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Add weaponentity parameter to ammo checking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
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         gren.missile_flags = MIF_SPLASH | MIF_ARC;
173
174         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
175         if (autocvar_g_projectiles_newton_style)
176                 gren.velocity = gren.velocity + actor.velocity;
177
178         gren.gravity = WEP_CVAR_SEC(hook, gravity);
179         //W_SetupProjVelocity_Basic(gren); // just falling down!
180
181         gren.angles = '0 0 0';
182         gren.flags = FL_PROJECTILE;
183         IL_PUSH(g_projectiles, gren);
184         IL_PUSH(g_bot_dodge, gren);
185
186         CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
187
188         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
189 }
190
191 METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
192 {
193     if (fire & 1) {
194         if(!actor.(weaponentity).hook)
195         if(!(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE))
196         if(time > actor.(weaponentity).hook_refire)
197         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
198         {
199             W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
200             actor.(weaponentity).hook_state |= HOOK_FIRING;
201             actor.(weaponentity).hook_state |= HOOK_WAITING_FOR_RELEASE;
202             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
203         }
204     } else {
205         actor.(weaponentity).hook_state |= HOOK_REMOVING;
206         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
207     }
208
209     if(fire & 2)
210     {
211         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
212         {
213             W_Hook_Attack2(thiswep, actor, weaponentity);
214             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
215         }
216     }
217
218     if(actor.(weaponentity).hook)
219     {
220         // if hooked, no bombs, and increase the timer
221         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
222
223         // hook also inhibits health regeneration, but only for 1 second
224         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
225             actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
226     }
227
228     if(actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1)
229     {
230         float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
231         if(hooked_time_max > 0)
232         {
233             if( time > actor.(weaponentity).hook_time_hooked + hooked_time_max )
234                 actor.(weaponentity).hook_state |= HOOK_REMOVING;
235         }
236
237         float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
238         if(hooked_fuel > 0)
239         {
240             if( time > actor.(weaponentity).hook_time_fueldecrease )
241             {
242                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
243                 {
244                     if( actor.ammo_fuel >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel )
245                     {
246                         W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity);
247                         actor.(weaponentity).hook_time_fueldecrease = time;
248                         // decrease next frame again
249                     }
250                     else
251                     {
252                         actor.ammo_fuel = 0;
253                         actor.(weaponentity).hook_state |= HOOK_REMOVING;
254                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
255                     }
256                 }
257             }
258         }
259     }
260     else
261     {
262         actor.(weaponentity).hook_time_hooked = time;
263         actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
264     }
265
266     actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
267
268     if (actor.(weaponentity).hook_state & HOOK_FIRING)
269     {
270         if (actor.(weaponentity).hook)
271             RemoveHook(actor.(weaponentity).hook);
272         FireGrapplingHook(actor, weaponentity);
273         actor.(weaponentity).hook_state &= ~HOOK_FIRING;
274         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
275     }
276     else if (actor.(weaponentity).hook_state & HOOK_REMOVING)
277     {
278         if (actor.(weaponentity).hook)
279             RemoveHook(actor.(weaponentity).hook);
280         actor.(weaponentity).hook_state &= ~HOOK_REMOVING;
281     }
282 }
283 METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
284 {
285         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
286     {
287         .entity weaponentity = weaponentities[slot];
288         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
289     }
290 }
291 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity))
292 {
293     if (!thiswep.ammo_factor) return true;
294
295     if(actor.(weaponentity).hook)
296         return actor.ammo_fuel > 0;
297
298     return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
299 }
300 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity))
301 {
302     // infinite ammo for now
303     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
304 }
305 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
306 {
307     RemoveGrapplingHooks(actor);
308     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
309     {
310         .entity weaponentity = weaponentities[slot];
