]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hook.qc
Purge self from event_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
index fc52287ddd4fc75b266231b6b58ea82f294fe497..8fc13f9e1c40f317cbc861c356f233ced4b2ea56 100644 (file)
@@ -13,47 +13,54 @@ CLASS(Hook, Weapon)
 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
 /* refname   */ ATTRIB(Hook, netname, string, "hook");
-/* wepname   */ ATTRIB(Hook, message, string, _("Grappling Hook"));
+/* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
+       ATTRIB(Hook, ammo_factor, float, 1)
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, damageforcescale, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, duration, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, gravity, float, SEC) \
+               P(class, prefix, health, float, SEC) \
+               P(class, prefix, hooked_ammo, float, PRI) \
+               P(class, prefix, hooked_time_free, float, PRI) \
+               P(class, prefix, hooked_time_max, float, PRI) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, power, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, speed, float, SEC) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Hook, hook)
+#undef X
+
 ENDCLASS(Hook)
-REGISTER_WEAPON(HOOK, NEW(Hook));
+REGISTER_WEAPON(HOOK, hook, NEW(Hook));
 
 CLASS(OffhandHook, OffhandWeapon)
-    METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity player, bool key_pressed))
+#ifdef SVQC
+    METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
     {
        Weapon wep = WEP_HOOK;
-       WITH(entity, self, player, wep.wr_think(wep, key_pressed, false));
+       .entity weaponentity = weaponentities[1];
+       wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
     }
+#endif
 ENDCLASS(OffhandHook)
 OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
 
-#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
-#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, PRI,  ammo) \
-       w_cvar(id, sn, PRI,  hooked_ammo) \
-       w_cvar(id, sn, PRI,  hooked_time_free) \
-       w_cvar(id, sn, PRI,  hooked_time_max) \
-       w_cvar(id, sn, SEC,  damage) \
-       w_cvar(id, sn, SEC,  duration) \
-       w_cvar(id, sn, SEC,  edgedamage) \
-       w_cvar(id, sn, SEC,  force) \
-       w_cvar(id, sn, SEC,  gravity) \
-       w_cvar(id, sn, SEC,  lifetime) \
-       w_cvar(id, sn, SEC,  power) \
-       w_cvar(id, sn, SEC,  radius) \
-       w_cvar(id, sn, SEC,  speed) \
-       w_cvar(id, sn, SEC,  health) \
-       w_cvar(id, sn, SEC,  damageforcescale) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
-
 #ifdef SVQC
-HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 
 .float dmg;
 .float dmg_edge;
@@ -70,9 +77,9 @@ HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef IMPLEMENTATION
 #ifdef SVQC
 
-void spawnfunc_weapon_hook() { weapon_defaultspawnfunc(WEP_HOOK.m_id); }
+spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
 
-void W_Hook_ExplodeThink(void)
+void W_Hook_ExplodeThink()
 {SELFPARAM();
        float dt, dmg_remaining_next, f;
 
@@ -92,7 +99,7 @@ void W_Hook_ExplodeThink(void)
                remove(self);
 }
 
-void W_Hook_Explode2(void)
+void W_Hook_Explode2()
 {SELFPARAM();
        self.event_damage = func_null;
        self.touch = func_null;
@@ -111,36 +118,33 @@ void W_Hook_Explode2(void)
        self.movetype = MOVETYPE_NONE;
 }
 
-void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.health <= 0)
+void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
                return;
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
+       this.health = this.health - damage;
 
-       if(self.health <= 0)
-               W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
+       if(this.health <= 0)
+               WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
 }
 
-void W_Hook_Touch2(void)
+void W_Hook_Touch2()
 {SELFPARAM();
        PROJECTILE_TOUCH;
        self.use();
 }
 
-void W_Hook_Attack2(Weapon thiswep)
-{SELFPARAM();
-       entity gren;
-
-       //W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
-       W_SetupShot(self, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+void W_Hook_Attack2(Weapon thiswep, entity actor)
+{
+       //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
+       W_SetupShot(actor, false, 4, SND(HOOKBOMB_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
 
-       gren = spawn();
-       gren.owner = gren.realowner = self;
-       gren.classname = "hookbomb";
+       entity gren = new(hookbomb);
+       gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
        gren.movetype = MOVETYPE_TOSS;
@@ -162,8 +166,8 @@ void W_Hook_Attack2(Weapon thiswep)
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
 
        gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
-       if(autocvar_g_projectiles_newton_style)
-               gren.velocity = gren.velocity + self.velocity;
+       if (autocvar_g_projectiles_newton_style)
+               gren.velocity = gren.velocity + actor.velocity;
 
        gren.gravity = WEP_CVAR_SEC(hook, gravity);
        //W_SetupProjVelocity_Basic(gren); // just falling down!
@@ -173,76 +177,73 @@ void W_Hook_Attack2(Weapon thiswep)
 
        CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, gren);
+       MUTATOR_CALLHOOK(EditProjectile, actor, gren);
 }
 
-               METHOD(Hook, wr_aim, bool(entity thiswep))
+               METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       // no bot AI for hook (yet?)
-                       return true;
-               }
-               METHOD(Hook, wr_think, bool(entity thiswep, bool fire1, bool fire2))
-               {
-                       if(fire1 || self.BUTTON_HOOK)
-                       {
-                               if(!self.hook)
-                               if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
-                               if(!(self.hook_state & HOOK_FIRING))
-                               if(time > self.hook_refire)
-                               if(weapon_prepareattack(false, -1))
+                       if (fire & 1) {
+                               if(!actor.hook)
+                               if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
+                               if(time > actor.hook_refire)
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
                                {
-                                       W_DecreaseAmmo(thiswep, WEP_CVAR_PRI(hook, ammo));
-                                       self.hook_state |= HOOK_FIRING;
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
+                                       W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
+                                       actor.hook_state |= HOOK_FIRING;
+                                       actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
                                }
+                       } else {
+                               actor.hook_state |= HOOK_REMOVING;
+                               actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
                        }
 
-                       if(fire2)
+                       if(fire & 2)
                        {
-                               if(weapon_prepareattack(true, WEP_CVAR_SEC(hook, refire)))
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
                                {
-                                       W_Hook_Attack2(thiswep);
-                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
+                                       W_Hook_Attack2(thiswep, actor);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
                                }
                        }
 
-                       if(self.hook)
+                       if(actor.hook)
                        {
                                // if hooked, no bombs, and increase the timer
-                               self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+                               actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
 
                                // hook also inhibits health regeneration, but only for 1 second
-                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+                               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                                       actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
                        }
 
-                       if(self.hook && self.hook.state == 1)
+                       if(actor.hook && actor.hook.state == 1)
                        {
                                float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
                                if(hooked_time_max > 0)
                                {
-                                       if( time > self.hook_time_hooked + hooked_time_max )
-                                               self.hook_state |= HOOK_REMOVING;
+                                       if( time > actor.hook_time_hooked + hooked_time_max )
+                                               actor.hook_state |= HOOK_REMOVING;
                                }
 
-                               float hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
+                               float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
                                if(hooked_fuel > 0)
                                {
-                                       if( time > self.hook_time_fueldecrease )
+                                       if( time > actor.hook_time_fueldecrease )
                                        {
-                                               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+                                               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                                                {
-                                                       if( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
+                                                       if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
                                                        {
-                                                               W_DecreaseAmmo(thiswep, (time - self.hook_time_fueldecrease) * hooked_fuel);
-                                                               self.hook_time_fueldecrease = time;
+                                                               W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+                                                               actor.hook_time_fueldecrease = time;
                                                                // decrease next frame again
                                                        }
                                                        else
                                                        {
-                                                               self.ammo_fuel = 0;
-                                                               self.hook_state |= HOOK_REMOVING;
-                                                               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+                                                               actor.ammo_fuel = 0;
+                                                               actor.hook_state |= HOOK_REMOVING;
+                                                               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                                                        }
                                                }
                                        }
@@ -250,77 +251,55 @@ void W_Hook_Attack2(Weapon thiswep)
                        }
                        else
                        {
-                               self.hook_time_hooked = time;
-                               self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
+                               actor.hook_time_hooked = time;
+                               actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
                        }
 
