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Merge branch 'master' into terencehill/gameover_stuff
[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.hook)
195         if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
196         if(time > actor.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));
200             actor.hook_state |= HOOK_FIRING;
201             actor.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.hook_state |= HOOK_REMOVING;
206         actor.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.hook)
219     {
220         // if hooked, no bombs, and increase the timer
221         actor.hook_refire = max(actor.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.hook && actor.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.hook_time_hooked + hooked_time_max )
234                 actor.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.hook_time_fueldecrease )
241             {
242                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
243                 {
244                     if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
245                     {
246                         W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
247                         actor.hook_time_fueldecrease = time;
248                         // decrease next frame again
249                     }
250                     else
251                     {
252                         actor.ammo_fuel = 0;
253                         actor.hook_state |= HOOK_REMOVING;
254                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
255                     }
256                 }
257             }
258         }
259     }
260     else
261     {
262         actor.hook_time_hooked = time;
263         actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
264     }
265
266     actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
267
268     if (actor.hook_state & HOOK_FIRING)
269     {
270         if (actor.hook)
271             RemoveGrapplingHook(actor);
272         FireGrapplingHook(actor);
273         actor.hook_state &= ~HOOK_FIRING;
274         actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
275     }
276     else if (actor.hook_state & HOOK_REMOVING)
277     {
278         if (actor.hook)
279             RemoveGrapplingHook(actor);
280         actor.hook_state &= ~HOOK_REMOVING;
281     }
282 }
283 METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
284 {
285     actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
286 }
287 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
288 {
289     if (!thiswep.ammo_factor) return true;
290     if(actor.hook)
291         return actor.ammo_fuel > 0;
292     else
293         return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
294 }
295 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
296 {
297     // infinite ammo for now
298     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
299 }
300 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
301 {
302     RemoveGrapplingHook(actor);
303     actor.hook_time = 0;
304     actor.hook_refire = time;
305 }
306 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
307 {
308     return WEAPON_HOOK_MURDER;
309 }
310
311 #endif
312 #ifdef CSQC
313
314 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
315 {
316     vector org2;
317     org2 = w_org + w_backoff * 2;
318     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
319     if(!w_issilent)
320         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
321 }
322
323 #endif
324
325 #ifdef CSQC
326 #include <lib/csqcmodel/interpolate.qh>
327 #include <lib/warpzone/common.qh>
328
329 float autocvar_cl_grapplehook_alpha = 1;
330
331 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
332
333 entityclass(Hook);
334 class(Hook) .entity HookType; // ENT_CLIENT_*
335 class(Hook) .vector origin;
336 class(Hook) .vector velocity;
337 class(Hook) .float HookSilent;
338 class(Hook) .float HookRange;
339
340 string Draw_GrapplingHook_trace_callback_tex;
341 float Draw_GrapplingHook_trace_callback_rnd;
342 vector Draw_GrapplingHook_trace_callback_rgb;
343 float Draw_GrapplingHook_trace_callback_a;
344 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
345 {
346         float i;
347         vector vorg;
348         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
349         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
350                 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);
351         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
352 }
353
354 class(Hook) .float teleport_time;
355 void Draw_GrapplingHook(entity this)
356 {
357         vector a, b, atrans;
358         string tex;
359         vector rgb;
360         float t;
361         vector vs;
362         float intensity, offset;
363
364         if(this.teleport_time)
365         if(time > this.teleport_time)
366         {
367                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
368                 this.teleport_time = 0;
369         }
370
371         InterpolateOrigin_Do(this);
372
373         int s = W_GetGunAlignment(NULL);
374
375         switch(this.HookType)
376         {
377                 default:
378                 case NET_ENT_CLIENT_HOOK:
379                         vs = hook_shotorigin[s];
380                         break;
381                 case NET_ENT_CLIENT_ARC_BEAM:
382                         vs = lightning_shotorigin[s];
383                         break;
384         }
385
386         if((this.owner.sv_entnum == player_localentnum - 1))
387         {
388                 switch(this.HookType)
389                 {
390                         default:
391                         case NET_ENT_CLIENT_HOOK:
392                                 if(autocvar_chase_active > 0)
393                                         a = csqcplayer.origin;
394                                 else
395                                         a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
396                                 b = this.origin;
397                                 break;
398                         case NET_ENT_CLIENT_ARC_BEAM:
399                                 if(this.HookRange)
400                                         b = view_origin + view_forward * this.HookRange;
401                                 else
402                                         b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
403                                 WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
