X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhook.qc;h=8bfc9ebc025231495f284dd5170c8af9358c26ad;hb=17308b9ad60c2f773be0de39b811a9752e3037af;hp=216a82074f391048f50b2a4cbca05ef51f71b3af;hpb=bfda637528bb1a5590f910b9490096a050da87ff;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index 216a82074..8bfc9ebc0 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -79,69 +79,74 @@ OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(Offhand spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); } -void W_Hook_ExplodeThink() -{SELFPARAM(); +void W_Hook_ExplodeThink(entity this) +{ float dt, dmg_remaining_next, f; - dt = time - self.teleport_time; - dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power); + dt = time - this.teleport_time; + dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power); - f = self.dmg_last - dmg_remaining_next; - self.dmg_last = dmg_remaining_next; + f = this.dmg_last - dmg_remaining_next; + this.dmg_last = dmg_remaining_next; - RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world); - self.projectiledeathtype |= HITTYPE_BOUNCE; - //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world); + RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, world, this.dmg_force * f, this.projectiledeathtype, world); + this.projectiledeathtype |= HITTYPE_BOUNCE; + //RadiusDamage(this, world, this.dmg * f, this.dmg_edge * f, this.dmg_radius, world, world, this.dmg_force * f, this.projectiledeathtype, world); - if(dt < self.dmg_duration) - self.nextthink = time + 0.05; // soon + if(dt < this.dmg_duration) + this.nextthink = time + 0.05; // soon else - remove(self); + remove(this); } -void W_Hook_Explode2() -{SELFPARAM(); - self.event_damage = func_null; - self.touch = func_null; - self.effects |= EF_NODRAW; - - self.think = W_Hook_ExplodeThink; - self.nextthink = time; - self.dmg = WEP_CVAR_SEC(hook, damage); - self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); - self.dmg_radius = WEP_CVAR_SEC(hook, radius); - self.dmg_force = WEP_CVAR_SEC(hook, force); - self.dmg_power = WEP_CVAR_SEC(hook, power); - self.dmg_duration = WEP_CVAR_SEC(hook, duration); - self.teleport_time = time; - self.dmg_last = 1; - self.movetype = MOVETYPE_NONE; +void W_Hook_Explode2(entity this) +{ + this.event_damage = func_null; + settouch(this, func_null); + this.effects |= EF_NODRAW; + + setthink(this, W_Hook_ExplodeThink); + this.nextthink = time; + this.dmg = WEP_CVAR_SEC(hook, damage); + this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage); + this.dmg_radius = WEP_CVAR_SEC(hook, radius); + this.dmg_force = WEP_CVAR_SEC(hook, force); + this.dmg_power = WEP_CVAR_SEC(hook, power); + this.dmg_duration = WEP_CVAR_SEC(hook, duration); + this.teleport_time = time; + this.dmg_last = 1; + this.movetype = MOVETYPE_NONE; +} + +void W_Hook_Explode2_use(entity this, entity actor, entity trigger) +{ + WITHSELF(this, W_Hook_Explode2(this)); } -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) + W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2); } -void W_Hook_Touch2() -{SELFPARAM(); - PROJECTILE_TOUCH; - self.use(); +void W_Hook_Touch2(entity this) +{ + PROJECTILE_TOUCH(this); + this.use(this, NULL, NULL); } 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)); + W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; @@ -154,9 +159,9 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime); - gren.think = adaptor_think2use_hittype_splash; - gren.use = W_Hook_Explode2; - gren.touch = W_Hook_Touch2; + setthink(gren, adaptor_think2use_hittype_splash); + gren.use = W_Hook_Explode2_use; + settouch(gren, W_Hook_Touch2); gren.takedamage = DAMAGE_YES; gren.health = WEP_CVAR_SEC(hook, health); @@ -180,147 +185,145 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, gren); } - METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - 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, 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; - } +METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + 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, 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(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) - { - W_Hook_Attack2(thiswep, actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); - } - } + if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) + { + W_Hook_Attack2(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); + } + } - if(actor.hook) - { - // if hooked, no bombs, and increase the timer - actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); + if(actor.hook) + { + // if hooked, no bombs, and increase the timer + actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor)); - // hook also inhibits health regeneration, but only for 1 second - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); - } + // hook also inhibits health regeneration, but