}
class(Hook) .float teleport_time;
-void Draw_GrapplingHook()
+void Draw_GrapplingHook(entity this)
{
vector a, b, atrans;
string tex;
if(self.teleport_time)
if(time > self.teleport_time)
{
- sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM); // safeguard
+ sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
self.teleport_time = 0;
}
}
void Remove_GrapplingHook()
-{
- sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+{SELFPARAM();
+ sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
void Ent_ReadHook(float bIsNew, float type)
-{
+{SELFPARAM();
self.HookType = type;
int sf = ReadByte();
default:
case ENT_CLIENT_HOOK:
// for the model
- setmodel(self, "models/hook.md3");
+ setmodel(self, MDL_HOOK);
self.drawmask = MASK_NORMAL;
break;
case ENT_CLIENT_ARC_BEAM:
- sound (self, CH_SHOTS_SINGLE, W_Sound("lgbeam_fly"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
break;
}
}
self.teleport_time = time + 10;
}
-void Hook_Precache()
-{
- precache_sound(W_Sound("lgbeam_fly"));
- precache_model("models/hook.md3");
-}
-
// TODO: hook: temporarily transform self.origin for drawing the model along warpzones!