311         actor.(weaponentity).hook_time = 0;
312         actor.(weaponentity).hook_refire = time;
313     }
314 }
315 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
316 {
317     return WEAPON_HOOK_MURDER;
318 }
319
320 #endif
321 #ifdef CSQC
322
323 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
324 {
325     vector org2;
326     org2 = w_org + w_backoff * 2;
327     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
328     if(!w_issilent)
329         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
330 }
331
332 #endif
333
334 #ifdef CSQC
335 #include <lib/csqcmodel/interpolate.qh>
336 #include <lib/warpzone/common.qh>
337
338 float autocvar_cl_grapplehook_alpha = 1;
339
340 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
341
342 entityclass(Hook);
343 class(Hook) .entity HookType; // ENT_CLIENT_*
344 class(Hook) .vector origin;
345 class(Hook) .vector velocity;
346 class(Hook) .float HookSilent;
347 class(Hook) .float HookRange;
348
349 string Draw_GrapplingHook_trace_callback_tex;
350 float Draw_GrapplingHook_trace_callback_rnd;
351 vector Draw_GrapplingHook_trace_callback_rgb;
352 float Draw_GrapplingHook_trace_callback_a;
353 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
354 {
355         float i;
356         vector vorg;
357         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
358         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
359                 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);
360         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
361 }
362
363 class(Hook) .float teleport_time;
364 void Draw_GrapplingHook(entity this)
365 {
366         vector a, b, atrans;
367         string tex;
368         vector rgb;
369         float t;
370         vector vs;
371         float intensity, offset;
372
373         if(this.teleport_time)
374         if(time > this.teleport_time)
375         {
376                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
377                 this.teleport_time = 0;
378         }
379
380         InterpolateOrigin_Do(this);
381
382         int s = viewmodels[this.cnt].m_gunalign; //W_GunAlign(NULL, STAT(GUNALIGN));
383
384         switch(this.HookType)
385         {
386                 default:
387                 case NET_ENT_CLIENT_HOOK:
388                         vs = hook_shotorigin[s];
389                         break;
390                 case NET_ENT_CLIENT_ARC_BEAM:
391                         vs = lightning_shotorigin[s];
392                         break;
393         }
394
395         if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0)
396         {
397                 switch(this.HookType)
398                 {
399                         default:
400                         case NET_ENT_CLIENT_HOOK:
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         if(csqcplayer && csqcplayer.hook == this)
505                 csqcplayer.hook = NULL;
506 }
507
508 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
509 {
510         this.HookType = NET_ENT_CLIENT_HOOK;
511
512         int sf = ReadByte();
513
514         this.HookSilent = (sf & 0x80);
515         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
516
517         InterpolateOrigin_Undo(this);
518
519         if(sf & 1)
520         {
521                 int myowner = ReadByte();
522                 int slot = ReadByte();
523                 this.owner = playerslots[myowner - 1];
524                 this.sv_entnum = myowner;
525                 if(myowner == player_localentnum)
526                         viewmodels[slot].hook = this;
527                 this.cnt = slot;
528                 switch(this.HookType)
529                 {
530                         default:
531                         case NET_ENT_CLIENT_HOOK:
532                                 this.HookRange = 0;
533                                 break;
534                         case NET_ENT_CLIENT_ARC_BEAM:
535                                 this.HookRange = ReadCoord();
536                                 break;
537                 }
538         }
539         if(sf & 2)
540         {
541                 this.origin_x = ReadCoord();
542                 this.origin_y = ReadCoord();
543                 this.origin_z = ReadCoord();
544                 setorigin(this, this.origin);
545         }
546         if(sf & 4)
547         {
548                 this.velocity_x = ReadCoord();
549                 this.velocity_y = ReadCoord();
550                 this.velocity_z = ReadCoord();
551         }
552
553         InterpolateOrigin_Note(this);
554
555         if(bIsNew || !this.teleport_time)
556         {
557                 this.draw = Draw_GrapplingHook;
558                 IL_PUSH(g_drawables, this);
559                 this.entremove = Remove_GrapplingHook;
560
561                 switch(this.HookType)
562                 {
563                         default:
564                         case NET_ENT_CLIENT_HOOK:
565                                 // for the model
566                                 setmodel(this, MDL_HOOK);
567                                 this.drawmask = MASK_NORMAL;
568                                 break;
569                         case NET_ENT_CLIENT_ARC_BEAM:
570                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
571                                 break;
572                 }
573         }
574
575         this.teleport_time = time + 10;
576         return true;
577 }
578
579 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
580 #endif
581
582 #endif