9 .float hook_time_hooked;
10 .float hook_time_fueldecrease;
12 void W_Hook_ExplodeThink (void)
14 float dt, dmg_remaining_next, f;
16 dt = time - self.teleport_time;
17 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
19 f = self.dmg_last - dmg_remaining_next;
20 self.dmg_last = dmg_remaining_next;
22 RadiusDamage (self, self.owner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.owner, self.dmg_force * f, self.projectiledeathtype, world);
23 self.projectiledeathtype |= HITTYPE_BOUNCE;
24 //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, self.dmg_force * f, self.projectiledeathtype, world);
26 if(dt < self.dmg_duration)
27 self.nextthink = time + 0.05; // soon
32 void W_Hook_Explode2 (void)
34 self.event_damage = SUB_Null;
35 self.touch = SUB_Null;
36 self.effects |= EF_NODRAW;
38 self.think = W_Hook_ExplodeThink;
39 self.nextthink = time;
40 self.dmg = cvar("g_balance_hook_secondary_damage");
41 self.dmg_edge = cvar("g_balance_hook_secondary_edgedamage");
42 self.dmg_radius = cvar("g_balance_hook_secondary_radius");
43 self.dmg_force = cvar("g_balance_hook_secondary_force");
44 self.dmg_power = cvar("g_balance_hook_secondary_power");
45 self.dmg_duration = cvar("g_balance_hook_secondary_duration");
46 self.teleport_time = time;
48 self.movetype = MOVETYPE_NONE;
51 void W_Hook_Touch2 (void)
61 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
62 self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_secondary_ammo");
63 W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", cvar("g_balance_hook_secondary_damage"));
67 gren.classname = "hookbomb";
68 gren.bot_dodge = TRUE;
69 gren.bot_dodgerating = cvar("g_balance_hook_secondary_damage");
70 gren.movetype = MOVETYPE_TOSS;
71 PROJECTILE_MAKETRIGGER(gren);
72 gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
73 setorigin(gren, w_shotorg);
74 setsize(gren, '0 0 0', '0 0 0');
76 gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
77 gren.think = adaptor_think2use;
78 gren.use = W_Hook_Explode2;
79 gren.touch = W_Hook_Touch2;
81 gren.velocity = '0 0 1' * cvar("g_balance_hook_secondary_speed");
82 if(cvar("g_projectiles_newton_style"))
83 gren.velocity = gren.velocity + self.velocity;
85 gren.gravity = cvar("g_balance_hook_secondary_gravity");
86 //W_SetupProjectileVelocity(gren); // just falling down!
88 gren.angles = '0 0 0';
89 gren.flags = FL_PROJECTILE;
91 CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
94 void spawnfunc_weapon_hook (void)
96 if(g_grappling_hook) // offhand hook
98 startitem_failed = TRUE;
102 weapon_defaultspawnfunc(WEP_HOOK);
105 float w_hook(float req)
107 float hooked_time_max, hooked_fuel;
113 else if (req == WR_THINK)
115 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
118 if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
119 if not(self.hook_state & HOOK_FIRING)
120 if (time > self.hook_refire)
121 if (weapon_prepareattack(0, -1))
123 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
124 self.ammo_fuel = self.ammo_fuel - cvar("g_balance_hook_primary_fuel");
125 self.hook_state |= HOOK_FIRING;
126 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_primary_animtime"), w_ready);
130 if (self.BUTTON_ATCK2)
132 if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
135 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hook_secondary_animtime"), w_ready);
141 // if hooked, no bombs, and increase the timer
142 self.hook_refire = max(self.hook_refire, time + cvar("g_balance_hook_primary_refire"));
144 // hook also inhibits health regeneration, but only for 1 second
145 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
146 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
149 if(self.hook && self.hook.state == 1)
151 hooked_time_max = cvar("g_balance_hook_primary_hooked_time_max");
152 if (hooked_time_max > 0)
154 if ( time > self.hook_time_hooked + hooked_time_max )
155 self.hook_state |= HOOK_REMOVING;
158 hooked_fuel = cvar("g_balance_hook_primary_hooked_fuel");
161 if ( time > self.hook_time_fueldecrease )
163 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
165 if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
167 self.ammo_fuel -= (time - self.hook_time_fueldecrease) * hooked_fuel;
168 self.hook_time_fueldecrease = time;
169 // decrease next frame again
174 self.hook_state |= HOOK_REMOVING;
175 W_SwitchWeapon_Force(self, w_getbestweapon(self));
183 self.hook_time_hooked = time;
184 self.hook_time_fueldecrease = time + cvar("g_balance_hook_primary_hooked_time_free");
187 if (self.BUTTON_CROUCH)
189 self.hook_state &~= HOOK_PULLING;
190 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
191 self.hook_state &~= HOOK_RELEASING;
193 self.hook_state |= HOOK_RELEASING;
197 self.hook_state |= HOOK_PULLING;
198 self.hook_state &~= HOOK_RELEASING;
200 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
204 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
208 self.hook_state |= HOOK_REMOVING;
209 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
213 else if (req == WR_PRECACHE)
215 precache_model ("models/weapons/g_hookgun.md3");
216 precache_model ("models/weapons/v_hookgun.md3");
217 precache_model ("models/weapons/h_hookgun.dpm");
218 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
219 precache_sound ("weapons/hook_fire.wav");
220 precache_sound ("weapons/hookbomb_fire.wav");
222 else if (req == WR_SETUP)
224 weapon_setup(WEP_HOOK);
225 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
227 else if (req == WR_CHECKAMMO1)
230 return self.ammo_fuel > 0;
232 return self.ammo_fuel >= cvar("g_balance_hook_primary_fuel");
234 else if (req == WR_CHECKAMMO2)
236 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
238 else if (req == WR_SUICIDEMESSAGE)
239 w_deathtypestring = "did the impossible";
240 else if (req == WR_KILLMESSAGE)
241 w_deathtypestring = "has run into #'s gravity bomb";
242 else if (req == WR_RESETPLAYER)
244 self.hook_refire = time;