1 /*============================================
3 Wazat's Nexuiz Grappling Hook
5 Contact: Wazat1@gmail.com
8 Installation instructions:
9 --------------------------
11 1. Place hook.c in your gamec source directory with the other source files.
13 2. Add this line to the bottom of progs.src:
17 3. Open defs.h and add these lines to the very bottom:
19 // Wazat's grappling hook
21 void GrapplingHookFrame();
22 void RemoveGrapplingHook(entity pl);
23 void SetGrappleHookBindings();
25 float GRAPHOOK_FIRE = 20;
26 float GRAPHOOK_RELEASE = 21;
27 // (note: you can change the hook impulse #'s to whatever you please)
29 4. Open client.c and add this to the top of PutClientInServer():
31 RemoveGrapplingHook(self); // Wazat's Grappling Hook
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
35 // Wazat's grappling hook
36 SetGrappleHookBindings();
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
42 7. Build and test the mod. You'll want to bind a key to "+hook" like this:
45 And you should be done!
48 ============================================*/
50 .string aiment_classname;
51 .float aiment_deadflag;
52 void SetMovetypeFollow(entity ent, entity e)
54 ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
55 ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
56 ent.aiment = e; // make the hole follow bmodel
57 ent.punchangle = e.angles; // the original angles of bmodel
58 ent.view_ofs = ent.origin - e.origin; // relative origin
59 ent.v_angle = ent.angles - e.angles; // relative angles
60 ent.aiment_classname = strzone(e.classname);
61 ent.aiment_deadflag = e.deadflag;
63 void UnsetMovetypeFollow(entity ent)
65 ent.movetype = MOVETYPE_FLY;
66 ent.solid = SOLID_BBOX;
69 float LostMovetypeFollow(entity ent)
72 if(ent.movetype != MOVETYPE_FOLLOW)
78 if(ent.aiment.classname != ent.aiment_classname)
80 if(ent.aiment.deadflag != ent.aiment_deadflag)
87 .float hook_switchweapon;
89 void RemoveGrapplingHook(entity pl)
95 if(pl.movetype == MOVETYPE_FLY)
96 pl.movetype = MOVETYPE_WALK;
98 //pl.disableclientprediction = FALSE;
101 void GrapplingHookThink();
102 void GrapplingHook_Stop()
104 pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
105 sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
108 self.think = GrapplingHookThink;
109 self.nextthink = time;
110 self.touch = SUB_Null;
111 self.velocity = '0 0 0';
112 self.movetype = MOVETYPE_NONE;
113 self.hook_length = -1;
116 void GrapplingHookThink()
118 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
119 vector dir, org, end, v0, dv;
120 if(self.owner.health <= 0 || self.owner.hook != self) // how did that happen?
121 { // well, better fix it anyway
125 if(LostMovetypeFollow(self))
127 RemoveGrapplingHook(self.owner);
131 self.nextthink = time;
133 makevectors(self.owner.v_angle);
134 org = self.owner.origin + self.owner.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
137 tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
138 // do not hit players with this, as they tend to get in the way just too often
139 // NOTE: this assumes sky brushes cannot get in the way
140 // if they can, assume the map is broken! :P
141 if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
145 GrapplingHook_Stop();
147 // 1. detach the hook
149 UnsetMovetypeFollow(self);
152 self.origin = trace_endpos;
154 // 3. reattach the hook
156 if(trace_ent.movetype != MOVETYPE_NONE)
157 SetMovetypeFollow(self, trace_ent);
161 if(self.hook_length < 0)
162 self.hook_length = vlen(org - self.origin);
166 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
167 // speed the rope is pulled with
169 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
170 // force the rope will use if it is stretched
172 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
173 // force the rope will use if it is stretched
175 minlength = cvar("g_balance_grapplehook_length_min");//100;
176 // minimal rope length
177 // if the rope goes below this length, it isn't pulled any more
179 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
180 // if the rope is stretched by more than this amount, more rope is
181 // given to you again
183 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
184 // while hanging on the rope, this friction component will help you a
185 // bit to control the rope
187 dir = self.origin - org;
189 dir = normalize(dir);
191 if(cvar("g_grappling_hook_tarzan"))
193 v0 = self.owner.velocity;
195 // first pull the rope...
196 if(self.owner.hook_state & HOOK_PULLING)
198 newlength = self.hook_length;
199 newlength = max(newlength - pullspeed * frametime, minlength);
201 if(newlength < dist - ropestretch) // overstretched?
