+#include "hud.qh"
+#include "noise.qh"
+#include "../warpzonelib/common.qh"
+
.float HookType; // ENT_CLIENT_*
.vector origin;
.vector velocity;
string tex;
vector rgb;
float t;
- float s;
+ int s;
vector vs;
float intensity, offset;
{
default:
case ENT_CLIENT_HOOK:
- a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z;
+ a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
b = self.origin;
break;
case ENT_CLIENT_ARC_BEAM:
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;
+ a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
break;
}
}
{
self.HookType = type;
- float sf;
- sf = ReadByte();
+ int sf = ReadByte();
self.HookSilent = (sf & 0x80);
self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
if(sf & 1)
{
- float myowner = ReadByte();
+ int myowner = ReadByte();
self.owner = playerslots[myowner - 1];
self.sv_entnum = myowner;
switch(self.HookType)