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1 #include "hook.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Hook, Weapon)
4 /* ammotype  */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
5 /* impulse   */ ATTRIB(Hook, impulse, int, 0);
6 /* flags     */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
8 /* color     */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
9 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
14 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
15 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
16 /* refname   */ ATTRIB(Hook, netname, string, "hook");
17 /* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
18         ATTRIB(Hook, ammo_factor, float, 1);
19
20 #define X(BEGIN, P, END, class, prefix) \
21         BEGIN(class) \
22                 P(class, prefix, ammo, float, PRI) \
23                 P(class, prefix, animtime, float, BOTH) \
24                 P(class, prefix, damageforcescale, float, SEC) \
25                 P(class, prefix, damage, float, SEC) \
26                 P(class, prefix, duration, float, SEC) \
27                 P(class, prefix, edgedamage, float, SEC) \
28                 P(class, prefix, force, float, SEC) \
29                 P(class, prefix, gravity, float, SEC) \
30                 P(class, prefix, health, float, SEC) \
31                 P(class, prefix, hooked_ammo, float, PRI) \
32                 P(class, prefix, hooked_time_free, float, PRI) \
33                 P(class, prefix, hooked_time_max, float, PRI) \
34                 P(class, prefix, lifetime, float, SEC) \
35                 P(class, prefix, power, float, SEC) \
36                 P(class, prefix, radius, float, SEC) \
37                 P(class, prefix, refire, float, BOTH) \
38                 P(class, prefix, speed, float, SEC) \
39         P(class, prefix, switchdelay_drop, float, NONE) \
40                 P(class, prefix, switchdelay_raise, float, NONE) \
41         P(class, prefix, weaponreplace, string, NONE) \
42         P(class, prefix, weaponstartoverride, float, NONE) \
43         P(class, prefix, weaponstart, float, NONE) \
44         P(class, prefix, weaponthrowable, float, NONE) \
45         END()
46     W_PROPS(X, Hook, hook)
47 #undef X
48
49 ENDCLASS(Hook)
50 REGISTER_WEAPON(HOOK, hook, NEW(Hook));
51
52 CLASS(OffhandHook, OffhandWeapon)
53 #ifdef SVQC
54     METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
55     {
56         Weapon wep = WEP_HOOK;
57         .entity weaponentity = weaponentities[1];
58         wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
59     }
60 #endif
61 ENDCLASS(OffhandHook)
62 OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
63
64 #ifdef SVQC
65
66 .float dmg;
67 .float dmg_edge;
68 .float dmg_radius;
69 .float dmg_force;
70 .float dmg_power;
71 .float dmg_duration;
72 .float dmg_last;
73 .float hook_refire;
74 .float hook_time_hooked;
75 .float hook_time_fueldecrease;
76 #endif
77 #endif
78 #ifdef IMPLEMENTATION
79 #ifdef SVQC
80
81 spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
82
83 void W_Hook_ExplodeThink(entity this)
84 {
85         float dt, dmg_remaining_next, f;
86
87         dt = time - this.teleport_time;
88         dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
89
90         f = this.dmg_last - dmg_remaining_next;
91         this.dmg_last = dmg_remaining_next;
92
93         RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
94         this.projectiledeathtype |= HITTYPE_BOUNCE;
95         //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
96
97         if(dt < this.dmg_duration)
98                 this.nextthink = time + 0.05; // soon
99         else
100                 delete(this);
101 }
102
103 void W_Hook_Explode2(entity this)
104 {
105         this.event_damage = func_null;
106         settouch(this, func_null);
107         this.effects |= EF_NODRAW;
108
109         setthink(this, W_Hook_ExplodeThink);
110         this.nextthink = time;
111         this.dmg = WEP_CVAR_SEC(hook, damage);
112         this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
113         this.dmg_radius = WEP_CVAR_SEC(hook, radius);
114         this.dmg_force = WEP_CVAR_SEC(hook, force);
115         this.dmg_power = WEP_CVAR_SEC(hook, power);
116         this.dmg_duration = WEP_CVAR_SEC(hook, duration);
117         this.teleport_time = time;
118         this.dmg_last = 1;
119         set_movetype(this, MOVETYPE_NONE);
120 }
121
122 void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
123 {
124         W_Hook_Explode2(this);
125 }
126
127 void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
128 {
129         if(this.health <= 0)
130                 return;
131
132         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
133                 return; // g_projectiles_damage says to halt
134
135         this.health = this.health - damage;
136
137         if(this.health <= 0)
138                 W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
139 }
140
141 void W_Hook_Touch2(entity this, entity toucher)
142 {
143         PROJECTILE_TOUCH(this, toucher);
144         this.use(this, NULL, NULL);
145 }
146
147 void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
148 {
149         //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
150         W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
151
152         entity gren = new(hookbomb);
153         gren.owner = gren.realowner = actor;
154         gren.bot_dodge = true;
