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1 #include "hook.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Hook, Weapon)
4 /* ammotype  */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
5 /* impulse   */ ATTRIB(Hook, impulse, int, 0);
6 /* flags     */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
8 /* color     */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
9 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
14 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
15 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
16 /* refname   */ ATTRIB(Hook, netname, string, "hook");
17 /* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
18         ATTRIB(Hook, ammo_factor, float, 1);
19
20 #define X(BEGIN, P, END, class, prefix) \
21         BEGIN(class) \
22                 P(class, prefix, ammo, float, PRI) \
23                 P(class, prefix, animtime, float, BOTH) \
24                 P(class, prefix, damageforcescale, float, SEC) \
25                 P(class, prefix, damage, float, SEC) \
26                 P(class, prefix, duration, float, SEC) \
27                 P(class, prefix, edgedamage, float, SEC) \
28                 P(class, prefix, force, float, SEC) \
29                 P(class, prefix, gravity, float, SEC) \
30                 P(class, prefix, health, float, SEC) \
31                 P(class, prefix, hooked_ammo, float, PRI) \
32                 P(class, prefix, hooked_time_free, float, PRI) \
33                 P(class, prefix, hooked_time_max, float, PRI) \
34                 P(class, prefix, lifetime, float, SEC) \
35                 P(class, prefix, power, float, SEC) \
36                 P(class, prefix, radius, float, SEC) \
37                 P(class, prefix, refire, float, BOTH) \
38                 P(class, prefix, speed, float, SEC) \
39         P(class, prefix, switchdelay_drop, float, NONE) \
40                 P(class, prefix, switchdelay_raise, float, NONE) \
41         P(class, prefix, weaponreplace, string, NONE) \
42         P(class, prefix, weaponstartoverride, float, NONE) \
43         P(class, prefix, weaponstart, float, NONE) \
44         P(class, prefix, weaponthrowable, float, NONE) \
45         END()
46     W_PROPS(X, Hook, hook)
47 #undef X
48
49 ENDCLASS(Hook)
50 REGISTER_WEAPON(HOOK, hook, NEW(Hook));
51
52 CLASS(OffhandHook, OffhandWeapon)
53 #ifdef SVQC
54     METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
55     {
56         Weapon wep = WEP_HOOK;
57         .entity weaponentity = weaponentities[1];
58         wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
59     }
60 #endif
61 ENDCLASS(OffhandHook)
62 OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
63
64 #ifdef SVQC
65
66 .float dmg;
67 .float dmg_edge;
68 .float dmg_radius;
69 .float dmg_force;
70 .float dmg_power;
71 .float dmg_duration;
72 .float dmg_last;
73 .float hook_refire;
74 .float hook_time_hooked;
75 .float hook_time_fueldecrease;
76 #endif
77 #endif
78 #ifdef IMPLEMENTATION
79 #ifdef SVQC
80
81 spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
82
83 void W_Hook_ExplodeThink(entity this)
84 {
85         float dt, dmg_remaining_next, f;
86
87         dt = time - this.teleport_time;
88         dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
89
90         f = this.dmg_last - dmg_remaining_next;
91         this.dmg_last = dmg_remaining_next;
92
93         RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
94         this.projectiledeathtype |= HITTYPE_BOUNCE;
95         //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
96
97         if(dt < this.dmg_duration)
98                 this.nextthink = time + 0.05; // soon
99         else
100                 delete(this);
101 }
102
103 void W_Hook_Explode2(entity this)
104 {
105         this.event_damage = func_null;
106         settouch(this, func_null);
107         this.effects |= EF_NODRAW;
108
109         setthink(this, W_Hook_ExplodeThink);
110         this.nextthink = time;
111         this.dmg = WEP_CVAR_SEC(hook, damage);
112         this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
113         this.dmg_radius = WEP_CVAR_SEC(hook, radius);
114         this.dmg_force = WEP_CVAR_SEC(hook, force);
115         this.dmg_power = WEP_CVAR_SEC(hook, power);
116         this.dmg_duration = WEP_CVAR_SEC(hook, duration);
117         this.teleport_time = time;
118         this.dmg_last = 1;
119         set_movetype(this, MOVETYPE_NONE);
120 }
121
122 void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
123 {
124         W_Hook_Explode2(this);
125 }
126
127 void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
128 {
129         if(this.health <= 0)
130                 return;
131
132         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
133                 return; // g_projectiles_damage says to halt
134
135         this.health = this.health - damage;
136
137         if(this.health <= 0)
138                 W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
139 }
140
141 void W_Hook_Touch2(entity this, entity toucher)
142 {
143         PROJECTILE_TOUCH(this, toucher);
144         this.use(this, NULL, NULL);
145 }
146
147 void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
148 {
149         //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
150         W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
151
152         entity gren = new(hookbomb);
153         gren.owner = gren.realowner = actor;
