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)
88 void RemoveGrapplingHook(entity pl)
94 if(pl.movetype == MOVETYPE_FLY)
95 pl.movetype = MOVETYPE_WALK;
97 //pl.disableclientprediction = FALSE;
100 void GrapplingHookThink();
101 void GrapplingHook_Stop()
103 pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
104 sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
107 self.think = GrapplingHookThink;
108 self.nextthink = time;
109 self.touch = SUB_Null;
110 self.velocity = '0 0 0';
111 self.movetype = MOVETYPE_NONE;
112 self.hook_length = -1;
115 void GrapplingHookThink()
117 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
118 vector dir, org, end, v0, dv;
119 if(self.owner.health <= 0 || self.owner.hook != self) // how did that happen?
120 { // well, better fix it anyway
124 if(LostMovetypeFollow(self))
126 RemoveGrapplingHook(self.owner);
130 self.nextthink = time;
132 makevectors(self.owner.v_angle);
133 org = self.owner.origin + self.owner.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
136 tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
137 // do not hit players with this, as they tend to get in the way just too often
138 // NOTE: this assumes sky brushes cannot get in the way
139 // if they can, assume the map is broken! :P
140 if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
144 GrapplingHook_Stop();
146 // 1. detach the hook
148 UnsetMovetypeFollow(self);
151 self.origin = trace_endpos;
153 // 3. reattach the hook
155 if(trace_ent.movetype != MOVETYPE_NONE)
156 SetMovetypeFollow(self, trace_ent);
160 if(self.hook_length < 0)
161 self.hook_length = vlen(org - self.origin);
165 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
166 // speed the rope is pulled with
168 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
169 // force the rope will use if it is stretched
171 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
172 // force the rope will use if it is stretched
174 minlength = cvar("g_balance_grapplehook_length_min");//100;
175 // minimal rope length
176 // if the rope goes below this length, it isn't pulled any more
178 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
179 // if the rope is stretched by more than this amount, more rope is
180 // given to you again
182 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
183 // while hanging on the rope, this friction component will help you a
184 // bit to control the rope
186 dir = self.origin - org;
188 dir = normalize(dir);
190 if(cvar("g_grappling_hook_tarzan"))
192 v0 = self.owner.velocity;
194 // first pull the rope...
195 if(self.owner.hook_state & HOOK_PULLING)
197 newlength = self.hook_length;
198 newlength = max(newlength - pullspeed * frametime, minlength);
200 if(newlength < dist - ropestretch) // overstretched?
202 newlength = dist - ropestretch;
203 if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
204 self.owner.velocity = self.owner.velocity + frametime * dir * rubberforce_overstretch;
207 self.hook_length = newlength;
210 if(self.owner.hook_state & HOOK_RELEASING)
213 self.hook_length = newlength;
217 // then pull the player
218 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
219 self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
220 self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
222 dv = ((self.owner.velocity - v0) * dir) * dir;
223 if(cvar("g_grappling_hook_tarzan") >= 2)
225 if(self.aiment.movetype == MOVETYPE_WALK || self.aiment.movetype == MOVETYPE_TOSS)
227 self.owner.velocity = self.owner.velocity - dv * 0.5;
228 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
229 self.aiment.flags = self.aiment.flags - (self.aiment.flags & FL_ONGROUND);
230 self.aiment.pusher = self.owner;
231 self.aiment.pushltime = time + cvar("g_maxpushtime");
235 self.owner.flags (-) FL_ONGROUND;
240 end = self.origin - dir*50;
241 dist = vlen(end - org);
243 spd = dist * (pullspeed / 200);
248 self.owner.velocity = dir*spd;
249 self.owner.movetype = MOVETYPE_FLY;
251 self.owner.flags (-) FL_ONGROUND;
255 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
256 te_beam(self.owner, self.origin + v_forward * (-9), org);
259 void GrapplingHookTouch (void)
261 if (other == self.owner)
263 // altered for Nexuiz
264 //else if (pointcontents (self.origin) == CONTENT_SKY)
265 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
267 RemoveGrapplingHook(self.owner);
274 tic = self.velocity * sys_ticrate;
275 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
