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add a new cheat "impulse 404"; some CSQC refactorings; distribute prandom seed as...
[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         setorigin(gren, w_shotorg);
73
74         gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
75         gren.think = adaptor_think2use;
76         gren.use = W_Hook_Explode2;
77         gren.touch = W_Hook_Touch2;
78
79         gren.velocity = '0 0 1' * cvar("g_balance_hook_secondary_speed");
80         if(cvar("g_projectiles_newton_style"))
81                 gren.velocity = gren.velocity + self.velocity;
82
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         CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
90 }
91
92 void spawnfunc_weapon_hook (void)
93 {
94         if(g_grappling_hook) // offhand hook
95         {
96                 startitem_failed = TRUE;
97                 remove(self);
98                 return;
99         }
100         weapon_defaultspawnfunc(WEP_HOOK);
101 }
102
103 float w_hook(float req)
104 {
105         float hooked_time_max, hooked_ammodecrease_delay;
106                 
107         if (req == WR_AIM)
108         {
109                 // ... sorry ...
110         }
111         else if (req == WR_THINK)
112         {
113                 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
114                 {
115                         if(!self.hook)
116                         if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
117                         if (time > self.hook_refire)
118                         if (weapon_prepareattack(0, -1))
119                         {
120                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
121                                         self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_primary_ammo");
122                                 self.hook_state |= HOOK_FIRING;
123                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_primary_animtime"), w_ready);                          
124                         }
125                 }
126
127                 if (self.BUTTON_ATCK2)
128                 {
129                         if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
130                         {
131                                 W_Hook_Attack2();
132                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_secondary_animtime"), w_ready);
133                         }
134                 }
135
136                 if(self.hook)
137                 {
138                         // if hooked, no bombs, and increase the timer
139                         self.hook_refire = max(self.hook_refire, time + cvar("g_balance_hook_primary_refire"));
140                 }
141
142                 if(self.hook && self.hook.state == 1)
143                 {
144                         hooked_time_max = cvar("g_balance_hook_primary_hooked_time_max");                       
145                         if (hooked_time_max > 0)
146                         {
147                                 if ( time > self.hook_time_hooked + hooked_time_max )
148                                         self.hook_state |= HOOK_REMOVING;
149                         }
150                         
151                         hooked_ammodecrease_delay = cvar("g_balance_hook_primary_hooked_ammodecrease_delay");
152                         if (hooked_ammodecrease_delay > 0)
153                         {
154                                 if ( time > self.hook_time_ammodecrease )
155                                 {
156                                         if ( self.ammo_cells >= 1 )
157                                         {
158                                                 self.ammo_cells -= 1;
159                                                 self.hook_time_ammodecrease = time + hooked_ammodecrease_delay;
160                                         }
161                                         else
162                                         {
163                                                 self.hook_state |= HOOK_REMOVING;
164                                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
165                                         }
166                                 }
167                         }
168                 }
169                 else
170                 {
171                         self.hook_time_hooked = time;                           
172                         self.hook_time_ammodecrease = time + cvar("g_balance_hook_primary_hooked_time_free");
173                 }
174
175                 if (self.BUTTON_CROUCH)
176                 {
177                         self.hook_state &~= HOOK_PULLING;
178                         if (self.BUTTON_ATCK || self.BUTTON_HOOK)
179                                 self.hook_state &~= HOOK_RELEASING;
180                         else
181                                 self.hook_state |= HOOK_RELEASING;
182                 }
183                 else
184                 {
185                         self.hook_state |= HOOK_PULLING;
186                         self.hook_state &~= HOOK_RELEASING;
187
188                         if (self.BUTTON_ATCK || self.BUTTON_HOOK)
189                         {
190                                 // already fired
191                                 if(self.hook)
192                                         self.hook_state |= HOOK_WAITING_FOR_RELEASE;
193                         }
194                         else
195                         {
196                                 self.hook_state |= HOOK_REMOVING;
197                                 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
198                         }
199                 }
200         }
201         else if (req == WR_PRECACHE)
202         {
203                 precache_model ("models/weapons/g_hookgun.md3");
204                 precache_model ("models/weapons/v_hookgun.md3");
205                 precache_model ("models/weapons/w_hookgun.zym");
206                 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
207                 precache_sound ("weapons/hook_fire.wav");
208                 precache_sound ("weapons/hookbomb_fire.wav");
209         }
210         else if (req == WR_SETUP)
211         {
212                 weapon_setup(WEP_HOOK);
213                 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
214         }
215         else if (req == WR_CHECKAMMO1)
216         {
217                 return self.ammo_cells >= cvar("g_balance_hook_primary_ammo");                  
218         }
219         else if (req == WR_CHECKAMMO2)
220         {
221                 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
222         }
223         else if (req == WR_SUICIDEMESSAGE)
224                 w_deathtypestring = "did the impossible";
225         else if (req == WR_KILLMESSAGE)
226                 w_deathtypestring = "has run into #'s gravity bomb";
227         return TRUE;
228 };