-                       if(self.BUTTON_CROUCH)
+                       actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide));
+
+                       if (actor.hook_state & HOOK_FIRING)
                        {
-                               self.hook_state &= ~HOOK_PULLING;
-                               if(fire1 || self.BUTTON_HOOK)
-                                       self.hook_state &= ~HOOK_RELEASING;
-                               else
-                                       self.hook_state |= HOOK_RELEASING;
+                               if (actor.hook)
+                                       RemoveGrapplingHook(actor);
+                               WITH(entity, self, actor, FireGrapplingHook());
+                               actor.hook_state &= ~HOOK_FIRING;
+                               actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
                        }
-                       else
+                       else if (actor.hook_state & HOOK_REMOVING)
                        {
-                               self.hook_state |= HOOK_PULLING;
-                               self.hook_state &= ~HOOK_RELEASING;
-
-                               if(fire1 || self.BUTTON_HOOK)
-                               {
-                                       // already fired
-                                       if(self.hook)
-                                               self.hook_state |= HOOK_WAITING_FOR_RELEASE;
-                               }
-                               else
-                               {
-                                       self.hook_state |= HOOK_REMOVING;
-                                       self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
-                               }
+                               if (actor.hook)
+                                       RemoveGrapplingHook(actor);
+                               actor.hook_state &= ~HOOK_REMOVING;
                        }
-
-                       _GrapplingHookFrame();
-
-                       return true;
                }
-               METHOD(Hook, wr_init, bool(entity thiswep))
-               {
-                       HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               METHOD(Hook, wr_setup, bool(entity thiswep))
+               METHOD(Hook, wr_setup, void(entity thiswep))
                {
                        self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
-                       return true;
                }
-               METHOD(Hook, wr_checkammo1, bool(entity thiswep))
+               METHOD(Hook, wr_checkammo1, bool(Hook thiswep))
                {
+                       if (!thiswep.ammo_factor) return true;
                        if(self.hook)
                                return self.ammo_fuel > 0;
                        else
                                return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
                }
-               METHOD(Hook, wr_checkammo2, bool(entity thiswep))
+               METHOD(Hook, wr_checkammo2, bool(Hook thiswep))
                {
                        // infinite ammo for now
                        return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
                }
-               METHOD(Hook, wr_config, bool(entity thiswep))
-               {
-                       HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               METHOD(Hook, wr_resetplayer, bool(entity thiswep))
+               METHOD(Hook, wr_resetplayer, void(entity thiswep))
                {
+                       RemoveGrapplingHook(self);
+                       self.hook_time = 0;
                        self.hook_refire = time;
-                       return true;
                }
-               METHOD(Hook, wr_suicidemessage, bool(entity thiswep))
+               METHOD(Hook, wr_suicidemessage, int(entity thiswep))
                {
                        return false;
                }
-               METHOD(Hook, wr_killmessage, bool(entity thiswep))
+               METHOD(Hook, wr_killmessage, int(entity thiswep))
                {
                        return WEAPON_HOOK_MURDER;
                }
@@ -328,25 +307,249 @@ void W_Hook_Attack2(Weapon thiswep)
 #endif
 #ifdef CSQC
 
-               METHOD(Hook, wr_impacteffect, bool(entity thiswep))
+               METHOD(Hook, wr_impacteffect, void(entity thiswep))
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_HOOK_EXPLODE), org2, '0 0 0', 1);
+                       pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
                        if(!w_issilent)
                                sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
+               }
 