only for 1 second + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); + } - 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 > actor.hook_time_hooked + hooked_time_max ) - actor.hook_state |= HOOK_REMOVING; - } - - float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); - if(hooked_fuel > 0) - { - if( time > actor.hook_time_fueldecrease ) - { - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) - { - W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); - actor.hook_time_fueldecrease = time; - // decrease next frame again - } - else - { - actor.ammo_fuel = 0; - actor.hook_state |= HOOK_REMOVING; - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - } - } - } - } - } - else - { - actor.hook_time_hooked = time; - actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); - } + 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 > actor.hook_time_hooked + hooked_time_max ) + actor.hook_state |= HOOK_REMOVING; + } + + float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); + if(hooked_fuel > 0) + { + if( time > actor.hook_time_fueldecrease ) + { + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) + { + W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); + actor.hook_time_fueldecrease = time; + // decrease next frame again + } + else + { + actor.ammo_fuel = 0; + actor.hook_state |= HOOK_REMOVING; + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + } + } + } + } + } + else + { + actor.hook_time_hooked = time; + actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + } - actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide)); + actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); - if (actor.hook_state & HOOK_FIRING) - { - 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 if (actor.hook_state & HOOK_REMOVING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - actor.hook_state &= ~HOOK_REMOVING; - } - } - METHOD(Hook, wr_setup, void(entity thiswep)) - { - self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } - 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(Hook thiswep)) - { - // infinite ammo for now - return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above - } - METHOD(Hook, wr_resetplayer, void(entity thiswep)) - { - RemoveGrapplingHook(self); - self.hook_time = 0; - self.hook_refire = time; - } - METHOD(Hook, wr_suicidemessage, int(entity thiswep)) - { - return false; - } - METHOD(Hook, wr_killmessage, int(entity thiswep)) - { - return WEAPON_HOOK_MURDER; - } + if (actor.hook_state & HOOK_FIRING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + FireGrapplingHook(actor); + actor.hook_state &= ~HOOK_FIRING; + actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor)); + } + else if (actor.hook_state & HOOK_REMOVING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + actor.hook_state &= ~HOOK_REMOVING; + } +} +METHOD(Hook, wr_setup, void(entity thiswep, entity actor)) +{ + actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; +} +METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor)) +{ + if (!thiswep.ammo_factor) return true; + if(actor.hook) + return actor.ammo_fuel > 0; + else + return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); +} +METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor)) +{ + // infinite ammo for now + return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above +} +METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor)) +{ + RemoveGrapplingHook(actor); + actor.hook_time = 0; + actor.hook_refire = time; +} +METHOD(Hook, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_HOOK_MURDER; +} #endif #ifdef CSQC - METHOD(Hook, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); - } +METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); +} #endif #ifdef CSQC -#include "../../../lib/csqcmodel/interpolate.qh" -#include "../../../lib/warpzone/common.qh" +#include +#include + +float autocvar_cl_grapplehook_alpha = 1; void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg); @@ -355,18 +358,18 @@ void Draw_GrapplingHook(entity this) vector vs; float intensity, offset; - if(self.teleport_time) - if(time > self.teleport_time) + if(this.teleport_time) + if(time > this.teleport_time) { - sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard - self.teleport_time = 0; + sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard + this.teleport_time = 0; } InterpolateOrigin_Do(this); int s = W_GetGunAlignment(world); - switch(self.HookType) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: @@ -377,20 +380,20 @@ void Draw_GrapplingHook(entity this) break; } - if((self.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0) + if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0) { - switch(self.HookType) + switch(this.