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Merge branch 'Mario/intrusive_2' into 'master'
[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         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.hook)
196         if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
197         if(time > actor.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));
201             actor.hook_state |= HOOK_FIRING;
202             actor.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.hook_state |= HOOK_REMOVING;
207         actor.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.hook)
220     {
221         // if hooked, no bombs, and increase the timer
222         actor.hook_refire = max(actor.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.hook && actor.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.hook_time_hooked + hooked_time_max )
235                 actor.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.hook_time_fueldecrease )
242             {
243                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
244                 {
245                     if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
246                     {
247                         W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
248                         actor.hook_time_fueldecrease = time;
249                         // decrease next frame again
250                     }
251                     else
252                     {
253                         actor.ammo_fuel = 0;
254                         actor.hook_state |= HOOK_REMOVING;
255                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
256                     }
257                 }
258             }
259         }
260     }
261     else
262     {
263         actor.hook_time_hooked = time;
264         actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
265     }
266
267     actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
268
269     if (actor.hook_state & HOOK_FIRING)
270     {
271         if (actor.hook)
272             RemoveGrapplingHook(actor);
273         FireGrapplingHook(actor);
274         actor.hook_state &= ~HOOK_FIRING;
275         actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
276     }
277     else if (actor.hook_state & HOOK_REMOVING)
278     {
279         if (actor.hook)
280             RemoveGrapplingHook(actor);
281         actor.hook_state &= ~HOOK_REMOVING;
282     }
283 }
284 METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
285 {
286     actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
287 }
288 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
289 {
290     if (!thiswep.ammo_factor) return true;
291     if(actor.hook)
292         return actor.ammo_fuel > 0;
293     else
294         return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
295 }
296 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
297 {
298     // infinite ammo for now
299     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
300 }
301 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
302 {
303     RemoveGrapplingHook(actor);
304     actor.hook_time = 0;
305     actor.hook_refire = time;
306 }
307 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
308 {
309     return WEAPON_HOOK_MURDER;
310 }
311
312 #endif
313 #ifdef CSQC
314
315 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
316 {
317     vector org2;
318     org2 = w_org + w_backoff * 2;
319     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
320     if(!w_issilent)
321         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
322 }
323
324 #endif
325
326 #ifdef CSQC
327 #include <lib/csqcmodel/interpolate.qh>
328 #include <lib/warpzone/common.qh>
329
330 float autocvar_cl_grapplehook_alpha = 1;
331
332 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
333
334 entityclass(Hook);
335 class(Hook) .entity HookType; // ENT_CLIENT_*
336 class(Hook) .vector origin;
337 class(Hook) .vector velocity;
338 class(Hook) .float HookSilent;
339 class(Hook) .float HookRange;
340
341 string Draw_GrapplingHook_trace_callback_tex;
342 float Draw_GrapplingHook_trace_callback_rnd;
343 vector Draw_GrapplingHook_trace_callback_rgb;
344 float Draw_GrapplingHook_trace_callback_a;
345 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
346 {
347         float i;
348         vector vorg;
349         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
350         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
351                 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);
352         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
353 }
354
355 class(Hook) .float teleport_time;
356 void Draw_GrapplingHook(entity this)
357 {
358         vector a, b, atrans;
359         string tex;
360         vector rgb;
361         float t;
362         vector vs;
363         float intensity, offset;
364
365         if(this.teleport_time)
366         if(time > this.teleport_time)
367         {
368                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
369                 this.teleport_time = 0;
370         }
371
372         InterpolateOrigin_Do(this);
373
374         int s = W_GetGunAlignment(NULL);
375
376         switch(this.HookType)
377         {
378                 default:
379                 case NET_ENT_CLIENT_HOOK:
380                         vs = hook_shotorigin[s];
381                         break;
382                 case NET_ENT_CLIENT_ARC_BEAM:
383                         vs = lightning_shotorigin[s];
384                         break;
385         }
386
387         if((this.owner.sv_entnum == player_localentnum - 1))
388         {
389                 switch(this.HookType)
390                 {
391                         default:
392                         case NET_ENT_CLIENT_HOOK:
393                                 if(autocvar_chase_active > 0)
394                                         a = csqcplayer.origin;
395                                 else
396                                         a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
397                                 b = this.origin;
398                                 break;
399                         case NET_ENT_CLIENT_ARC_BEAM:
400                                 if(this.HookRange)
401                                         b = view_origin + view_forward * this.HookRange;
402                                 else
403                                         b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
404                                 WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