154         gren.bot_dodge = true;
155         gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
156         set_movetype(gren, MOVETYPE_TOSS);
157         PROJECTILE_MAKETRIGGER(gren);
158         gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
159         setorigin(gren, w_shotorg);
160         setsize(gren, '0 0 0', '0 0 0');
161
162         gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
163         setthink(gren, adaptor_think2use_hittype_splash);
164         gren.use = W_Hook_Explode2_use;
165         settouch(gren, W_Hook_Touch2);
166
167         gren.takedamage = DAMAGE_YES;
168         gren.health = WEP_CVAR_SEC(hook, health);
169         gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
170         gren.event_damage = W_Hook_Damage;
171         gren.damagedbycontents = true;
172         gren.missile_flags = MIF_SPLASH | MIF_ARC;
173
174         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
175         if (autocvar_g_projectiles_newton_style)
176                 gren.velocity = gren.velocity + actor.velocity;
177
178         gren.gravity = WEP_CVAR_SEC(hook, gravity);
179         //W_SetupProjVelocity_Basic(gren); // just falling down!
180
181         gren.angles = '0 0 0';
182         gren.flags = FL_PROJECTILE;
183         IL_PUSH(g_projectiles, gren);
184         IL_PUSH(g_bot_dodge, gren);
185
186         CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
187
188         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
189 }
190
191 METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
192 {
193     if (fire & 1) {
194         if(!actor.(weaponentity).hook)
195         if(!(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE))
196         if(time > actor.(weaponentity).hook_refire)
197         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
198         {
199             W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
200             actor.(weaponentity).hook_state |= HOOK_FIRING;
201             actor.(weaponentity).hook_state |= HOOK_WAITING_FOR_RELEASE;
202             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
203         }
204     } else {
205         actor.(weaponentity).hook_state |= HOOK_REMOVING;
206         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
207     }
208
209     if(fire & 2)
210     {
211         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
212         {
213             W_Hook_Attack2(thiswep, actor, weaponentity);
214             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
215         }
216     }
217
218     if(actor.(weaponentity).hook)
219     {
220         // if hooked, no bombs, and increase the timer
221         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
222
223         // hook also inhibits health regeneration, but only for 1 second
224         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
225             actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
226     }
227
228     if(actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1)
229     {
230         float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
231         if(hooked_time_max > 0)
232         {
233             if( time > actor.(weaponentity).hook_time_hooked + hooked_time_max )
234                 actor.(weaponentity).hook_state |= HOOK_REMOVING;
235         }
236
237         float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
238         if(hooked_fuel > 0)
239         {
240             if( time > actor.(weaponentity).hook_time_fueldecrease )
241             {
242                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
243                 {
244                     if( actor.ammo_fuel >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel )
245                     {
246                         W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity);
247                         actor.(weaponentity).hook_time_fueldecrease = time;
248                         // decrease next frame again
249                     }
250                     else
251                     {
252                         actor.ammo_fuel = 0;
253                         actor.(weaponentity).hook_state |= HOOK_REMOVING;
254                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
255                     }
256                 }
257             }
258         }
259     }
260     else
261     {
262         actor.(weaponentity).hook_time_hooked = time;
263         actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
264     }
265
266     actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
267
268     if (actor.(weaponentity).hook_state & HOOK_FIRING)
269     {
270         if (actor.(weaponentity).hook)
271             RemoveHook(actor.(weaponentity).hook);
272         FireGrapplingHook(actor, weaponentity);
273         actor.(weaponentity).hook_state &= ~HOOK_FIRING;
274         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
275     }
276     else if (actor.(weaponentity).hook_state & HOOK_REMOVING)
277     {
278         if (actor.(weaponentity).hook)
279             RemoveHook(actor.(weaponentity).hook);
280         actor.(weaponentity).hook_state &= ~HOOK_REMOVING;
281     }
282 }
283 METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
284 {
285         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
286     {
287         .entity weaponentity = weaponentities[slot];
288         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
