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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
185         CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
186
187         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
188 }
189
190 METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
191 {
192     if (fire & 1) {
193         if(!actor.hook)
194         if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
195         if(time > actor.hook_refire)
196         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
197         {
198             W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
199             actor.hook_state |= HOOK_FIRING;
200             actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
201             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
202         }
203     } else {
204         actor.hook_state |= HOOK_REMOVING;
205         actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
206     }
207
208     if(fire & 2)
209     {
210         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
211         {
212             W_Hook_Attack2(thiswep, actor, weaponentity);
213             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
214         }
215     }
216
217     if(actor.hook)
218     {
219         // if hooked, no bombs, and increase the timer
220         actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
221
222         // hook also inhibits health regeneration, but only for 1 second
223         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
224             actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
225     }
226
227     if(actor.hook && actor.hook.state == 1)
228     {
229         float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
230         if(hooked_time_max > 0)
231         {
232             if( time > actor.hook_time_hooked + hooked_time_max )
233                 actor.hook_state |= HOOK_REMOVING;
234         }
235
236         float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
237         if(hooked_fuel > 0)
238         {
239             if( time > actor.hook_time_fueldecrease )
240             {
241                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
242                 {
243                     if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
244                     {
245                         W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
246                         actor.hook_time_fueldecrease = time;
247                         // decrease next frame again
248                     }
249                     else
250                     {
251                         actor.ammo_fuel = 0;
252                         actor.hook_state |= HOOK_REMOVING;
253                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
254                     }
255                 }
256             }
257         }
258     }
259     else
260     {
261         actor.hook_time_hooked = time;
262         actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
263     }
264
265     actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
266
267     if (actor.hook_state & HOOK_FIRING)
268     {
269         if (actor.hook)
270             RemoveGrapplingHook(actor);
271         FireGrapplingHook(actor);
272         actor.hook_state &= ~HOOK_FIRING;
273         actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
274     }
275     else if (actor.hook_state & HOOK_REMOVING)
276     {
277         if (actor.hook)
278             RemoveGrapplingHook(actor);
279         actor.hook_state &= ~HOOK_REMOVING;
280     }
281 }
282 METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
283 {
284     actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
285 }
286 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
287 {
288     if (!thiswep.ammo_factor) return true;
289     if(actor.hook)
290         return actor.ammo_fuel > 0;
291     else
292         return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
293 }
294 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
295 {
296     // infinite ammo for now
297     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
298 }
299 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
300 {
301     RemoveGrapplingHook(actor);
302     actor.hook_time = 0;
303     actor.hook_refire = time;
304 }
305 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
306 {
307     return WEAPON_HOOK_MURDER;
308 }
309
310 #endif
311 #ifdef CSQC
312
313 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
314 {
315     vector org2;
316     org2 = w_org + w_backoff * 2;
317     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
318     if(!w_issilent)
319         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
320 }
321
322 #endif
323
324 #ifdef CSQC
325 #include <lib/csqcmodel/interpolate.qh>
326 #include <lib/warpzone/common.qh>
327
328 float autocvar_cl_grapplehook_alpha = 1;
329
330 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
331
332 entityclass(Hook);
333 class(Hook) .entity HookType; // ENT_CLIENT_*
334 class(Hook) .vector origin;
335 class(Hook) .vector velocity;
336 class(Hook) .float HookSilent;
337 class(Hook) .float HookRange;
338
339 string Draw_GrapplingHook_trace_callback_tex;
340 float Draw_GrapplingHook_trace_callback_rnd;
341 vector Draw_GrapplingHook_trace_callback_rgb;
342 float Draw_GrapplingHook_trace_callback_a;
343 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
344 {
345         float i;
346         vector vorg;
347         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
348         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
349                 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);
350         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
351 }
352
353 class(Hook) .float teleport_time;
354 void Draw_GrapplingHook(entity this)
355 {
356         vector a, b, atrans;
357         string tex;
358         vector rgb;
359         float t;
360         vector vs;
361         float intensity, offset;
362
363         if(this.teleport_time)
364         if(time > this.teleport_time)
365         {
366                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
367                 this.teleport_time = 0;
368         }
369
370         InterpolateOrigin_Do(this);
371
372         int s = W_GetGunAlignment(NULL);
373
374         switch(this.HookType)
375         {
376                 default:
377                 case NET_ENT_CLIENT_HOOK:
378                         vs = hook_shotorigin[s];
379                         break;
380                 case NET_ENT_CLIENT_ARC_BEAM:
381                         vs = lightning_shotorigin[s];
382                         break;
383         }
384
385         if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0)
386         {
387                 switch(this.HookType)
388                 {
389                         default:
390                         case NET_ENT_CLIENT_HOOK:
391                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
392                                 b = this.origin;