405                                 b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
406                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
407                                 break;
408                 }
409         }
410         else
411         {
412                 switch(this.HookType)
413                 {
414                         default:
415                         case NET_ENT_CLIENT_HOOK:
416                                 a = this.velocity;
417                                 b = this.origin;
418                                 break;
419                         case NET_ENT_CLIENT_ARC_BEAM:
420                                 a = this.origin;
421                                 b = this.velocity;
422                                 break;
423                 }
424         }
425
426         t = entcs_GetTeamColor(this.owner.sv_entnum);
427
428         switch(this.HookType)
429         {
430                 default:
431                 case NET_ENT_CLIENT_HOOK:
432                         intensity = autocvar_cl_grapplehook_alpha;
433                         offset = 0;
434                         switch(t)
435                         {
436                                 case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
437                                 case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
438                                 case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
439                                 case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
440                                 default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break;
441                         }
442                         break;
443                 case NET_ENT_CLIENT_ARC_BEAM: // todo
444                         intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2);
445                         offset = Noise_Brown(this, frametime) * 10;
446                         tex = "particles/lgbeam";
447                         rgb = '1 1 1';
448                         break;
449         }
450
451         MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
452         tex = M_ARGV(1, string);
453         rgb = M_ARGV(2, vector);
454
455         Draw_GrapplingHook_trace_callback_tex = tex;
456         Draw_GrapplingHook_trace_callback_rnd = offset;
457         Draw_GrapplingHook_trace_callback_rgb = rgb;
458         Draw_GrapplingHook_trace_callback_a = intensity;
459         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);
460         Draw_GrapplingHook_trace_callback_tex = string_null;
461
462         atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
463
464         switch(this.HookType)
465         {
466                 default:
467                 case NET_ENT_CLIENT_HOOK:
468                         if(vdist(trace_endpos - atrans, >, 0.5))
469                         {
470                                 setorigin(this, trace_endpos); // hook endpoint!
471                                 this.angles = vectoangles(trace_endpos - atrans);
472                                 this.drawmask = MASK_NORMAL;
473                         }
474                         else
475                         {
476                                 this.drawmask = 0;
477                         }
478                         break;
479                 case NET_ENT_CLIENT_ARC_BEAM:
480                         setorigin(this, a); // beam origin!
481                         break;
482         }
483
484         switch(this.HookType)
485         {
486                 default:
487                 case NET_ENT_CLIENT_HOOK:
488                         break;
489                 case NET_ENT_CLIENT_ARC_BEAM:
490                         pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
491                         break;
492         }
493 }
494
495 void Remove_GrapplingHook(entity this)
496 {
497         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
498
499         if(csqcplayer && csqcplayer.hook == this)
500                 csqcplayer.hook = NULL;
501 }
502
503 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
504 {
505         this.HookType = NET_ENT_CLIENT_HOOK;
506
507         int sf = ReadByte();
508
509         this.HookSilent = (sf & 0x80);
510         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
511
512         InterpolateOrigin_Undo(this);
513
514         if(sf & 1)
515         {
516                 int myowner = ReadByte();
517                 this.owner = playerslots[myowner - 1];
518                 this.sv_entnum = myowner;
519                 if(csqcplayer && myowner == player_localentnum)
520                         csqcplayer.hook = this;
521                 switch(this.HookType)
522                 {
523                         default:
524                         case NET_ENT_CLIENT_HOOK:
525                                 this.HookRange = 0;
526                                 break;
527                         case NET_ENT_CLIENT_ARC_BEAM:
528                                 this.HookRange = ReadCoord();
529                                 break;
530                 }
531         }
532         if(sf & 2)
533         {
534                 this.origin_x = ReadCoord();
535                 this.origin_y = ReadCoord();
536                 this.origin_z = ReadCoord();
537                 setorigin(this, this.origin);
538         }
539         if(sf & 4)
540         {
541                 this.velocity_x = ReadCoord();
542                 this.velocity_y = ReadCoord();
543                 this.velocity_z = ReadCoord();
544         }
545
546         InterpolateOrigin_Note(this);
547
548         if(bIsNew || !this.teleport_time)
549         {
550                 this.draw = Draw_GrapplingHook;
551                 IL_PUSH(g_drawables, this);
552                 this.entremove = Remove_GrapplingHook;
553
554                 switch(this.HookType)
555                 {
556                         default:
557                         case NET_ENT_CLIENT_HOOK:
558                                 // for the model
559                                 setmodel(this, MDL_HOOK);
560                                 this.drawmask = MASK_NORMAL;
561                                 break;
562                         case NET_ENT_CLIENT_ARC_BEAM:
563                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
564                                 break;
565                 }
566         }
567
568         this.teleport_time = time + 10;
569         return true;
570 }
571
572 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
573 #endif
574
575 #endif