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; + b = this.origin; break; case NET_ENT_CLIENT_ARC_BEAM: - if(self.HookRange) - b = view_origin + view_forward * self.HookRange; + if(this.HookRange) + b = view_origin + view_forward * this.HookRange; else - b = view_origin + view_forward * vlen(self.velocity - self.origin); // honor original length of beam! + b = view_origin + view_forward * vlen(this.velocity - this.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; @@ -399,27 +402,27 @@ void Draw_GrapplingHook(entity this) } else { - switch(self.HookType) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: - a = self.velocity; - b = self.origin; + a = this.velocity; + b = this.origin; break; case NET_ENT_CLIENT_ARC_BEAM: - a = self.origin; - b = self.velocity; + a = this.origin; + b = this.velocity; break; } } - t = entcs_GetTeamColor(self.owner.sv_entnum); + t = entcs_GetTeamColor(this.owner.sv_entnum); - switch(self.HookType) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: - intensity = 1; + intensity = autocvar_cl_grapplehook_alpha; offset = 0; switch(t) { @@ -427,12 +430,12 @@ void Draw_GrapplingHook(entity this) 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; + default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.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; + intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2); + offset = Noise_Brown(this, frametime) * 10; tex = "particles/lgbeam"; rgb = '1 1 1'; break; @@ -442,32 +445,32 @@ void Draw_GrapplingHook(entity this) 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); + WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.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) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: - if(vlen(trace_endpos - atrans) > 0.5) + if(vdist(trace_endpos - atrans, >, 0.5)) { - setorigin(self, trace_endpos); // hook endpoint! - self.angles = vectoangles(trace_endpos - atrans); - self.drawmask = MASK_NORMAL; + setorigin(this, trace_endpos); // hook endpoint! + this.angles = vectoangles(trace_endpos - atrans); + this.drawmask = MASK_NORMAL; } else { - self.drawmask = 0; + this.drawmask = 0; } break; case NET_ENT_CLIENT_ARC_BEAM: - setorigin(self, a); // beam origin! + setorigin(this, a); // beam origin! break; } - switch(self.HookType) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: @@ -478,78 +481,83 @@ void Draw_GrapplingHook(entity this) } } -void Remove_GrapplingHook() -{SELFPARAM(); - sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); +void Remove_GrapplingHook(entity this) +{ + sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); + + if(csqcplayer && csqcplayer.hook == this) + csqcplayer.hook = NULL; } NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) { - self.HookType = NET_ENT_CLIENT_HOOK; + this.HookType = NET_ENT_CLIENT_HOOK; int sf = ReadByte(); - self.HookSilent = (sf & 0x80); - self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; + this.HookSilent = (sf & 0x80); + this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; - InterpolateOrigin_Undo(self); + InterpolateOrigin_Undo(this); if(sf & 1) { int myowner = ReadByte(); - self.owner = playerslots[myowner - 1]; - self.sv_entnum = myowner; - switch(self.HookType) + this.owner = playerslots[myowner - 1]; + this.sv_entnum = myowner; + if(csqcplayer && myowner == player_localentnum) + csqcplayer.hook = this; + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: - self.HookRange = 0; + this.HookRange = 0; break; case NET_ENT_CLIENT_ARC_BEAM: - self.HookRange = ReadCoord(); + this.HookRange = ReadCoord(); break; } } if(sf & 2) { - self.origin_x = ReadCoord(); - self.origin_y = ReadCoord(); - self.origin_z = ReadCoord(); - setorigin(self, self.origin); + this.origin_x = ReadCoord(); + this.origin_y = ReadCoord(); + this.origin_z = ReadCoord(); + setorigin(this, this.origin); } if(sf & 4) { - self.velocity_x = ReadCoord(); - self.velocity_y = ReadCoord(); - self.velocity_z = ReadCoord(); + this.velocity_x = ReadCoord(); + this.velocity_y = ReadCoord(); + this.velocity_z = ReadCoord(); } InterpolateOrigin_Note(this); - if(bIsNew || !self.teleport_time) + if(bIsNew || !this.teleport_time) { - self.draw = Draw_GrapplingHook; - self.entremove = Remove_GrapplingHook; + this.draw = Draw_GrapplingHook; + this.entremove = Remove_GrapplingHook; - switch(self.HookType) + switch(this.HookType) { default: case NET_ENT_CLIENT_HOOK: // for the model - setmodel(self, MDL_HOOK); - self.drawmask = MASK_NORMAL; + setmodel(this, MDL_HOOK); + this.drawmask = MASK_NORMAL; break; case NET_ENT_CLIENT_ARC_BEAM: - sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); break; } } - self.teleport_time = time + 10; + this.teleport_time = time + 10; return true; } -// TODO: hook: temporarily transform self.origin for drawing the model along warpzones! +// TODO: hook: temporarily transform this.origin for drawing the model along warpzones! #endif #endif