393                                 break;
394                         case NET_ENT_CLIENT_ARC_BEAM:
395                                 if(this.HookRange)
396                                         b = view_origin + view_forward * this.HookRange;
397                                 else
398                                         b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
399                                 WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
400                                 b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
401                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
402                                 break;
403                 }
404         }
405         else
406         {
407                 switch(this.HookType)
408                 {
409                         default:
410                         case NET_ENT_CLIENT_HOOK:
411                                 a = this.velocity;
412                                 b = this.origin;
413                                 break;
414                         case NET_ENT_CLIENT_ARC_BEAM:
415                                 a = this.origin;
416                                 b = this.velocity;
417                                 break;
418                 }
419         }
420
421         t = entcs_GetTeamColor(this.owner.sv_entnum);
422
423         switch(this.HookType)
424         {
425                 default:
426                 case NET_ENT_CLIENT_HOOK:
427                         intensity = autocvar_cl_grapplehook_alpha;
428                         offset = 0;
429                         switch(t)
430                         {
431                                 case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
432                                 case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
433                                 case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
434                                 case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
435                                 default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break;
436                         }
437                         break;
438                 case NET_ENT_CLIENT_ARC_BEAM: // todo
439                         intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2);
440                         offset = Noise_Brown(this, frametime) * 10;
441                         tex = "particles/lgbeam";
442                         rgb = '1 1 1';
443                         break;
444         }
445
446         MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
447         tex = M_ARGV(1, string);
448         rgb = M_ARGV(2, vector);
449
450         Draw_GrapplingHook_trace_callback_tex = tex;
451         Draw_GrapplingHook_trace_callback_rnd = offset;
452         Draw_GrapplingHook_trace_callback_rgb = rgb;
453         Draw_GrapplingHook_trace_callback_a = intensity;
454         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);
455         Draw_GrapplingHook_trace_callback_tex = string_null;
456
457         atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
458
459         switch(this.HookType)
460         {
461                 default:
462                 case NET_ENT_CLIENT_HOOK:
463                         if(vdist(trace_endpos - atrans, >, 0.5))
464                         {
465                                 setorigin(this, trace_endpos); // hook endpoint!
466                                 this.angles = vectoangles(trace_endpos - atrans);
467                                 this.drawmask = MASK_NORMAL;
468                         }
469                         else
470                         {
471                                 this.drawmask = 0;
472                         }
473                         break;
474                 case NET_ENT_CLIENT_ARC_BEAM:
475                         setorigin(this, a); // beam origin!
476                         break;
477         }
478
479         switch(this.HookType)
480         {
481                 default:
482                 case NET_ENT_CLIENT_HOOK:
483                         break;
484                 case NET_ENT_CLIENT_ARC_BEAM:
485                         pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
486                         break;
487         }
488 }
489
490 void Remove_GrapplingHook(entity this)
491 {
492         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
493
494         if(csqcplayer && csqcplayer.hook == this)
495                 csqcplayer.hook = NULL;
496 }
497
498 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
499 {
500         this.HookType = NET_ENT_CLIENT_HOOK;
501
502         int sf = ReadByte();
503
504         this.HookSilent = (sf & 0x80);
505         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
506
507         InterpolateOrigin_Undo(this);
508
509         if(sf & 1)
510         {
511                 int myowner = ReadByte();
512                 this.owner = playerslots[myowner - 1];
513                 this.sv_entnum = myowner;
514                 if(csqcplayer && myowner == player_localentnum)
515                         csqcplayer.hook = this;
516                 switch(this.HookType)
517                 {
518                         default:
519                         case NET_ENT_CLIENT_HOOK:
520                                 this.HookRange = 0;
521                                 break;
522                         case NET_ENT_CLIENT_ARC_BEAM:
523                                 this.HookRange = ReadCoord();
524                                 break;
525                 }
526         }
527         if(sf & 2)
528         {
529                 this.origin_x = ReadCoord();
530                 this.origin_y = ReadCoord();
531                 this.origin_z = ReadCoord();
532                 setorigin(this, this.origin);
533         }
534         if(sf & 4)
535         {
536                 this.velocity_x = ReadCoord();
537                 this.velocity_y = ReadCoord();
538                 this.velocity_z = ReadCoord();
539         }
540
541         InterpolateOrigin_Note(this);
542
543         if(bIsNew || !this.teleport_time)
544         {
545                 this.draw = Draw_GrapplingHook;
546                 IL_PUSH(g_drawables, this);
547                 this.entremove = Remove_GrapplingHook;
548
549                 switch(this.HookType)
550                 {
551                         default:
552                         case NET_ENT_CLIENT_HOOK:
553                                 // for the model
554                                 setmodel(this, MDL_HOOK);
555                                 this.drawmask = MASK_NORMAL;
556                                 break;
557                         case NET_ENT_CLIENT_ARC_BEAM:
558                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
559                                 break;
560                 }
561         }
562
563         this.teleport_time = time + 10;
564         return true;
565 }
566
567 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
568 #endif
569
570 #endif