9 void W_Hook_ExplodeThink (void)
11 float dt, dmg_remaining, dmg_remaining_next, f;
13 dt = time - self.teleport_time;
14 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
16 f = self.dmg_last - dmg_remaining_next;
17 self.dmg_last = dmg_remaining_next;
19 RadiusDamage (self, self.owner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.owner, self.dmg_force * f, self.projectiledeathtype, world);
21 if(dt < self.dmg_duration)
22 self.nextthink = time + 0.05; // soon
27 void W_Hook_Explode2 (void)
31 org2 = findbetterlocation (self.origin, 12);
32 pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
33 sound (self, CHAN_PROJECTILE, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
35 self.event_damage = SUB_Null;
36 self.touch = SUB_Null;
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;
50 void W_Hook_Touch2 (void)
60 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
61 self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_secondary_ammo");
62 W_SetupShot (self, '25 6 -8', FALSE, 4, "weapons/hookbomb_fire.wav");
66 gren.classname = "hookbomb";
67 gren.bot_dodge = TRUE;
68 gren.bot_dodgerating = cvar("g_balance_hook_secondary_damage");
69 gren.movetype = MOVETYPE_TOSS;
70 gren.solid = SOLID_BBOX;
71 gren.effects = EF_LOWPRECISION;
72 gren.modelflags = MF_TRACER2;
73 gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
74 setmodel(gren, "models/grenademodel.md3"); // precision set above // FIXME replace
75 setsize(gren, '0 0 0', '0 0 0');
76 setorigin(gren, w_shotorg);
78 gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
79 gren.think = adaptor_think2use;
80 gren.use = W_Hook_Explode2;
81 gren.touch = W_Hook_Touch2;
82 gren.velocity = '0 0 1' * cvar("g_balance_hook_secondary_speed");
83 gren.gravity = cvar("g_balance_hook_secondary_gravity");
84 //W_SetupProjectileVelocity(gren); // just falling down!
86 gren.angles = '0 0 0';
87 gren.flags = FL_PROJECTILE;
90 void spawnfunc_weapon_hook (void)
92 if(g_grappling_hook) // offhand hook
94 startitem_failed = TRUE;
98 weapon_defaultspawnfunc(WEP_HOOK);
101 float w_hook(float req)
107 else if (req == WR_THINK)
109 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
112 if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
113 if (weapon_prepareattack(0, cvar("g_balance_hook_primary_refire")))
115 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
116 self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_primary_ammo");
117 self.hook_state |= HOOK_FIRING;
118 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_primary_animtime"), w_ready);
122 if (self.BUTTON_ATCK2)
124 if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
127 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_secondary_animtime"), w_ready);
131 if (self.BUTTON_CROUCH)
133 self.hook_state (-) HOOK_PULLING;
134 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
135 self.hook_state (-) HOOK_RELEASING;
137 self.hook_state |= HOOK_RELEASING;
141 self.hook_state |= HOOK_PULLING;
142 self.hook_state (-) HOOK_RELEASING;
144 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
148 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
152 self.hook_state |= HOOK_REMOVING;
153 self.hook_state (-) HOOK_WAITING_FOR_RELEASE;
157 else if (req == WR_PRECACHE)
159 precache_model ("models/weapons/g_hookgun.md3");
160 precache_model ("models/weapons/v_hookgun.md3");
161 precache_model ("models/weapons/w_hookgun.zym");
162 precache_sound ("weapons/hook_fire.wav");
163 precache_sound ("weapons/hook_impact.wav");
164 precache_sound ("weapons/hookbomb_fire.wav");
165 precache_sound ("weapons/hookbomb_impact.wav");
167 else if (req == WR_SETUP)
169 weapon_setup(WEP_HOOK);
171 else if (req == WR_CHECKAMMO1)
173 return self.ammo_cells >= cvar("g_balance_hook_primary_ammo");
175 else if (req == WR_CHECKAMMO2)
177 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
179 else if (req == WR_SUICIDEMESSAGE)
180 w_deathtypestring = "did the impossible";
181 else if (req == WR_KILLMESSAGE)
182 w_deathtypestring = "has run into #'s gravity bomb";