.float HookType; // ENT_CLIENT_* .vector origin; .vector velocity; .float HookSound; .float HookSilent; .float HookRange; void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float alpha, float drawflag) { // I want to draw a quad... // from and to are MIDPOINTS. vector axis, thickdir, A, B, C, D; float length_tex; axis = normalize(to - from); length_tex = aspect * vlen(to - from) / thickness; // direction is perpendicular to the view normal, and perpendicular to the axis thickdir = normalize(cross(axis, view_origin - from)); /* print("from ", vtos(from), "\n"); print("to ", vtos(to), "\n"); print("org ", vtos(view_origin), "\n"); print("dir ", vtos(thickdir), "\n"); */ A = from - thickdir * (thickness / 2); B = from + thickdir * (thickness / 2); C = to + thickdir * (thickness / 2); D = to - thickdir * (thickness / 2); R_BeginPolygon(texture, drawflag); R_PolygonVertex(A, '0 0 0' + shift * '1 0 0', rgb, alpha); R_PolygonVertex(B, '0 1 0' + shift * '1 0 0', rgb, alpha); R_PolygonVertex(C, '0 1 0' + (shift + length_tex) * '1 0 0', rgb, alpha); R_PolygonVertex(D, '0 0 0' + (shift + length_tex) * '1 0 0', rgb, alpha); R_EndPolygon(); } 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; 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); Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8; } void Draw_GrapplingHook() { vector a, b, atrans; string tex, snd; vector rgb; float t; float s; vector vs; float intensity, offset; InterpolateOrigin_Do(); s = cvar("cl_gunalign"); if(s != 1 && s != 2 && s != 4) s = 3; // default value --s; switch(self.HookType) { default: case ENT_CLIENT_HOOK: vs = hook_shotorigin[s]; break; case ENT_CLIENT_LGBEAM: vs = electro_shotorigin[s]; break; case ENT_CLIENT_GAUNTLET: vs = gauntlet_shotorigin[s]; break; } if((self.owner.sv_entnum == player_localentnum - 1)) { switch(self.HookType) { default: case ENT_CLIENT_HOOK: a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z; b = self.origin; break; case ENT_CLIENT_LGBEAM: case ENT_CLIENT_GAUNTLET: 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; } } else { switch(self.HookType) { default: case ENT_CLIENT_HOOK: a = self.velocity; b = self.origin; break; case ENT_CLIENT_LGBEAM: case ENT_CLIENT_GAUNTLET: a = self.origin; b = self.velocity; break; } } t = GetPlayerColorForce(self.owner.sv_entnum); switch(self.HookType) { default: case ENT_CLIENT_HOOK: intensity = 1; offset = Noise_White(self, frametime); if(t == COLOR_TEAM1) { tex = "particles/hook_red"; rgb = '1 .3 .3'; } else if(t == COLOR_TEAM2) { tex = "particles/hook_blue"; rgb = '.3 .3 1'; } else if(t == COLOR_TEAM3) { tex = "particles/hook_yellow"; rgb = '1 1 .3'; } else if(t == COLOR_TEAM4) { tex = "particles/hook_pink"; rgb = '1 .3 1'; } else { tex = "particles/hook_green"; rgb = '.3 1 .3'; } break; case ENT_CLIENT_LGBEAM: 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; case ENT_CLIENT_GAUNTLET: intensity = 1; offset = Noise_White(self, frametime); tex = "particles/gauntletbeam"; 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 == 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 ENT_CLIENT_HOOK: setorigin(self, trace_endpos); // hook endpoint! self.angles = vectoangles(trace_endpos - atrans); break; case ENT_CLIENT_LGBEAM: case ENT_CLIENT_GAUNTLET: setorigin(self, a); // beam origin! break; } switch(self.HookType) { default: case ENT_CLIENT_HOOK: break; case ENT_CLIENT_LGBEAM: pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); break; case ENT_CLIENT_GAUNTLET: pointparticles(particleeffectnum("gauntlet_lightning"), b, normalize(a - b), frametime * intensity); break; } } void Remove_GrapplingHook() { sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM); } void Ent_ReadHook(float bIsNew, float type) { self.HookType = type; float sf; sf = ReadByte(); self.HookSilent = (sf & 0x80); self.iflags = IFLAG_VELOCITY; InterpolateOrigin_Undo(); if(sf & 1) { self.owner = playerslots[ReadByte() - 1]; switch(self.HookType) { default: case ENT_CLIENT_HOOK: case ENT_CLIENT_GAUNTLET: self.HookRange = 0; break; case ENT_CLIENT_LGBEAM: 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(); if(bIsNew) { self.draw = Draw_GrapplingHook; self.entremove = Remove_GrapplingHook; switch(self.HookType) { default: case ENT_CLIENT_HOOK: // for the model setmodel(self, "models/hook.md3"); self.drawmask = MASK_NORMAL; break; case ENT_CLIENT_LGBEAM: sound (self, CHAN_PROJECTILE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM); break; case ENT_CLIENT_GAUNTLET: sound (self, CHAN_PROJECTILE, "weapons/gauntletbeam_fly.wav", VOL_BASE, ATTN_NORM); break; } } } void Hook_Precache() { precache_sound("weapons/lgbeam_fly.wav"); precache_sound("weapons/gauntletbeam_fly.wav"); precache_model("models/hook.md3"); } // TODO: hook: temporarily transform self.origin for drawing the model along warpzones!