155         gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
156         set_movetype(gren, MOVETYPE_TOSS);
157         PROJECTILE_MAKETRIGGER(gren);
158         gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
159         setorigin(gren, w_shotorg);
160         setsize(gren, '0 0 0', '0 0 0');
161
162         gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
163         setthink(gren, adaptor_think2use_hittype_splash);
164         gren.use = W_Hook_Explode2_use;
165         settouch(gren, W_Hook_Touch2);
166
167         gren.takedamage = DAMAGE_YES;
168         gren.health = WEP_CVAR_SEC(hook, health);
169         gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
170         gren.event_damage = W_Hook_Damage;
171         gren.damagedbycontents = true;
172         IL_PUSH(g_damagedbycontents, gren);
173         gren.missile_flags = MIF_SPLASH | MIF_ARC;
174
175         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
176         if (autocvar_g_projectiles_newton_style)
177                 gren.velocity = gren.velocity + actor.velocity;
178
179         gren.gravity = WEP_CVAR_SEC(hook, gravity);
180         //W_SetupProjVelocity_Basic(gren); // just falling down!
181
182         gren.angles = '0 0 0';
183         gren.flags = FL_PROJECTILE;
184         IL_PUSH(g_projectiles, gren);
185         IL_PUSH(g_bot_dodge, gren);
186
187         CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
188
189         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
190 }
191
192 METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
193 {
194     if (fire & 1) {
195         if(!actor.(weaponentity).hook)
196         if(!(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE))
197         if(time > actor.(weaponentity).hook_refire)
198         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
199         {
200             W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
201             actor.(weaponentity).hook_state |= HOOK_FIRING;
202             actor.(weaponentity).hook_state |= HOOK_WAITING_FOR_RELEASE;
203             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
204         }
205     } else {
206         actor.(weaponentity).hook_state |= HOOK_REMOVING;
207         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
208     }
209
210     if(fire & 2)
211     {
212         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
213         {
214             W_Hook_Attack2(thiswep, actor, weaponentity);
215             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
216         }
217     }
218
219     if(actor.(weaponentity).hook)
220     {
221         // if hooked, no bombs, and increase the timer
222         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
223
224         // hook also inhibits health regeneration, but only for 1 second
225         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
226             actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
227     }
228
229     if(actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1)
230     {
231         float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
232         if(hooked_time_max > 0)
233         {
234             if( time > actor.(weaponentity).hook_time_hooked + hooked_time_max )
235                 actor.(weaponentity).hook_state |= HOOK_REMOVING;
236         }
237
238         float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
239         if(hooked_fuel > 0)
240         {
241             if( time > actor.(weaponentity).hook_time_fueldecrease )
242             {
243                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
244                 {
245                     if( actor.ammo_fuel >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel )
246                     {
247                         W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity);
248                         actor.(weaponentity).hook_time_fueldecrease = time;
249                         // decrease next frame again
250                     }
251                     else
252                     {
253                         actor.ammo_fuel = 0;
254                         actor.(weaponentity).hook_state |= HOOK_REMOVING;
255                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
256                     }
257                 }
258             }
259         }
260     }
261     else
262     {
263         actor.(weaponentity).hook_time_hooked = time;
264         actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
265     }
266
267     actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
268
269     if (actor.(weaponentity).hook_state & HOOK_FIRING)
270     {
271         if (actor.(weaponentity).hook)
272             RemoveHook(actor.(weaponentity).hook);
273         FireGrapplingHook(actor, weaponentity);
274         actor.(weaponentity).hook_state &= ~HOOK_FIRING;
275         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
276     }
277     else if (actor.(weaponentity).hook_state & HOOK_REMOVING)
278     {
279         if (actor.(weaponentity).hook)
280             RemoveHook(actor.(weaponentity).hook);
281         actor.(weaponentity).hook_state &= ~HOOK_REMOVING;
282     }
283 }
284 METHOD(Hook, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
285 {
286         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
287 }
288 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity))
289 {
290     if (!thiswep.ammo_factor) return true;
291
292     if(actor.(weaponentity).hook)
