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hook: apply the hook bomb damage over time (FIXME check if this may cause too much...
[divverent/nexuiz.git] / data / qcsrc / server / w_hook.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_radius;
4 .float dmg_force;
5 .float dmg_power;
6 .float dmg_duration;
7 .float dmg_last;
8
9 void W_Hook_ExplodeThink (void)
10 {
11         float dt, dmg_remaining, dmg_remaining_next, f;
12
13         dt = time - self.teleport_time;
14         dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
15
16         f = self.dmg_last - dmg_remaining_next;
17         self.dmg_last = dmg_remaining_next;
18
19         RadiusDamage (self, self.owner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.owner, self.dmg_force * f, self.projectiledeathtype, world);
20
21         if(dt < self.dmg_duration)
22                 self.nextthink = time + 0.05; // soon
23         else
24                 remove(self);
25 }
26
27 void W_Hook_Explode2 (void)
28 {
29         vector org2;
30
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);
34
35         self.event_damage = SUB_Null;
36         self.touch = SUB_Null;
37
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;
47         self.dmg_last = 1;
48 }
49
50 void W_Hook_Touch2 (void)
51 {
52         PROJECTILE_TOUCH;
53         self.use();
54 }
55
56 void W_Hook_Attack2()
57 {
58         local entity gren;
59
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");
63
64         gren = spawn ();
65         gren.owner = self;
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);
77
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!
85
86         gren.angles = '0 0 0';
87         gren.flags = FL_PROJECTILE;
88 }
89
90 void spawnfunc_weapon_hook (void)
91 {
92         if(g_grappling_hook) // offhand hook
93         {
94                 startitem_failed = TRUE;
95                 remove(self);
96                 return;
97         }
98         weapon_defaultspawnfunc(WEP_HOOK);
99 }
100
101 float w_hook(float req)
102 {
103         if (req == WR_AIM)
104         {
105                 // ... sorry ...
106         }
107         else if (req == WR_THINK)
108         {
109                 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
110                 {
111                         if(!self.hook)
112                         if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
113                         if (weapon_prepareattack(0, cvar("g_balance_hook_primary_refire")))
114                         {
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);
119                         }
120                 }
121
122                 if (self.BUTTON_ATCK2)
123                 {
124                         if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
125                         {
126                                 W_Hook_Attack2();
127                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_secondary_animtime"), w_ready);
128                         }
129                 }
130
131                 if (self.BUTTON_CROUCH)
132                 {
133                         self.hook_state (-) HOOK_PULLING;
134                         if (self.BUTTON_ATCK || self.BUTTON_HOOK)
135                                 self.hook_state (-) HOOK_RELEASING;
136                         else
137                                 self.hook_state |= HOOK_RELEASING;
138                 }
139                 else
140                 {
141                         self.hook_state |= HOOK_PULLING;
142                         self.hook_state (-) HOOK_RELEASING;
143
144                         if (self.BUTTON_ATCK || self.BUTTON_HOOK)
145                         {
146                                 // already fired
147                                 if(self.hook)
148                                         self.hook_state |= HOOK_WAITING_FOR_RELEASE;
149                         }
150                         else
151                         {
152                                 self.hook_state |= HOOK_REMOVING;
153                                 self.hook_state (-) HOOK_WAITING_FOR_RELEASE;
154                         }
155                 }
156         }
157         else if (req == WR_PRECACHE)
158         {
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");
166         }
167         else if (req == WR_SETUP)
168         {
169                 weapon_setup(WEP_HOOK);
170         }
171         else if (req == WR_CHECKAMMO1)
172         {
173                 return self.ammo_cells >= cvar("g_balance_hook_primary_ammo");
174         }
175         else if (req == WR_CHECKAMMO2)
176         {
177                 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
178         }
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";
183         return TRUE;
184 };