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)
73 if(ent.aiment.classname != ent.aiment_classname)
75 if(ent.aiment.deadflag != ent.aiment_deadflag)
82 .float button6_pressed_before;
84 void RemoveGrapplingHook(entity pl)
90 if(pl.movetype == MOVETYPE_FLY)
91 pl.movetype = MOVETYPE_WALK;
93 pl.hook_time = time + 0.0;
95 //pl.disableclientprediction = FALSE;
98 void GrapplingHookThink()
100 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
101 vector dir, org, end, v0, dv;
102 if(self.owner.health <= 0 || self.owner.hook != self) // how did that happen?
103 { // well, better fix it anyway
107 if(LostMovetypeFollow(self))
109 RemoveGrapplingHook(self.owner);
113 self.nextthink = time;
115 makevectors(self.owner.v_angle);
116 org = self.owner.origin + self.owner.view_ofs + v_forward * 8 - v_right * 8 + v_up * -12;
118 tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
119 // do not hit players with this, as they tend to get in the way just too often
120 if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
122 // 1. detach the hook
124 UnsetMovetypeFollow(self);
127 self.origin = trace_endpos;
129 // 3. reattach the hook
131 if(trace_ent.movetype != MOVETYPE_NONE)
132 SetMovetypeFollow(self, trace_ent);
135 if(self.rope_length < 0)
136 self.rope_length = vlen(org - self.origin);
140 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
141 // speed the rope is pulled with
143 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
144 // force the rope will use if it is stretched
146 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
147 // force the rope will use if it is stretched
149 minlength = cvar("g_balance_grapplehook_length_min");//100;
150 // minimal rope length
151 // if the rope goes below this length, it isn't pulled any more
153 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
154 // if the rope is stretched by more than this amount, more rope is
155 // given to you again
157 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
158 // while hanging on the rope, this friction component will help you a
159 // bit to control the rope
161 dir = self.origin - org;
163 dir = normalize(dir);
165 if(cvar("g_grappling_hook_tarzan"))
167 newlength = self.rope_length;
168 v0 = self.owner.velocity;
170 // first pull the rope...
171 newlength = max(newlength - pullspeed * frametime, minlength);
173 if(newlength < dist - ropestretch) // overstretched?
175 newlength = dist - ropestretch;
176 if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
177 self.owner.velocity = self.owner.velocity + frametime * dir * rubberforce_overstretch;
180 if(!self.owner.BUTTON_CROUCH) // crouch key = don't pull
181 self.rope_length = newlength;
183 // then pull the player
184 spd = bound(0, (dist - self.rope_length) / ropestretch, 1);
185 self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
186 self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
188 dv = ((self.owner.velocity - v0) * dir) * dir;
189 if(cvar("g_grappling_hook_tarzan") >= 2)
191 if(self.aiment.movetype == MOVETYPE_WALK || self.aiment.movetype == MOVETYPE_TOSS)
193 self.owner.velocity = self.owner.velocity - dv * 0.5;
194 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
195 self.aiment.flags = self.aiment.flags - (self.aiment.flags & FL_ONGROUND);
196 self.aiment.pusher = self.owner;
197 self.aiment.pushltime = time + cvar("g_maxpushtime");
203 end = self.origin - dir*50;
204 dist = vlen(end - org);
206 spd = dist * (pullspeed / 200);
211 self.owner.velocity = dir*spd;
212 self.owner.movetype = MOVETYPE_FLY;
215 self.owner.flags = self.owner.flags - (self.owner.flags & FL_ONGROUND);
217 org = org + dir*50; // get the beam out of the player's eyes
220 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
221 te_beam(self.owner, self.origin + v_forward * (-9), org);
224 void GrapplingHookTouch (void)
226 if (other == self.owner)
228 // altered for Nexuiz
229 //else if (pointcontents (self.origin) == CONTENT_SKY)
230 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
232 RemoveGrapplingHook(self.owner);
239 tic = self.velocity * sys_ticrate;
240 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
241 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
242 if(trace_fraction >= 1)
244 dprint("Odd... did not hit...?\n");
246 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
248 dprint("Detected and prevented the sky-grapple bug.\n");
249 RemoveGrapplingHook(self.owner);
254 pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
255 sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
258 self.think = GrapplingHookThink;
259 self.nextthink = time;
260 self.touch = SUB_Null;
261 self.velocity = '0 0 0';
262 self.movetype = MOVETYPE_NONE;
263 self.rope_length = -1;
266 if(other.movetype != MOVETYPE_NONE)
267 SetMovetypeFollow(self, other);
269 //self.owner.disableclientprediction = TRUE;
272 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
276 self.health = self.health - damage;
277 if (self.health <= 0)
279 if(attacker != self.owner)
281 self.owner.pusher = attacker;
282 self.owner.pushltime = time + cvar("g_maxpushtime");
284 RemoveGrapplingHook(self.owner);
289 void FireGrapplingHook (void)
291 local entity missile;
294 if((arena_roundbased && time < warmup) || (time < restart_countdown))
297 makevectors(self.v_angle);
299 sound (self, CHAN_WEAPON, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
300 org = self.origin + self.view_ofs + v_forward * 8 - v_right * 8 + '0 0 -12';
301 pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
304 missile.owner = self;
306 missile.classname = "grapplinghook";
308 missile.movetype = MOVETYPE_FLY;
309 missile.solid = SOLID_BBOX;
311 setmodel (missile, "models/hook.md3"); // precision set below
312 setsize (missile, '-3 -3 -3', '3 3 3');
313 setorigin (missile, org);
315 missile.state = 0; // not latched onto anything
317 missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
318 W_SetupProjectileVelocity(missile);
320 missile.angles = vectoangles (missile.velocity);
321 //missile.glow_color = 250; // 244, 250
322 //missile.glow_size = 120;
323 missile.touch = GrapplingHookTouch;
324 missile.think = GrapplingHookThink;
325 missile.nextthink = time + 0.1;
327 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
329 missile.health = cvar("g_balance_grapplehook_health");//120
330 missile.event_damage = GrapplingHook_Damage;
331 missile.takedamage = DAMAGE_AIM;
332 missile.damageforcescale = 0;
335 void GrapplingHookFrame()
337 // this function has been modified for Nexuiz
338 if (self.BUTTON_HOOK && g_grappling_hook)
340 if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
341 if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
347 RemoveGrapplingHook(self);
349 self.button6_pressed_before = self.BUTTON_HOOK;
351 // if I have no hook or it's not pulling yet, make sure I'm not flying!
352 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
354 self.movetype = MOVETYPE_WALK;
356 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
362 else if(self.hookimpulse == GRAPHOOK_RELEASE)
364 // remove hook, reset movement type
365 RemoveGrapplingHook(self);
369 /*else // make sure the player's movetype is correct
371 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
372 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
374 self.movetype = MOVETYPE_WALK;
377 // note: The hook entity does the actual pulling
380 void SetGrappleHookBindings()
382 // this function has been modified for Nexuiz
383 // don't remove these lines! old server or demos coud overwrite the new aliases
384 stuffcmd(self, "alias +hook +button6\n");
385 stuffcmd(self, "alias -hook -button6\n");