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