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use less bytes; add a .void() reset to all entities for later use by ready-restart
[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 .float hook_refire;
9 .float hook_time_hooked;
10 .float hook_time_ammodecrease;
11
12 void W_Hook_ExplodeThink (void)
13 {
14         float dt, dmg_remaining_next, f;
15
16         dt = time - self.teleport_time;
17         dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
18
19         f = self.dmg_last - dmg_remaining_next;
20         self.dmg_last = dmg_remaining_next;
21
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);
25
26         if(dt < self.dmg_duration)
27                 self.nextthink = time + 0.05; // soon
28         else
29                 remove(self);
30 }
31
32 void W_Hook_Explode2 (void)
33 {
34         self.event_damage = SUB_Null;
35         self.touch = SUB_Null;
36
37         self.think = W_Hook_ExplodeThink;
38         self.nextthink = time;
39         self.dmg = cvar("g_balance_hook_secondary_damage");
40         self.dmg_edge = cvar("g_balance_hook_secondary_edgedamage");
41         self.dmg_radius = cvar("g_balance_hook_secondary_radius");
42         self.dmg_force = cvar("g_balance_hook_secondary_force");
43         self.dmg_power = cvar("g_balance_hook_secondary_power");
44         self.dmg_duration = cvar("g_balance_hook_secondary_duration");
45         self.teleport_time = time;
46         self.dmg_last = 1;
47         self.movetype = MOVETYPE_NONE;
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.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
72         setmodel(gren, "null"); // precision set above // FIXME replace
73         setsize(gren, '0 0 0', '0 0 0');
74         setorigin(gren, w_shotorg);
75
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;
80
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;
84
85         gren.gravity = cvar("g_balance_hook_secondary_gravity");
86         //W_SetupProjectileVelocity(gren); // just falling down!
87
88         gren.angles = '0 0 0';
89         gren.flags = FL_PROJECTILE;
90
91         CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB);
92 }
93
94 void spawnfunc_weapon_hook (void)
95 {
96         if(g_grappling_hook) // offhand hook
97         {
98                 startitem_failed = TRUE;
99                 remove(self);
100                 return;
101         }
102         weapon_defaultspawnfunc(WEP_HOOK);
103 }
104
105 float w_hook(float req)
106 {
107         float hooked_time_max, hooked_ammodecrease_delay;
108                 
109         if (req == WR_AIM)
110         {
111                 // ... sorry ...
112         }
113         else if (req == WR_THINK)
114         {
115                 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
116                 {
117                         if(!self.hook)
118                         if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
119                         if (time > self.hook_refire)
120                         if (weapon_prepareattack(0, -1))
121                         {
122                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
123                                         self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_primary_ammo");
124                                 self.hook_state |= HOOK_FIRING;
125                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_primary_animtime"), w_ready);                          
126                         }
127                 }
128
129                 if (self.BUTTON_ATCK2)
130                 {
131                         if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
132                         {
133                                 W_Hook_Attack2();
134                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_secondary_animtime"), w_ready);
135                         }
136                 }
137
138                 if(self.hook)
139                 {
140                         // if hooked, no bombs, and increase the timer
141                         self.hook_refire = max(self.hook_refire, time + cvar("g_balance_hook_primary_refire"));
142                 }
143
144                 if(self.hook && self.hook.state == 1)
145                 {
146                         hooked_time_max = cvar("g_balance_hook_primary_hooked_time_max");                       
147                         if (hooked_time_max > 0)
148                         {
149                                 if ( time > self.hook_time_hooked + hooked_time_max )
150                                         self.hook_state |= HOOK_REMOVING;
151                         }
152                         
153                         hooked_ammodecrease_delay = cvar("g_balance_hook_primary_hooked_ammodecrease_delay");
154                         if (hooked_ammodecrease_delay > 0)
155                         {
156                                 if ( time > self.hook_time_ammodecrease )
157                                 {
158                                         if ( self.ammo_cells >= 1 )
159                                         {
160                                                 self.ammo_cells -= 1;
161                                                 self.hook_time_ammodecrease = time + hooked_ammodecrease_delay;
162                                         }
163                                         else
164                                         {
165                                                 self.hook_state |= HOOK_REMOVING;
166                                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
167                                         }
168                                 }
169                         }
170                 }
171                 else
172                 {
173                         self.hook_time_hooked = time;                           
174                         self.hook_time_ammodecrease = time + cvar("g_balance_hook_primary_hooked_time_free");
175                 }
176
177                 if (self.BUTTON_CROUCH)
178                 {
179                         self.hook_state &~= HOOK_PULLING;
180                         if (self.BUTTON_ATCK || self.BUTTON_HOOK)
181                                 self.hook_state &~= HOOK_RELEASING;
182                         else
183                                 self.hook_state |= HOOK_RELEASING;
184                 }
185                 else
186                 {
187                         self.hook_state |= HOOK_PULLING;
188                         self.hook_state &~= HOOK_RELEASING;
189
190                         if (self.BUTTON_ATCK || self.BUTTON_HOOK)
191                         {
192                                 // already fired
193                                 if(self.hook)
194                                         self.hook_state |= HOOK_WAITING_FOR_RELEASE;
195                         }
196                         else
197                         {
198                                 self.hook_state |= HOOK_REMOVING;
199                                 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
200                         }
201                 }
202         }
203         else if (req == WR_PRECACHE)
204         {
205                 precache_model ("models/weapons/g_hookgun.md3");
206                 precache_model ("models/weapons/v_hookgun.md3");
207                 precache_model ("models/weapons/w_hookgun.zym");
208                 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
209                 precache_sound ("weapons/hook_fire.wav");
210                 precache_sound ("weapons/hookbomb_fire.wav");
211         }
212         else if (req == WR_SETUP)
213         {
214                 weapon_setup(WEP_HOOK);
215                 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
216         }
217         else if (req == WR_CHECKAMMO1)
218         {
219                 return self.ammo_cells >= cvar("g_balance_hook_primary_ammo");                  
220         }
221         else if (req == WR_CHECKAMMO2)
222         {
223                 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
224         }
225         else if (req == WR_SUICIDEMESSAGE)
226                 w_deathtypestring = "did the impossible";
227         else if (req == WR_KILLMESSAGE)
228                 w_deathtypestring = "has run into #'s gravity bomb";
229         return TRUE;
230 };