404                                 b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
405                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
406                                 break;
407                 }
408         }
409         else
410         {
411                 switch(this.HookType)
412                 {
413                         default:
414                         case NET_ENT_CLIENT_HOOK:
415                                 a = this.velocity;
416                                 b = this.origin;
417                                 break;
418                         case NET_ENT_CLIENT_ARC_BEAM:
419                                 a = this.origin;
420                                 b = this.velocity;
421                                 break;
422                 }
423         }
424
425         t = entcs_GetTeamColor(this.owner.sv_entnum);
426
427         switch(this.HookType)
428         {
429                 default:
430                 case NET_ENT_CLIENT_HOOK:
431                         intensity = autocvar_cl_grapplehook_alpha;
432                         offset = 0;
433                         switch(t)
434                         {
435                                 case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
436                                 case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
437                                 case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
438                                 case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
439                                 default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break;
440                         }
441                         break;
442                 case NET_ENT_CLIENT_ARC_BEAM: // todo
443                         intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2);
444                         offset = Noise_Brown(this, frametime) * 10;
445                         tex = "particles/lgbeam";
446                         rgb = '1 1 1';
447                         break;
448         }
449
450         MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
451         tex = M_ARGV(1, string);
452         rgb = M_ARGV(2, vector);
453
454         Draw_GrapplingHook_trace_callback_tex = tex;
455         Draw_GrapplingHook_trace_callback_rnd = offset;
456         Draw_GrapplingHook_trace_callback_rgb = rgb;
457         Draw_GrapplingHook_trace_callback_a = intensity;
458         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);
459         Draw_GrapplingHook_trace_callback_tex = string_null;
460
461         atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
462
463         switch(this.HookType)
464         {
465                 default:
466                 case NET_ENT_CLIENT_HOOK:
467                         if(vdist(trace_endpos - atrans, >, 0.5))
468                         {
469                                 setorigin(this, trace_endpos); // hook endpoint!
470                                 this.angles = vectoangles(trace_endpos - atrans);
471                                 this.drawmask = MASK_NORMAL;
472                         }
473                         else
474                         {
475                                 this.drawmask = 0;
476                         }
477                         break;
478                 case NET_ENT_CLIENT_ARC_BEAM:
479                         setorigin(this, a); // beam origin!
480                         break;
481         }
482
483         switch(this.HookType)
484         {
485                 default:
486                 case NET_ENT_CLIENT_HOOK:
487                         break;
488                 case NET_ENT_CLIENT_ARC_BEAM:
489                         pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
490                         break;
491         }
492 }
493
494 void Remove_GrapplingHook(entity this)
495 {
496         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
497
498         if(csqcplayer && csqcplayer.hook == this)
499                 csqcplayer.hook = NULL;
500 }
501
502 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
503 {
504         this.HookType = NET_ENT_CLIENT_HOOK;
505
506         int sf = ReadByte();
507
508         this.HookSilent = (sf & 0x80);
509         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
510
511         InterpolateOrigin_Undo(this);
512
513         if(sf & 1)
514         {
515                 int myowner = ReadByte();
516                 this.owner = playerslots[myowner - 1];
517                 this.sv_entnum = myowner;
518                 if(csqcplayer && myowner == player_localentnum)
519                         csqcplayer.hook = this;
520                 switch(this.HookType)
521                 {
522                         default:
523                         case NET_ENT_CLIENT_HOOK:
524                                 this.HookRange = 0;
525                                 break;
526                         case NET_ENT_CLIENT_ARC_BEAM:
527                                 this.HookRange = ReadCoord();
528                                 break;
529                 }
530         }
531         if(sf & 2)
532         {
533                 this.origin_x = ReadCoord();
534                 this.origin_y = ReadCoord();
535                 this.origin_z = ReadCoord();
536                 setorigin(this, this.origin);
537         }
538         if(sf & 4)
539         {
540                 this.velocity_x = ReadCoord();
541                 this.velocity_y = ReadCoord();
542                 this.velocity_z = ReadCoord();
543         }
544
545         InterpolateOrigin_Note(this);
546
547         if(bIsNew || !this.teleport_time)
548         {
549                 this.draw = Draw_GrapplingHook;
550                 IL_PUSH(g_drawables, this);
551                 this.entremove = Remove_GrapplingHook;
552
553                 switch(this.HookType)
554                 {
555                         default:
556                         case NET_ENT_CLIENT_HOOK:
557                                 // for the model
558                                 setmodel(this, MDL_HOOK);
559                                 this.drawmask = MASK_NORMAL;
560                                 break;
561                         case NET_ENT_CLIENT_ARC_BEAM:
562                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
563                                 break;
564                 }
565         }
566
567         this.teleport_time = time + 10;
568         return true;
569 }
570
571 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
572 #endif
573
574 #endif