293         return actor.ammo_fuel > 0;
294
295     return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
296 }
297 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity))
298 {
299     // infinite ammo for now
300     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
301 }
302 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
303 {
304     RemoveGrapplingHooks(actor);
305     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
306     {
307         .entity weaponentity = weaponentities[slot];
308         actor.(weaponentity).hook_time = 0;
309         actor.(weaponentity).hook_refire = time;
310     }
311 }
312 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
313 {
314     return WEAPON_HOOK_MURDER;
315 }
316
317 #endif
318 #ifdef CSQC
319
320 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
321 {
322     vector org2;
323     org2 = w_org + w_backoff * 2;
324     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
325     if(!w_issilent)
326         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
327 }
328
329 #endif
330
331 #ifdef CSQC
332 #include <lib/csqcmodel/interpolate.qh>
333 #include <lib/warpzone/common.qh>
334
335 float autocvar_cl_grapplehook_alpha = 1;
336
337 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
338
339 entityclass(Hook);
340 class(Hook) .entity HookType; // ENT_CLIENT_*
341 class(Hook) .vector origin;
342 class(Hook) .vector velocity;
343 class(Hook) .float HookSilent;
344 class(Hook) .float HookRange;
345
346 string Draw_GrapplingHook_trace_callback_tex;
347 float Draw_GrapplingHook_trace_callback_rnd;
348 vector Draw_GrapplingHook_trace_callback_rgb;
349 float Draw_GrapplingHook_trace_callback_a;
350 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
351 {
352         float i;
353         vector vorg;
354         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
355         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
356                 Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
357         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
358 }
359
360 class(Hook) .float teleport_time;
361 void Draw_GrapplingHook(entity this)
362 {
363         vector a, b, atrans;
364         string tex;
365         vector rgb;
366         float t;
367         vector vs;
368         float intensity, offset;
369
370         if(this.teleport_time)
371         if(time > this.teleport_time)
372         {
373                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
374                 this.teleport_time = 0;
375         }
376
377         InterpolateOrigin_Do(this);
378
379         int s = W_GunAlign(viewmodels[this.cnt], STAT(GUNALIGN)) - 1;
380
381         switch(this.HookType)
382         {
383                 default:
384                 case NET_ENT_CLIENT_HOOK:
385                         vs = hook_shotorigin[s];
386                         break;
387                 case NET_ENT_CLIENT_ARC_BEAM:
388                         vs = lightning_shotorigin[s];
389                         break;
390         }
391
392         if((this.owner.sv_entnum == player_localentnum - 1))
393         {
394                 switch(this.HookType)
395                 {
396                         default:
397                         case NET_ENT_CLIENT_HOOK:
398                                 if(autocvar_chase_active > 0)
399                                         a = csqcplayer.origin;
400                                 else
401                                         a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
402                                 b = this.origin;
403                                 break;
404                         case NET_ENT_CLIENT_ARC_BEAM:
405                                 if(this.HookRange)
406                                         b = view_origin + view_forward * this.HookRange;
407                                 else
408                                         b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
409                                 WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
410                                 b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
411                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
412                                 break;
413                 }
414         }
415         else
416         {
417                 switch(this.HookType)
418                 {
419                         default:
420                         case NET_ENT_CLIENT_HOOK:
421                                 a = this.velocity;
422                                 b = this.origin;
423                                 break;
424                         case NET_ENT_CLIENT_ARC_BEAM:
425                                 a = this.origin;
426                                 b = this.velocity;
427                                 break;
428                 }
429         }
430
431         t = entcs_GetTeamColor(this.owner.sv_entnum);
432
433         switch(this.HookType)
434         {
435                 default:
436                 case NET_ENT_CLIENT_HOOK:
437                         intensity = autocvar_cl_grapplehook_alpha;
438                         offset = 0;
439                         switch(t)
440                         {
441                                 case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
442                                 case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