276 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
277 if(trace_fraction >= 1)
279 dprint("Odd... did not hit...?\n");
281 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
283 dprint("Detected and prevented the sky-grapple bug.\n");
284 RemoveGrapplingHook(self.owner);
289 GrapplingHook_Stop();
292 if(other.movetype != MOVETYPE_NONE)
293 SetMovetypeFollow(self, other);
295 //self.owner.disableclientprediction = TRUE;
298 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
302 self.health = self.health - damage;
303 if (self.health <= 0)
305 if(attacker != self.owner)
307 self.owner.pusher = attacker;
308 self.owner.pushltime = time + cvar("g_maxpushtime");
310 RemoveGrapplingHook(self.owner);
315 void FireGrapplingHook (void)
317 local entity missile;
320 if((arena_roundbased && time < warmup) || (time < game_starttime))
323 makevectors(self.v_angle);
325 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
326 sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
327 org = self.origin + self.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
328 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
331 missile.owner = self;
333 missile.classname = "grapplinghook";
335 missile.movetype = MOVETYPE_FLY;
336 missile.solid = SOLID_BBOX;
338 setmodel (missile, "models/hook.md3"); // precision set below
339 setsize (missile, '-3 -3 -3', '3 3 3');
340 setorigin (missile, org);
342 missile.state = 0; // not latched onto anything
344 missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
345 W_SetupProjectileVelocity(missile);
347 missile.angles = vectoangles (missile.velocity);
348 //missile.glow_color = 250; // 244, 250
349 //missile.glow_size = 120;
350 missile.touch = GrapplingHookTouch;
351 missile.think = GrapplingHookThink;
352 missile.nextthink = time + 0.1;
354 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
356 missile.health = cvar("g_balance_grapplehook_health");//120
357 missile.event_damage = GrapplingHook_Damage;
358 missile.takedamage = DAMAGE_AIM;
359 missile.damageforcescale = 0;
362 // void GrapplingHookFrame()
364 // // this function has been modified for Nexuiz
365 // - if (self.BUTTON_HOOK && g_grappling_hook)
367 // - if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
368 // - if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
369 // - FireGrapplingHook();
374 // RemoveGrapplingHook(self);
376 // - self.button6_pressed_before = self.BUTTON_HOOK;
378 // // if I have no hook or it's not pulling yet, make sure I'm not flying!
379 // if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
381 void GrapplingHookFrame()
383 if(g_grappling_hook && timeoutStatus != 2)
385 // offhand hook controls
388 if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
390 self.hook_state |= HOOK_FIRING;
391 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
398 self.hook_state |= HOOK_REMOVING;
399 self.hook_state (-) HOOK_WAITING_FOR_RELEASE;
403 self.hook_state (-) HOOK_RELEASING;
404 if(self.BUTTON_CROUCH)
406 self.hook_state (-) HOOK_PULLING;
407 //self.hook_state |= HOOK_RELEASING;
411 self.hook_state |= HOOK_PULLING;
412 //self.hook_state (-) HOOK_RELEASING;
416 if(!g_grappling_hook && self.weapon != WEP_HOOK)
418 self.hook_state (-) HOOK_FIRING;
419 self.hook_state |= HOOK_REMOVING;
422 if (self.hook_state & HOOK_FIRING)
425 RemoveGrapplingHook(self);
427 self.hook_state (-) HOOK_FIRING;
429 else if(self.hook_state & HOOK_REMOVING)
432 RemoveGrapplingHook(self);
433 self.hook_state (-) HOOK_REMOVING;
436 // if I have no hook or it's not pulling yet, make sure I'm not flying!
437 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
439 self.movetype = MOVETYPE_WALK;
441 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
447 else if(self.hookimpulse == GRAPHOOK_RELEASE)
449 // remove hook, reset movement type
450 RemoveGrapplingHook(self);
454 /*else // make sure the player's movetype is correct
456 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
457 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
459 self.movetype = MOVETYPE_WALK;
462 // note: The hook entity does the actual pulling
465 void GrappleHookInit()
468 hook_shotorigin = '8 -8 -12';
470 hook_shotorigin = '25 8 -8';
473 void SetGrappleHookBindings()
475 // this function has been modified for Nexuiz
476 // don't remove these lines! old server or demos coud overwrite the new aliases
477 stuffcmd(self, "alias +hook +button6\n");
478 stuffcmd(self, "alias -hook -button6\n");