203 newlength = dist - ropestretch;
204 if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
205 self.owner.velocity = self.owner.velocity + frametime * dir * rubberforce_overstretch;
208 self.hook_length = newlength;
211 if(self.owner.hook_state & HOOK_RELEASING)
214 self.hook_length = newlength;
218 // then pull the player
219 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
220 self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
221 self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
223 dv = ((self.owner.velocity - v0) * dir) * dir;
224 if(cvar("g_grappling_hook_tarzan") >= 2)
226 if(self.aiment.movetype == MOVETYPE_WALK)
228 self.owner.velocity = self.owner.velocity - dv * 0.5;
229 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
230 self.aiment.flags &~= FL_ONGROUND;
231 self.aiment.pusher = self.owner;
232 self.aiment.pushltime = time + cvar("g_maxpushtime");
236 self.owner.flags &~= FL_ONGROUND;
241 end = self.origin - dir*50;
242 dist = vlen(end - org);
244 spd = dist * (pullspeed / 200);
249 self.owner.velocity = dir*spd;
250 self.owner.movetype = MOVETYPE_FLY;
252 self.owner.flags &~= FL_ONGROUND;
256 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
257 te_beam(self.owner, self.origin + v_forward * (-9), org);
260 void GrapplingHookTouch (void)
264 if(SUB_NoImpactCheck())
266 RemoveGrapplingHook(self.owner);
273 tic = self.velocity * sys_ticrate;
274 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
275 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
276 if(trace_fraction >= 1)
278 dprint("Odd... did not hit...?\n");
280 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
282 dprint("Detected and prevented the sky-grapple bug.\n");
283 RemoveGrapplingHook(self.owner);
288 GrapplingHook_Stop();
291 if(other.movetype != MOVETYPE_NONE)
292 SetMovetypeFollow(self, other);
294 //self.owner.disableclientprediction = TRUE;
297 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
301 self.health = self.health - damage;
302 if (self.health <= 0)
304 if(attacker != self.owner)
306 self.owner.pusher = attacker;
307 self.owner.pushltime = time + cvar("g_maxpushtime");
309 RemoveGrapplingHook(self.owner);
314 void FireGrapplingHook (void)
316 local entity missile;
319 if((arena_roundbased && time < warmup) || (time < game_starttime))
322 makevectors(self.v_angle);
324 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
325 sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
326 org = self.origin + self.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
327 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
330 missile.owner = self;
332 missile.classname = "grapplinghook";
334 missile.movetype = MOVETYPE_FLY;
335 missile.solid = SOLID_BBOX;
337 setmodel (missile, "models/hook.md3"); // precision set below
338 setsize (missile, '-3 -3 -3', '3 3 3');
339 setorigin (missile, org);
341 missile.state = 0; // not latched onto anything
343 missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
344 W_SetupProjectileVelocity(missile);
346 missile.angles = vectoangles (missile.velocity);
347 //missile.glow_color = 250; // 244, 250
348 //missile.glow_size = 120;
349 missile.touch = GrapplingHookTouch;
350 missile.think = GrapplingHookThink;
351 missile.nextthink = time + 0.1;
353 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
355 missile.health = cvar("g_balance_grapplehook_health");//120
356 missile.event_damage = GrapplingHook_Damage;
357 missile.takedamage = DAMAGE_AIM;
358 missile.damageforcescale = 0;
361 // void GrapplingHookFrame()
363 // // this function has been modified for Nexuiz
364 // - if (self.BUTTON_HOOK && g_grappling_hook)
366 // - if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
367 // - if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
368 // - FireGrapplingHook();
373 // RemoveGrapplingHook(self);
375 // - self.button6_pressed_before = self.BUTTON_HOOK;
377 // // if I have no hook or it's not pulling yet, make sure I'm not flying!
378 // if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
380 void GrapplingHookFrame()
382 if(g_grappling_hook && timeoutStatus != 2 && self.weapon != WEP_HOOK)
384 // offhand hook controls
387 if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
389 self.hook_state |= HOOK_FIRING;
390 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
395 self.hook_state |= HOOK_REMOVING;
396 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
399 self.hook_state &~= HOOK_RELEASING;
400 if(self.BUTTON_CROUCH)
402 self.hook_state &~= HOOK_PULLING;
403 //self.hook_state |= HOOK_RELEASING;
407 self.hook_state |= HOOK_PULLING;
408 //self.hook_state &~= HOOK_RELEASING;
411 else if(!g_grappling_hook && self.switchweapon != WEP_HOOK)
413 if(self.BUTTON_HOOK && !self.hook_switchweapon)
414 W_SwitchWeapon(WEP_HOOK);
416 self.hook_switchweapon = self.BUTTON_HOOK;
418 if(!g_grappling_hook && self.weapon != WEP_HOOK)
420 self.hook_state &~= HOOK_FIRING;
421 self.hook_state |= HOOK_REMOVING;
424 if (self.hook_state & HOOK_FIRING)
427 RemoveGrapplingHook(self);
429 self.hook_state &~= HOOK_FIRING;
431 else if(self.hook_state & HOOK_REMOVING)
434 RemoveGrapplingHook(self);
435 self.hook_state &~= HOOK_REMOVING;
439 // if I have no hook or it's not pulling yet, make sure I'm not flying!
440 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
442 self.movetype = MOVETYPE_WALK;
444 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
450 else if(self.hookimpulse == GRAPHOOK_RELEASE)
452 // remove hook, reset movement type
453 RemoveGrapplingHook(self);
457 /*else // make sure the player's movetype is correct
459 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
460 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
462 self.movetype = MOVETYPE_WALK;
465 // note: The hook entity does the actual pulling
468 void GrappleHookInit()
471 hook_shotorigin = '8 -8 -12';
473 hook_shotorigin = '25 8 -8';
476 void SetGrappleHookBindings()
478 // this function has been modified for Nexuiz
479 // don't remove these lines! old server or demos coud overwrite the new aliases
480 stuffcmd(self, "alias +hook +button6\n");
481 stuffcmd(self, "alias -hook -button6\n");