(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, this.realowner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { WriteByte(MSG_ENTITY, etof(this.realowner)); WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld)); } if(sf & 2) { WriteVector(MSG_ENTITY, this.hook_start); } if(sf & 4) { WriteVector(MSG_ENTITY, this.hook_end); } return true; } int autocvar_g_grappling_hook_tarzan; void GrapplingHookThink(entity this) { float spd, dist; .entity weaponentity = this.weaponentity_fld; if(this.realowner.(weaponentity).hook != this) // how did that happen? { error("Owner lost the hook!\n"); return; } if((this.move_movetype == MOVETYPE_FOLLOW && LostMovetypeFollow(this)) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade")) { RemoveHook(this); return; } if(this.aiment) WarpZone_RefSys_AddIncrementally(this, this.aiment); this.nextthink = time; int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1; makevectors(this.realowner.v_angle); vector vs = hook_shotorigin[s]; vs = v_forward * vs.x + v_right * -vs.y + v_up * vs.z; vector org = this.realowner.origin + this.realowner.view_ofs + vs; vector myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org); if(this.hook_length < 0) this.hook_length = vlen(myorg - this.origin); int tarzan = autocvar_g_grappling_hook_tarzan; entity pull_entity = this.realowner; float velocity_multiplier = 1; MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier); tarzan = M_ARGV(1, int); pull_entity = M_ARGV(2, entity); velocity_multiplier = M_ARGV(3, float); if(this.state == 1) { float pullspeed = autocvar_g_balance_grapplehook_speed_pull; // speed the rope is pulled with float rubberforce = autocvar_g_balance_grapplehook_force_rubber; // force the rope will use if it is stretched float rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch; // force the rope will use if it is stretched float minlength = autocvar_g_balance_grapplehook_length_min; // minimal rope length // if the rope goes below this length, it isn't pulled any more float ropestretch = autocvar_g_balance_grapplehook_stretch; // if the rope is stretched by more than this amount, more rope is // given to you again float ropeairfriction = autocvar_g_balance_grapplehook_airfriction; // while hanging on the rope, this friction component will help you a // bit to control the rope bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen); vector dir = this.origin - myorg; dist = vlen(dir); dir = (dist ? dir / dist : '0 0 0'); // same as dir = normalize(dir); but cheaper if(tarzan) { vector v, v0; v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity); // first pull the rope... if(this.realowner.(weaponentity).hook_state & HOOK_PULLING) { float newlength = max(this.hook_length - pullspeed * frametime, minlength); if(newlength < dist - ropestretch) // overstretched? { newlength = dist - ropestretch; if(v * dir < 0) // only if not already moving in hook direction v = v + frametime * dir * rubberforce_overstretch; } this.hook_length = newlength; } if(pull_entity.move_movetype == MOVETYPE_FLY) set_movetype(pull_entity, MOVETYPE_WALK); if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING) { this.hook_length = dist; } else { // then pull the player spd = bound(0, (dist - this.hook_length) / ropestretch, 1); v = v * (1 - frametime * ropeairfriction); v = v + frametime * dir * spd * rubberforce; vector dv = ((v - v0) * dir) * dir; if(tarzan >= 2) { if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade") { entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment); v = v - dv * 0.5; if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling) { this.aiment.velocity = this.aiment.velocity - dv * 0.5; UNSET_ONGROUND(this.aiment); if(this.aiment.flags & FL_PROJECTILE) UpdateCSQCProjectile(this.aiment); } if(this.aiment.classname == "nade") this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go? aim_ent.pusher = this.realowner; aim_ent.pushltime = time + autocvar_g_maxpushtime; aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent); } } UNSET_ONGROUND(pull_entity); } if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE)) pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier); if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment)) { RemoveHook(this); return; } } else { vector end = this.origin - dir * 50; dist = vlen(end - myorg); if(dist < 200) spd = dist * (pullspeed / 200); else spd = pullspeed; if(spd < 50) spd = 0; this.realowner.velocity = dir * spd; set_movetype(this.realowner, MOVETYPE_FLY); UNSET_ONGROUND(this.realowner); } } makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0'); myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9); if(myorg != this.hook_start) { this.SendFlags |= 2; this.hook_start = myorg; } if(org != this.hook_end) { this.SendFlags |= 4; this.hook_end = org; } } void GrapplingHookTouch(entity this, entity toucher) { if(toucher.move_movetype == MOVETYPE_FOLLOW) return; PROJECTILE_TOUCH(this, toucher); GrapplingHook_Stop(this); if(toucher) //if(toucher.move_movetype != MOVETYPE_NONE) { SetMovetypeFollow(this, toucher); WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment); } //this.realowner.disableclientprediction = true; } void GrapplingHook_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_balance_projectiledamage says to halt TakeResource(this, RES_HEALTH, damage); if (GetResource(this, RES_HEALTH) <= 0) { if(attacker != this.realowner) { this.realowner.pusher = attacker; this.realowner.pushltime = time + autocvar_g_maxpushtime; this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner); } RemoveHook(this); } } void FireGrapplingHook(entity actor, .entity weaponentity) { if(weaponLocked(actor)) return; if(actor.vehicle) return; int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1; vector oldmovedir = actor.(weaponentity).movedir; actor.(weaponentity).movedir = hook_shotorigin[s]; W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id); W_MuzzleFlash(WEP_HOOK, actor, weaponentity, w_shotorg, '0 0 0'); actor.(weaponentity).movedir = oldmovedir; entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); missile.owner = missile.realowner = actor; actor.(weaponentity).hook = missile; missile.weaponentity_fld = weaponentity; missile.reset = GrapplingHookReset; missile.classname = "grapplinghook"; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY)); PROJECTILE_MAKETRIGGER(missile); //setmodel (missile, MDL_HOOK); // precision set below setsize (missile, '-3 -3 -3', '3 3 3'); setorigin(missile, w_shotorg); missile.state = 0; // not latched onto anything 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 //missile.glow_size = 120; settouch(missile, GrapplingHookTouch); setthink(missile, GrapplingHookThink); missile.nextthink = time; missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION; SetResourceExplicit(missile, RES_HEALTH, autocvar_g_balance_grapplehook_health); missile.event_damage = GrapplingHook_Damage; missile.takedamage = DAMAGE_AIM; missile.damageforcescale = 0; missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents); if(missile.damagedbycontents) IL_PUSH(g_damagedbycontents, missile); missile.hook_start = missile.hook_end = missile.origin; Net_LinkEntity(missile, false, 0, GrapplingHookSend); } // NOTE: using PRECACHE here to make sure it's called after everything else PRECACHE(GrappleHookInit) { if(g_grappling_hook) { hook_shotorigin[0] = '8 8 -12'; hook_shotorigin[1] = '8 8 -12'; hook_shotorigin[2] = '8 8 -12'; hook_shotorigin[3] = '8 8 -12'; } else { Weapon w = WEP_HOOK; w.wr_init(w); vector vecs = CL_Weapon_GetShotOrg(WEP_HOOK.m_id); hook_shotorigin[0] = shotorg_adjust(vecs, false, false, 1); hook_shotorigin[1] = shotorg_adjust(vecs, false, false, 2); hook_shotorigin[2] = shotorg_adjust(vecs, false, false, 3); hook_shotorigin[3] = shotorg_adjust(vecs, false, false, 4); } }