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 button6_pressed_before;
89 void RemoveGrapplingHook(entity pl)
95 if(pl.movetype == MOVETYPE_FLY)
96 pl.movetype = MOVETYPE_WALK;
98 pl.hook_time = time + 0.0;
100 //pl.disableclientprediction = FALSE;
103 void GrapplingHookThink();
104 void GrapplingHook_Stop()
106 pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
107 sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
110 self.think = GrapplingHookThink;
111 self.nextthink = time;
112 self.touch = SUB_Null;
113 self.velocity = '0 0 0';
114 self.movetype = MOVETYPE_NONE;
115 self.rope_length = -1;
118 void GrapplingHookThink()
120 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
121 vector dir, org, end, v0, dv;
122 if(self.owner.health <= 0 || self.owner.hook != self) // how did that happen?
123 { // well, better fix it anyway
127 if(LostMovetypeFollow(self))
129 RemoveGrapplingHook(self.owner);
133 self.nextthink = time;
135 makevectors(self.owner.v_angle);
136 org = self.owner.origin + self.owner.view_ofs + v_forward * 8 - v_right * 8 + v_up * -12;
139 tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
140 // do not hit players with this, as they tend to get in the way just too often
141 // NOTE: this assumes sky brushes cannot get in the way
142 // if they can, assume the map is broken! :P
143 if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
147 GrapplingHook_Stop();
149 // 1. detach the hook
151 UnsetMovetypeFollow(self);
154 self.origin = trace_endpos;
156 // 3. reattach the hook
158 if(trace_ent.movetype != MOVETYPE_NONE)
159 SetMovetypeFollow(self, trace_ent);
163 if(self.rope_length < 0)
164 self.rope_length = vlen(org - self.origin);
168 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
169 // speed the rope is pulled with
171 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
172 // force the rope will use if it is stretched
174 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
175 // force the rope will use if it is stretched
177 minlength = cvar("g_balance_grapplehook_length_min");//100;
178 // minimal rope length
179 // if the rope goes below this length, it isn't pulled any more
181 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
182 // if the rope is stretched by more than this amount, more rope is
183 // given to you again
185 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
186 // while hanging on the rope, this friction component will help you a
187 // bit to control the rope
189 dir = self.origin - org;
191 dir = normalize(dir);
193 if(cvar("g_grappling_hook_tarzan"))
195 newlength = self.rope_length;
196 v0 = self.owner.velocity;
198 // first pull the rope...
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 if(!self.owner.BUTTON_CROUCH) // crouch key = don't pull
209 self.rope_length = newlength;
211 // then pull the player
212 spd = bound(0, (dist - self.rope_length) / ropestretch, 1);
213 self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
214 self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
216 dv = ((self.owner.velocity - v0) * dir) * dir;
217 if(cvar("g_grappling_hook_tarzan") >= 2)
219 if(self.aiment.movetype == MOVETYPE_WALK || self.aiment.movetype == MOVETYPE_TOSS)
221 self.owner.velocity = self.owner.velocity - dv * 0.5;
222 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
223 self.aiment.flags = self.aiment.flags - (self.aiment.flags & FL_ONGROUND);
224 self.aiment.pusher = self.owner;
225 self.aiment.pushltime = time + cvar("g_maxpushtime");
231 end = self.origin - dir*50;
232 dist = vlen(end - org);
234 spd = dist * (pullspeed / 200);
239 self.owner.velocity = dir*spd;
240 self.owner.movetype = MOVETYPE_FLY;
243 self.owner.flags = self.owner.flags - (self.owner.flags & FL_ONGROUND);
245 org = org + dir*50; // get the beam out of the player's eyes
248 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
249 te_beam(self.owner, self.origin + v_forward * (-9), org);
252 void GrapplingHookTouch (void)
254 if (other == self.owner)
256 // altered for Nexuiz
257 //else if (pointcontents (self.origin) == CONTENT_SKY)
258 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
260 RemoveGrapplingHook(self.owner);
267 tic = self.velocity * sys_ticrate;
268 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
269 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
270 if(trace_fraction >= 1)
272 dprint("Odd... did not hit...?\n");
274 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
276 dprint("Detected and prevented the sky-grapple bug.\n");
277 RemoveGrapplingHook(self.owner);
282 GrapplingHook_Stop();
285 if(other.movetype != MOVETYPE_NONE)
286 SetMovetypeFollow(self, other);
288 //self.owner.disableclientprediction = TRUE;
291 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
295 self.health = self.health - damage;
296 if (self.health <= 0)
298 if(attacker != self.owner)
300 self.owner.pusher = attacker;
301 self.owner.pushltime = time + cvar("g_maxpushtime");
303 RemoveGrapplingHook(self.owner);
308 void FireGrapplingHook (void)
310 local entity missile;
313 if((arena_roundbased && time < warmup) || (time < game_starttime))
316 makevectors(self.v_angle);
318 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
319 sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
320 org = self.origin + self.view_ofs + v_forward * 8 - v_right * 8 + '0 0 -12';
321 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
324 missile.owner = self;
326 missile.classname = "grapplinghook";
328 missile.movetype = MOVETYPE_FLY;
329 missile.solid = SOLID_BBOX;
331 setmodel (missile, "models/hook.md3"); // precision set below
332 setsize (missile, '-3 -3 -3', '3 3 3');
333 setorigin (missile, org);
335 missile.state = 0; // not latched onto anything
337 missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
338 W_SetupProjectileVelocity(missile);
340 missile.angles = vectoangles (missile.velocity);
341 //missile.glow_color = 250; // 244, 250
342 //missile.glow_size = 120;
343 missile.touch = GrapplingHookTouch;
344 missile.think = GrapplingHookThink;
345 missile.nextthink = time + 0.1;
347 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
349 missile.health = cvar("g_balance_grapplehook_health");//120
350 missile.event_damage = GrapplingHook_Damage;
351 missile.takedamage = DAMAGE_AIM;
352 missile.damageforcescale = 0;
355 void GrapplingHookFrame()
357 // this function has been modified for Nexuiz
358 if (self.BUTTON_HOOK && g_grappling_hook)
360 if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
361 if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
367 RemoveGrapplingHook(self);
369 self.button6_pressed_before = self.BUTTON_HOOK;
371 // if I have no hook or it's not pulling yet, make sure I'm not flying!
372 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
374 self.movetype = MOVETYPE_WALK;
376 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
382 else if(self.hookimpulse == GRAPHOOK_RELEASE)
384 // remove hook, reset movement type
385 RemoveGrapplingHook(self);
389 /*else // make sure the player's movetype is correct
391 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
392 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
394 self.movetype = MOVETYPE_WALK;
397 // note: The hook entity does the actual pulling
400 void SetGrappleHookBindings()
402 // this function has been modified for Nexuiz
403 // don't remove these lines! old server or demos coud overwrite the new aliases
404 stuffcmd(self, "alias +hook +button6\n");
405 stuffcmd(self, "alias -hook -button6\n");