289     }
290 }
291 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
292 {
293     if (!thiswep.ammo_factor) return true;
294     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
295     {
296         .entity weaponentity = weaponentities[slot];
297         if(actor.(weaponentity).hook)
298                 return actor.ammo_fuel > 0;
299     }
300
301     return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
302 }
303 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
304 {
305     // infinite ammo for now
306     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
307 }
308 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
309 {
310     RemoveGrapplingHooks(actor);
311     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
312     {
313         .entity weaponentity = weaponentities[slot];
314         actor.(weaponentity).hook_time = 0;
315         actor.(weaponentity).hook_refire = time;
316     }
317 }
318 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
319 {
320     return WEAPON_HOOK_MURDER;
321 }
322
323 #endif
324 #ifdef CSQC
325
326 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
327 {
328     vector org2;
329     org2 = w_org + w_backoff * 2;
330     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
331     if(!w_issilent)
332         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
333 }
334
335 #endif
336
337 #ifdef CSQC
338 #include <lib/csqcmodel/interpolate.qh>
339 #include <lib/warpzone/common.qh>
340
341 float autocvar_cl_grapplehook_alpha = 1;
342
343 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
344
345 entityclass(Hook);
346 class(Hook) .entity HookType; // ENT_CLIENT_*
347 class(Hook) .vector origin;
348 class(Hook) .vector velocity;
349 class(Hook) .float HookSilent;
350 class(Hook) .float HookRange;
351
352 string Draw_GrapplingHook_trace_callback_tex;
353 float Draw_GrapplingHook_trace_callback_rnd;
354 vector Draw_GrapplingHook_trace_callback_rgb;
355 float Draw_GrapplingHook_trace_callback_a;
356 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
357 {
358         float i;
359         vector vorg;
360         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
361         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
362                 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);
363         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
364 }
365
366 class(Hook) .float teleport_time;
367 void Draw_GrapplingHook(entity this)
368 {
369         vector a, b, atrans;
370         string tex;
371         vector rgb;
372         float t;
373         vector vs;
374         float intensity, offset;
375
376         if(this.teleport_time)
377         if(time > this.teleport_time)
378         {
379                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
380                 this.teleport_time = 0;
381         }
382
383         InterpolateOrigin_Do(this);
384
385         int s = viewmodels[this.cnt].m_gunalign; //W_GunAlign(NULL, STAT(GUNALIGN));
386
387         switch(this.HookType)
388         {
389                 default:
390                 case NET_ENT_CLIENT_HOOK:
391                         vs = hook_shotorigin[s];
392                         break;
393                 case NET_ENT_CLIENT_ARC_BEAM:
394                         vs = lightning_shotorigin[s];
395                         break;
396         }
397
398         if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0)
399         {
400                 switch(this.HookType)
401                 {
402                         default:
403                         case NET_ENT_CLIENT_HOOK:
404                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
405                                 b = this.origin;
406                                 break;
407                         case NET_ENT_CLIENT_ARC_BEAM:
408                                 if(this.HookRange)
409                                         b = view_origin + view_forward * this.HookRange;
410                                 else
411                                         b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
412                                 WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
413                                 b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
414                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
415                                 break;
416                 }
417         }
418         else
419         {
420                 switch(this.HookType)
421                 {
422                         default:
423                         case NET_ENT_CLIENT_HOOK:
424                                 a = this.velocity;
425                                 b = this.origin;
426                                 break;
427                         case NET_ENT_CLIENT_ARC_BEAM:
428                                 a = this.origin;
429                                 b = this.velocity;
430                                 break;
431                 }
432         }
433
434         t = entcs_GetTeamColor(this.owner.sv_entnum);
435
436         switch(this.HookType)
437         {
438                 default:
439                 case NET_ENT_CLIENT_HOOK:
440                         intensity = autocvar_cl_grapplehook_alpha;
441                         offset = 0;
442                         switch(t)
443                         {
444                                 case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
