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 ============================================*/
51 .float button6_pressed_before;
53 void RemoveGrapplingHook(entity pl)
59 if(pl.movetype == MOVETYPE_FLY)
60 pl.movetype = MOVETYPE_WALK;
62 pl.hook_time = time + 0.0;
65 void GrapplingHookThink()
67 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
69 if(self.owner.health <= 0 || self.owner.hook != self) // how did that happen?
70 { // well, better fix it anyway
75 self.nextthink = time + 0.1;
77 makevectors(self.owner.v_angle);
78 org = self.owner.origin + self.owner.view_ofs + v_forward * 15 - v_right * 5 + v_up * -12;
80 if(self.rope_length < 0)
81 self.rope_length = vlen(org - self.origin);
85 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
86 // speed the rope is pulled with
88 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
89 // force the rope will use if it is stretched
91 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
92 // force the rope will use if it is stretched
94 minlength = cvar("g_balance_grapplehook_length_min");//100;
95 // minimal rope length
96 // if the rope goes below this length, it isn't pulled any more
98 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
99 // if the rope is stretched by more than this amount, more rope is
100 // given to you again
102 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
103 // while hanging on the rope, this friction component will help you a
104 // bit to control the rope
106 dir = self.origin - org;
108 dir = normalize(dir);
110 if(cvar("g_grappling_hook_tarzan"))
112 newlength = self.rope_length;
114 // first pull the rope...
115 newlength = max(newlength - pullspeed * 0.1, minlength);
117 if(newlength < dist - ropestretch) // overstretched?
119 newlength = dist - ropestretch;
120 if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
121 self.owner.velocity = self.owner.velocity + 0.1 * dir * rubberforce_overstretch;
124 if(!self.owner.button5) // crouch key = don't pull
125 self.rope_length = newlength;
127 // then pull the player
128 spd = bound(0, (dist - self.rope_length) / ropestretch, 1);
129 self.owner.velocity = self.owner.velocity * (1 - 0.1 * ropeairfriction);
130 self.owner.velocity = self.owner.velocity + 0.1 * dir * spd * rubberforce;
134 end = self.origin - dir*50;
135 dist = vlen(end - org);
137 spd = dist * (pullspeed / 200);
142 self.owner.velocity = dir*spd;
143 self.owner.movetype = MOVETYPE_FLY;
146 self.owner.flags = self.owner.flags - (self.owner.flags & FL_ONGROUND);
148 org = org + dir*50; // get the beam out of the player's eyes
151 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
152 WriteByte (MSG_BROADCAST, TE_BEAM);
153 WriteEntity (MSG_BROADCAST, self);
154 WriteCoord (MSG_BROADCAST, self.origin_x);
155 WriteCoord (MSG_BROADCAST, self.origin_y);
156 WriteCoord (MSG_BROADCAST, self.origin_z);
157 WriteCoord (MSG_BROADCAST, org_x);
158 WriteCoord (MSG_BROADCAST, org_y);
159 WriteCoord (MSG_BROADCAST, org_z);
162 void GrapplingHookTouch (void)
164 if (other == self.owner)
166 // altered for Nexuiz
167 //else if (pointcontents (self.origin) == CONTENT_SKY)
168 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
170 RemoveGrapplingHook(self.owner);
174 sound (self, CHAN_BODY, "weapons/hook_impact.ogg", 1, ATTN_NORM);
177 self.think = GrapplingHookThink;
178 self.nextthink = time + 0.1;
179 self.touch = SUB_Null;
180 self.velocity = '0 0 0';
181 self.movetype = MOVETYPE_NONE;
182 self.rope_length = -1;
185 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
189 self.health = self.health - damage;
190 if (self.health <= 0)
192 if(attacker != self.owner)
194 self.owner.pusher = attacker;
195 self.owner.pushltime = time + cvar("g_maxpushtime");
197 RemoveGrapplingHook(self.owner);
202 void FireGrapplingHook (void)
204 local entity missile;
211 makevectors(self.v_angle);
213 sound (self, CHAN_WEAPON, "weapons/hook_fire.ogg", 1, ATTN_NORM);
214 org = self.origin + self.view_ofs + v_forward * 15 - v_right * 5 + v_up * -12;
215 te_customflash(org, 160, 0.2, '1 0 0');
218 missile.owner = self;
220 missile.classname = "grapplinghook";
222 missile.movetype = MOVETYPE_FLY;
223 missile.solid = SOLID_BBOX;
225 setmodel (missile, "models/ebomb.mdl"); // replace by something CENTERED!
226 setsize (missile, '-3 -3 -3', '3 3 3');
227 setorigin (missile, org);
229 missile.state = 0; // not latched onto anything
231 missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
232 missile.angles = vectoangles (missile.velocity);
233 //missile.glow_color = 250; // 244, 250
234 //missile.glow_size = 120;
235 missile.touch = GrapplingHookTouch;
236 missile.think = GrapplingHookThink;
237 missile.nextthink = time + 0.1;
239 missile.effects = EF_FULLBRIGHT | EF_ADDITIVE | EF_LOWPRECISION;
241 missile.health = cvar("g_balance_grapplehook_health");//120
242 missile.event_damage = GrapplingHook_Damage;
243 missile.takedamage = DAMAGE_AIM;
244 missile.damageforcescale = 0;
247 void GrapplingHookFrame()
249 // this function has been modified for Nexuiz
250 if (self.button6 && cvar("g_grappling_hook"))
252 if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
258 RemoveGrapplingHook(self);
260 self.button6_pressed_before = self.button6;
262 // if I have no hook or it's not pulling yet, make sure I'm not flying!
263 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
265 self.movetype = MOVETYPE_WALK;
267 if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && cvar("g_grappling_hook"))
273 else if(self.hookimpulse == GRAPHOOK_RELEASE)
275 // remove hook, reset movement type
276 RemoveGrapplingHook(self);
280 /*else // make sure the player's movetype is correct
282 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
283 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
285 self.movetype = MOVETYPE_WALK;
288 // note: The hook entity does the actual pulling
291 void SetGrappleHookBindings()
293 // this function has been modified for Nexuiz
294 // don't remove these lines! old server or demos coud overwrite the new aliases
295 stuffcmd(self, "alias +hook +button6\n");
296 stuffcmd(self, "alias -hook -button6\n");