-                       return true;
+#endif
+
+#ifdef CSQC
+#include <lib/csqcmodel/interpolate.qh>
+#include <lib/warpzone/common.qh>
+
+void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
+
+entityclass(Hook);
+class(Hook) .entity HookType; // ENT_CLIENT_*
+class(Hook) .vector origin;
+class(Hook) .vector velocity;
+class(Hook) .float HookSilent;
+class(Hook) .float HookRange;
+
+string Draw_GrapplingHook_trace_callback_tex;
+float Draw_GrapplingHook_trace_callback_rnd;
+vector Draw_GrapplingHook_trace_callback_rgb;
+float Draw_GrapplingHook_trace_callback_a;
+void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
+{
+       float i;
+       vector vorg;
+       vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+       for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
+               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);
+       Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
+}
+
+class(Hook) .float teleport_time;
+void Draw_GrapplingHook(entity this)
+{
+       vector a, b, atrans;
+       string tex;
+       vector rgb;
+       float t;
+       vector vs;
+       float intensity, offset;
+
+       if(self.teleport_time)
+       if(time > self.teleport_time)
+       {
+               sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
+               self.teleport_time = 0;
+       }
+
+       InterpolateOrigin_Do(this);
+
+       int s = W_GetGunAlignment(world);
+
+       switch(self.HookType)
+       {
+               default:
+               case NET_ENT_CLIENT_HOOK:
+                       vs = hook_shotorigin[s];
+                       break;
+               case NET_ENT_CLIENT_ARC_BEAM:
+                       vs = lightning_shotorigin[s];
+                       break;
+       }
+
+       if((self.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0)
+       {
+               switch(self.HookType)
+               {
+                       default:
+                       case NET_ENT_CLIENT_HOOK:
+                               a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
+                               b = self.origin;
+                               break;
+                       case NET_ENT_CLIENT_ARC_BEAM:
+                               if(self.HookRange)
+                                       b = view_origin + view_forward * self.HookRange;
+                               else
+                                       b = view_origin + view_forward * vlen(self.velocity - self.origin); // honor original length of beam!
+                               WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
+                               b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+                               a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
+                               break;
                }
-               METHOD(Hook, wr_init, bool(entity thiswep))
+       }
+       else
+       {
+               switch(self.HookType)
                {
-                       return true;
+                       default:
+                       case NET_ENT_CLIENT_HOOK:
+                               a = self.velocity;
+                               b = self.origin;
+                               break;
+                       case NET_ENT_CLIENT_ARC_BEAM:
+                               a = self.origin;
+                               b = self.velocity;
+                               break;
                }
-               METHOD(Hook, wr_zoomreticle, bool(entity thiswep))
+       }
+
+       t = entcs_GetTeamColor(self.owner.sv_entnum);
+
+       switch(self.HookType)
+       {
+               default:
+               case NET_ENT_CLIENT_HOOK:
+                       intensity = 1;
+                       offset = 0;
+                       switch(t)
+                       {
+                               case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
+                               case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
+                               case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
+                               case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
+                               default: tex = "particles/hook_white"; rgb = entcs_GetColor(self.sv_entnum - 1); break;
+                       }
+                       break;
+               case NET_ENT_CLIENT_ARC_BEAM: // todo
+                       intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
+                       offset = Noise_Brown(self, frametime) * 10;
+                       tex = "particles/lgbeam";
+                       rgb = '1 1 1';
+                       break;
+       }
+
+       Draw_GrapplingHook_trace_callback_tex = tex;
+       Draw_GrapplingHook_trace_callback_rnd = offset;
+       Draw_GrapplingHook_trace_callback_rgb = rgb;
+       Draw_GrapplingHook_trace_callback_a = intensity;
+       WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((self.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
+       Draw_GrapplingHook_trace_callback_tex = string_null;
+
+       atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
+
+       switch(self.HookType)
+       {
+               default:
+               case NET_ENT_CLIENT_HOOK:
+                       if(vlen(trace_endpos - atrans) > 0.5)
+                       {
+                               setorigin(self, trace_endpos); // hook endpoint!
+                               self.angles = vectoangles(trace_endpos - atrans);
+                               self.drawmask = MASK_NORMAL;
+                       }
+                       else
+                       {
+                               self.drawmask = 0;
+                       }
+                       break;
+               case NET_ENT_CLIENT_ARC_BEAM:
+                       setorigin(self, a); // beam origin!
+                       break;
+       }
+
+       switch(self.HookType)
+       {
+               default:
+               case NET_ENT_CLIENT_HOOK:
+                       break;
+               case NET_ENT_CLIENT_ARC_BEAM:
+                       pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
+                       break;
+       }
+}
+
+void Remove_GrapplingHook()
+{SELFPARAM();
+       sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+}
+
+NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
+{
+       self.HookType = NET_ENT_CLIENT_HOOK;
+
+       int sf = ReadByte();
+
+       self.HookSilent = (sf & 0x80);
+       self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
+
+       InterpolateOrigin_Undo(self);
+
+       if(sf & 1)
+       {
+               int myowner = ReadByte();
+               self.owner = playerslots[myowner - 1];
+               self.sv_entnum = myowner;
+               switch(self.HookType)
                {
-                       // no weapon specific image for this weapon
-                       return false;
+                       default:
+                       case NET_ENT_CLIENT_HOOK:
+                               self.HookRange = 0;
+                               break;
+                       case NET_ENT_CLIENT_ARC_BEAM:
+                               self.HookRange = ReadCoord();
+                               break;
+               }
+       }
+       if(sf & 2)
+       {
+               self.origin_x = ReadCoord();
+               self.origin_y = ReadCoord();
+               self.origin_z = ReadCoord();
+               setorigin(self, self.origin);
+       }
+       if(sf & 4)
+       {
+               self.velocity_x = ReadCoord();
+               self.velocity_y = ReadCoord();
+               self.velocity_z = ReadCoord();
+       }
+
+       InterpolateOrigin_Note(this);
+
+       if(bIsNew || !self.teleport_time)
+       {
+               self.draw = Draw_GrapplingHook;
+               self.entremove = Remove_GrapplingHook;
+
+               switch(self.HookType)
+               {
+                       default:
+                       case NET_ENT_CLIENT_HOOK:
+                               // for the model
+                               setmodel(self, MDL_HOOK);
+                               self.drawmask = MASK_NORMAL;
+                               break;
+                       case NET_ENT_CLIENT_ARC_BEAM:
+                               sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
+                               break;
                }
+       }
 
+       self.teleport_time = time + 10;
+       return true;
+}
+
+// TODO: hook: temporarily transform self.origin for drawing the model along warpzones!
 #endif
+
 #endif