445                                 case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
446                                 case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
447                                 case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
448                                 default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break;
449                         }
450                         break;
451                 case NET_ENT_CLIENT_ARC_BEAM: // todo
452                         intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2);
453                         offset = Noise_Brown(this, frametime) * 10;
454                         tex = "particles/lgbeam";
455                         rgb = '1 1 1';
456                         break;
457         }
458
459         MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
460         tex = M_ARGV(1, string);
461         rgb = M_ARGV(2, vector);
462
463         Draw_GrapplingHook_trace_callback_tex = tex;
464         Draw_GrapplingHook_trace_callback_rnd = offset;
465         Draw_GrapplingHook_trace_callback_rgb = rgb;
466         Draw_GrapplingHook_trace_callback_a = intensity;
467         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);
468         Draw_GrapplingHook_trace_callback_tex = string_null;
469
470         atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
471
472         switch(this.HookType)
473         {
474                 default:
475                 case NET_ENT_CLIENT_HOOK:
476                         if(vdist(trace_endpos - atrans, >, 0.5))
477                         {
478                                 setorigin(this, trace_endpos); // hook endpoint!
479                                 this.angles = vectoangles(trace_endpos - atrans);
480                                 this.drawmask = MASK_NORMAL;
481                         }
482                         else
483                         {
484                                 this.drawmask = 0;
485                         }
486                         break;
487                 case NET_ENT_CLIENT_ARC_BEAM:
488                         setorigin(this, a); // beam origin!
489                         break;
490         }
491
492         switch(this.HookType)
493         {
494                 default:
495                 case NET_ENT_CLIENT_HOOK:
496                         break;
497                 case NET_ENT_CLIENT_ARC_BEAM:
498                         pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
499                         break;
500         }
501 }
502
503 void Remove_GrapplingHook(entity this)
504 {
505         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
506
507         if(csqcplayer && csqcplayer.hook == this)
508                 csqcplayer.hook = NULL;
509 }
510
511 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
512 {
513         this.HookType = NET_ENT_CLIENT_HOOK;
514
515         int sf = ReadByte();
516
517         this.HookSilent = (sf & 0x80);
518         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
519
520         InterpolateOrigin_Undo(this);
521
522         if(sf & 1)
523         {
524                 int myowner = ReadByte();
525                 int slot = ReadByte();
526                 this.owner = playerslots[myowner - 1];
527                 this.sv_entnum = myowner;
528                 if(myowner == player_localentnum)
529                         viewmodels[slot].hook = this;
530                 this.cnt = slot;
531                 switch(this.HookType)
532                 {
533                         default:
534                         case NET_ENT_CLIENT_HOOK:
535                                 this.HookRange = 0;
536                                 break;
537                         case NET_ENT_CLIENT_ARC_BEAM:
538                                 this.HookRange = ReadCoord();
539                                 break;
540                 }
541         }
542         if(sf & 2)
543         {
544                 this.origin_x = ReadCoord();
545                 this.origin_y = ReadCoord();
546                 this.origin_z = ReadCoord();
547                 setorigin(this, this.origin);
548         }
549         if(sf & 4)
550         {
551                 this.velocity_x = ReadCoord();
552                 this.velocity_y = ReadCoord();
553                 this.velocity_z = ReadCoord();
554         }
555
556         InterpolateOrigin_Note(this);
557
558         if(bIsNew || !this.teleport_time)
559         {
560                 this.draw = Draw_GrapplingHook;
561                 IL_PUSH(g_drawables, this);
562                 this.entremove = Remove_GrapplingHook;
563
564                 switch(this.HookType)
565                 {
566                         default:
567                         case NET_ENT_CLIENT_HOOK:
568                                 // for the model
569                                 setmodel(this, MDL_HOOK);
570                                 this.drawmask = MASK_NORMAL;
571                                 break;
572                         case NET_ENT_CLIENT_ARC_BEAM:
573                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
574                                 break;
575                 }
576         }
577
578         this.teleport_time = time + 10;
579         return true;
580 }
581
582 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
583 #endif
584
585 #endif