.vector HookStart; .vector HookEnd; .float HookKillTime; void Net_GrapplingHook() { float i; vector start, end; entity p; i = ReadShort(); end_x = ReadCoord(); end_y = ReadCoord(); end_z = ReadCoord(); start_x = ReadCoord(); start_y = ReadCoord(); start_z = ReadCoord(); if(i <= 0 || i >= 256) // not owned by a client return; --i; p = playerslots[i]; if(!p) return; p.HookKillTime = time + 0.1; p.HookStart = start; p.HookEnd = end; } void Draw_GrapplingHookLine(vector from, vector to, float thickness, vector org, vector view_forward, string texture, float aspect, vector rgb) { // 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, org - from)); A = from - thickdir * (thickness / 2); B = from + thickdir * (thickness / 2); C = to + thickdir * (thickness / 2); D = to - thickdir * (thickness / 2); if(checkextension("DP_SV_WRITEPICTURE")) R_BeginPolygon(texture, 0); else R_BeginPolygon("", 0); R_PolygonVertex(A, '0 0 0', rgb, 1); R_PolygonVertex(B, '0 1 0', rgb, 1); R_PolygonVertex(C, '0 1 0' + length_tex * '1 0 0', rgb, 1); R_PolygonVertex(D, '0 0 0' + length_tex * '1 0 0', rgb, 1); R_EndPolygon(); } void Draw_GrapplingHook() { float i; vector a, b, o; entity e; o = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT); makevectors(input_angles); for(i = 0; i < 255; ++i) { e = playerslots[i]; if(!e) continue; if(time >= e.HookKillTime) continue; if(i == player_localentnum - 1) a = o + v_forward * 8 - v_right * 8 + v_up * -12; else a = e.HookStart; b = e.HookEnd; Draw_GrapplingHookLine(b, a, 8, o, v_forward, "particles/hookbeam", 0.5, '1 1 1'); } }