#include "defs.qh" /* TeamFortress 1.38 - 29/11/96 TeamFortress Software Robin Walker, John Cook, Ian Caughley. Original Code by "Mike" QuakeWorld version by Wedge */ /* Modified for CustomTF 2.3 3/28/00 William Kerney Removed the ability to hook onto or damage teammates Stopped some crashing bugs with it */ // QuakeWorld version /* =========================================================================== Quakeworld-friendly grapple hook code by Wedge (Steve Bond) visit Quake Command http://www.nuc.net/quake Original 'Morning Star' (Grapple Hook) by "Mike" I took care to preserve the speed and damage values of the original Morning Star. Depending on latency, performance should be near exact. =========================================================================== */ // prototypes for WEAPONS.QC functions float() crandom; // // Reset_Grapple - Removes the hook and resets its owner's state. // expects a pointer to the hook // void (entity rhook) Reset_Grapple = { sound (rhook.owner, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NONE); rhook.owner.on_hook = FALSE; rhook.owner.hook_out = FALSE; rhook.owner.fire_held_down = FALSE; rhook.owner.weaponframe = 0; rhook.think = SUB_Remove; rhook.nextthink = time; }; // // Grapple_Track - Constantly updates the hook's position relative to // what it's hooked to. Inflicts damage if attached to // a player that is not on the same team as the hook's // owner. // void () Grapple_Track = { local vector spray; // drop the hook if owner is dead or has released the button if (!self.owner.on_hook || self.owner.health <= 0) { Reset_Grapple (self); return; } if (self.owner.health <= 0 || self.owner.has_disconnected) //CH does a real check if dead { self.think = SUB_Remove; self.nextthink = time; if (self.goalentity) { self.goalentity.think = SUB_Remove; self.goalentity.nextthink = time; if (self.goalentity.goalentity) { self.goalentity.goalentity.think = SUB_Remove; self.goalentity.goalentity.nextthink = time; } } Reset_Grapple (self); return; } //WK if (self.enemy.classname == "player" && Teammate(self.enemy.team_no, self.owner.team_no)) { Reset_Grapple (self); return; } deathmsg = DMSG_HOOK; if (self.enemy.classname == "player") { T_Damage (self.enemy, self, self.owner, 2); if (self.enemy.health <= 0) { Reset_Grapple (self); return; } } // If the hook is not attached to the player, constantly // copy the target's velocity. Velocity copying DOES NOT work properly // for a hooked client. if (self.enemy.classname != "player") self.velocity = self.enemy.velocity; self.nextthink = time + 0.1; }; // // MakeLink - spawns the chain link entities // entity () MakeLink = { newmis = spawn (); newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_NOT; newmis.owner = self;// SELF is the hook! newmis.avelocity = '200 200 200'; setmodel (newmis, "progs/s_spike.mdl"); setorigin (newmis, self.origin); setsize (newmis, '0 0 0' , '0 0 0'); return newmis; }; // // Remove_Chain - Removes all chain link entities; this is a separate // function because CLIENT also needs to be able // to remove the chain. Only one function required to // remove all links. // void () Remove_Chain = { self.think = SUB_Remove; self.nextthink = time; if (self.goalentity) { self.goalentity.think = SUB_Remove; self.goalentity.nextthink = time; if (self.goalentity.goalentity) { self.goalentity.goalentity.think = SUB_Remove; self.goalentity.goalentity.nextthink = time; } } }; // // Update_Chain - Repositions the chain links each frame. This single function // maintains the positions of all of the links. Only one link // is thinking every frame. // void () Update_Chain = { local vector temp; if (!self.owner.hook_out) { self.think = Remove_Chain; self.nextthink = time; return; } if (vlen(self.origin - self.owner.origin) >= 3000) { Reset_Grapple (self); return; } //CH Using a show grapple loc thing, it was updating while dead. if (self.owner.health <= 0 || self.owner.has_disconnected) { self.think = SUB_Remove; self.nextthink = time; if (self.goalentity) { self.goalentity.think = SUB_Remove; self.goalentity.nextthink = time; if (self.goalentity.goalentity) { self.goalentity.goalentity.think = SUB_Remove; self.goalentity.goalentity.nextthink = time; } } Reset_Grapple (self); return; } temp = (self.owner.hook.origin - self.owner.origin); // These numbers are correct assuming 3 links. // 4 links would be *20 *40 *60 and *80 setorigin (self, self.owner.origin + temp * 0.25); setorigin (self.goalentity, self.owner.origin + temp * 0.5); setorigin (self.goalentity.goalentity, self.owner.origin + temp * 0.75); self.nextthink = time + 0.1; }; // // Build_Chain - Builds the chain (linked list) // void () Build_Chain = { self.goalentity = MakeLink(); self.goalentity.think = Update_Chain; self.goalentity.nextthink = time + 0.1; self.goalentity.owner = self.owner; self.goalentity.goalentity = MakeLink(); self.goalentity.goalentity.goalentity = MakeLink(); }; // // Check_Overhead - Makes sure there is sufficient headroom above the player // so that setorigin doesn't stick them into a wall. I tried // to compare pointcontents, but that was too flaky. // float () Check_Overhead = { local vector src; local vector end; makevectors (self.owner.angles); // The following comparisons could be optimized by doing away with // SRC and END, and plugging the values directly into the traceline // function calls. Using SRC and END made debugging easier. You // decide if it's worth it. // quick check right above head src = self.owner.origin - '0 0 24'; end = self.owner.origin - '0 0 24'; traceline (src, end, FALSE, self.owner); if (trace_fraction != 1.0) return FALSE; src = self.owner.origin - '0 0 24' - v_forward * 16; end = self.owner.origin - '0 0 24' - v_forward * 16 + '0 0 58'; traceline (src, end, FALSE, self.owner); if (trace_fraction != 1.0) return FALSE; src = self.owner.origin - '0 0 24' + v_forward * 16; end = self.owner.origin - '0 0 24' + v_forward * 16 + '0 0 58'; traceline (src, end, FALSE, self.owner); if (trace_fraction != 1.0) return FALSE; src = self.owner.origin - '0 0 24' - v_right * 16; end = self.owner.origin - '0 0 24' - v_right * 16 + '0 0 58'; traceline (src, end, FALSE, self.owner); if (trace_fraction != 1.0) return FALSE; src = self.owner.origin - '0 0 24' + v_right * 16; end = self.owner.origin - '0 0 24' + v_right * 16 + '0 0 58'; traceline (src, end, FALSE, self.owner); if (trace_fraction != 1.0) return FALSE; return TRUE; }; // // Anchor_Grapple - Tries to anchor the grapple to whatever it touches // void () Anchor_Grapple = { local float test; if (other == self.owner) return; // DO NOT allow the grapple to hook to any projectiles, no matter WHAT! // if you create new types of projectiles, make sure you use one of the // classnames below or write code to exclude your new classname so // grapples will not stick to them. if (other.classname == "missile" || other.classname == "grenade" || other.classname == "spike" || other.classname == "hook" || other.classname == "pipebomb") //CH maybe fix crash? return; //if (isBuilding(other)) //WK don't hook onto buildings? // return; // Don't stick the the sky. if (pointcontents(self.origin) == CONTENT_SKY) { Reset_Grapple (self); return; } sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); //WK Only deal the initial damage to buttons so we can open stuff if (other.takedamage) if (other.classname == "func_button") T_Damage (other, self, self.owner, 1); self.velocity = '0 0 0'; self.avelocity = '0 0 0'; // conveniently clears the sound channel of the CHAIN1 sound, // which is a looping sample and would continue to play. Tink1 is // the least offensive choice, as NULL.WAV loops and clogs the // channel with silence sound (self.owner, CHAN_WEAPON, "weapons/tink1.wav", 1, ATTN_NORM); if (!self.owner.button0) { Reset_Grapple (self); return; } // our last chance to avoid being picked up off of the ground. // check over the client's head to make sure there is one unit // clearance so we can lift him off of the ground. test = Check_Overhead (); if (!test) { Reset_Grapple (self); return; } self.owner.on_hook = TRUE; if (self.owner.flags & FL_ONGROUND) { self.owner.flags = self.owner.flags - FL_ONGROUND; setorigin(self.owner,self.owner.origin + '0 0 1'); } // CHAIN2 is a looping sample. Use LEFTY as a flag so that client.qc // will know to only play the tink sound ONCE to clear the weapons // sound channel. (Lefty is a leftover from AI.QC, so I reused it to // avoid adding a field) self.owner.lefty = TRUE; self.enemy = other;// remember this guy! self.think = Grapple_Track; self.nextthink = time; self.solid = SOLID_NOT; self.touch = SUB_Null; }; // // Throw_Grapple - called from WEAPONS.QC, 'fires' the grapple // void () Throw_Grapple = { if (self.hook_out)// reject subsequent calls from player.qc return; KickPlayer(-1, self); // chain out sound (loops) newmis = spawn(); newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; newmis.owner = self;// newmis belongs to me self.hook = newmis;// This is my newmis newmis.classname = "hook"; makevectors (self.v_angle); newmis.velocity = v_forward * 800; // newmis.avelocity = '0 0 -500'; // set the facing of the grapple newmis.angles = vectoangles(newmis.velocity); newmis.touch = Anchor_Grapple; newmis.think = Build_Chain; newmis.nextthink = time + 0.1;// don't jam newmis and links into same packet setmodel (newmis,"progs/hook.mdl"); setorigin (newmis, self.origin + v_forward * 16 + '0 0 16'); setsize(newmis, '0 0 0' , '0 0 0 '); self.hook_out = TRUE; self.fire_held_down = TRUE; }; // // Service_Grapple - called each frame by CLIENT.QC if client is ON_HOOK // void () Service_Grapple = { local vector hook_dir; // drop the hook if player lets go of button if (!self.button0) { self.fire_held_down = FALSE; if (self.current_weapon == WEAP_HOOK) Reset_Grapple (self.hook); } // If hooked to a player, track them directly! if (self.hook.enemy.classname == "player") hook_dir = (self.hook.enemy.origin - self.origin); // else, track to hook else if (self.hook.enemy.classname != "player") hook_dir = (self.hook.origin - self.origin); // set the facing of the grapple // self.hook.angles = vectoangles(self.hook.velocity); self.velocity = normalize(hook_dir) * self.maxspeed * 1.5; if ( vlen(hook_dir) <= 100 && self.lefty) // cancel chain sound { // If there is a chain, ditch it now. We're // close enough. Having extra entities lying around // is never a good idea. if (self.hook.goalentity) { self.hook.goalentity.think = Remove_Chain; self.hook.goalentity.nextthink = time; } self.lefty = FALSE; // we've reset the sound channel. } };