9 .float hook_time_hooked;
10 .float hook_time_ammodecrease;
12 void W_Hook_ExplodeThink (void)
14 float dt, dmg_remaining_next, f;
16 dt = time - self.teleport_time;
17 dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
19 f = self.dmg_last - dmg_remaining_next;
20 self.dmg_last = dmg_remaining_next;
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);
26 if(dt < self.dmg_duration)
27 self.nextthink = time + 0.05; // soon
32 void W_Hook_Explode2 (void)
34 self.event_damage = SUB_Null;
35 self.touch = SUB_Null;
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;
47 self.movetype = MOVETYPE_NONE;
50 void W_Hook_Touch2 (void)
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");
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);
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;
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;
83 gren.gravity = cvar("g_balance_hook_secondary_gravity");
84 //W_SetupProjectileVelocity(gren); // just falling down!
86 gren.angles = '0 0 0';
87 gren.flags = FL_PROJECTILE;
89 CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
92 void spawnfunc_weapon_hook (void)
94 if(g_grappling_hook) // offhand hook
96 startitem_failed = TRUE;
100 weapon_defaultspawnfunc(WEP_HOOK);
103 float w_hook(float req)
105 float hooked_time_max, hooked_ammodecrease_delay;
111 else if (req == WR_THINK)
113 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
116 if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
117 if (time > self.hook_refire)
118 if (weapon_prepareattack(0, -1))
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);
127 if (self.BUTTON_ATCK2)
129 if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
132 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_secondary_animtime"), w_ready);
138 // if hooked, no bombs, and increase the timer
139 self.hook_refire = max(self.hook_refire, time + cvar("g_balance_hook_primary_refire"));
142 if(self.hook && self.hook.state == 1)
144 hooked_time_max = cvar("g_balance_hook_primary_hooked_time_max");
145 if (hooked_time_max > 0)
147 if ( time > self.hook_time_hooked + hooked_time_max )
148 self.hook_state |= HOOK_REMOVING;
151 hooked_ammodecrease_delay = cvar("g_balance_hook_primary_hooked_ammodecrease_delay");
152 if (hooked_ammodecrease_delay > 0)
154 if ( time > self.hook_time_ammodecrease )
156 if ( self.ammo_cells >= 1 )
158 self.ammo_cells -= 1;
159 self.hook_time_ammodecrease = time + hooked_ammodecrease_delay;
163 self.hook_state |= HOOK_REMOVING;
164 W_SwitchWeapon_Force(self, w_getbestweapon(self));
171 self.hook_time_hooked = time;
172 self.hook_time_ammodecrease = time + cvar("g_balance_hook_primary_hooked_time_free");
175 if (self.BUTTON_CROUCH)
177 self.hook_state &~= HOOK_PULLING;
178 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
179 self.hook_state &~= HOOK_RELEASING;
181 self.hook_state |= HOOK_RELEASING;
185 self.hook_state |= HOOK_PULLING;
186 self.hook_state &~= HOOK_RELEASING;
188 if (self.BUTTON_ATCK || self.BUTTON_HOOK)
192 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
196 self.hook_state |= HOOK_REMOVING;
197 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
201 else if (req == WR_PRECACHE)
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");
210 else if (req == WR_SETUP)
212 weapon_setup(WEP_HOOK);
213 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
215 else if (req == WR_CHECKAMMO1)
217 return self.ammo_cells >= cvar("g_balance_hook_primary_ammo");
219 else if (req == WR_CHECKAMMO2)
221 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
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";