443                                 case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
444                                 case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
445                                 default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break;
446                         }
447                         break;
448                 case NET_ENT_CLIENT_ARC_BEAM: // todo
449                         intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2);
450                         offset = Noise_Brown(this, frametime) * 10;
451                         tex = "particles/lgbeam";
452                         rgb = '1 1 1';
453                         break;
454         }
455
456         MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
457         tex = M_ARGV(1, string);
458         rgb = M_ARGV(2, vector);
459
460         Draw_GrapplingHook_trace_callback_tex = tex;
461         Draw_GrapplingHook_trace_callback_rnd = offset;
462         Draw_GrapplingHook_trace_callback_rgb = rgb;
463         Draw_GrapplingHook_trace_callback_a = intensity;
464         WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), NULL, NULL, Draw_GrapplingHook_trace_callback);
465         Draw_GrapplingHook_trace_callback_tex = string_null;
466
467         atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
468
469         switch(this.HookType)
470         {
471                 default:
472                 case NET_ENT_CLIENT_HOOK:
473                         if(vdist(trace_endpos - atrans, >, 0.5))
474                         {
475                                 setorigin(this, trace_endpos); // hook endpoint!
476                                 this.angles = vectoangles(trace_endpos - atrans);
477                                 this.drawmask = MASK_NORMAL;
478                         }
479                         else
480                         {
481                                 this.drawmask = 0;
482                         }
483                         break;
484                 case NET_ENT_CLIENT_ARC_BEAM:
485                         setorigin(this, a); // beam origin!
486                         break;
487         }
488
489         switch(this.HookType)
490         {
491                 default:
492                 case NET_ENT_CLIENT_HOOK:
493                         break;
494                 case NET_ENT_CLIENT_ARC_BEAM:
495                         pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
496                         break;
497         }
498 }
499
500 void Remove_GrapplingHook(entity this)
501 {
502         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
503
504         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
505         {
506                 entity wep = viewmodels[slot];
507                 if(wep.hook == this)
508                         wep.hook = NULL;
509         }
510 }
511
512 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
513 {
514         this.HookType = NET_ENT_CLIENT_HOOK;
515
516         int sf = ReadByte();
517
518         this.HookSilent = (sf & 0x80);
519         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
520
521         InterpolateOrigin_Undo(this);
522
523         if(sf & 1)
524         {
525                 int myowner = ReadByte();
526                 int slot = ReadByte();
527                 this.owner = playerslots[myowner - 1];
528                 this.sv_entnum = myowner;
529                 if(myowner == player_localentnum)
530                         viewmodels[slot].hook = this;
531                 this.cnt = slot;
532                 switch(this.HookType)
533                 {
534                         default:
535                         case NET_ENT_CLIENT_HOOK:
536                                 this.HookRange = 0;
537                                 break;
538                         case NET_ENT_CLIENT_ARC_BEAM:
539                                 this.HookRange = ReadCoord();
540                                 break;
541                 }
542         }
543         if(sf & 2)
544         {
545                 this.origin_x = ReadCoord();
546                 this.origin_y = ReadCoord();
547                 this.origin_z = ReadCoord();
548                 setorigin(this, this.origin);
549         }
550         if(sf & 4)
551         {
552                 this.velocity_x = ReadCoord();
553                 this.velocity_y = ReadCoord();
554                 this.velocity_z = ReadCoord();
555         }
556
557         InterpolateOrigin_Note(this);
558
559         if(bIsNew || !this.teleport_time)
560         {
561                 this.draw = Draw_GrapplingHook;
562                 IL_PUSH(g_drawables, this);
563                 this.entremove = Remove_GrapplingHook;
564
565                 switch(this.HookType)
566                 {
567                         default:
568                         case NET_ENT_CLIENT_HOOK:
569                                 // for the model
570                                 setmodel(this, MDL_HOOK);
571                                 this.drawmask = MASK_NORMAL;
572                                 break;
573                         case NET_ENT_CLIENT_ARC_BEAM:
574                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
575                                 break;
576                 }
577         }
578
579         this.teleport_time = time + 10;
580         return true;
581 }
582
583 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
584 #endif
585
586 #endif