262 lines
4.8 KiB
C++
262 lines
4.8 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/grapple.cpp $
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// $Revision:: 1 $
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// $Author:: Aldie $
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// $Date:: 2/17/99 8:03p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/grapple.cpp $
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//
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// 1 2/17/99 8:03p Aldie
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//
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// 2 2/16/99 4:08p Aldie
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//
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// 1 2/11/99 1:38p Aldie
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//
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// 2 2/10/99 9:35p Aldie
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// First version
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//
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// DESCRIPTION:
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// Grappling Hook
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#include "g_local.h"
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#include "grapple.h"
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#include "player.h"
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#include "ctf.h"
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CLASS_DECLARATION( Projectile, Hook, NULL );
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Event EV_Grapple_PullPlayer( "pullplayer" );
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ResponseDef Hook::Responses[] =
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{
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{ &EV_Touch, (Response)Hook::Touch },
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{ NULL, NULL }
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};
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EXPORT_FROM_DLL void Hook::Touch
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(
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Event *ev
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)
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{
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int damg;
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Vector v;
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Entity *other;
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Entity *owner;
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Player *player;
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other = ev->GetEntity( 1 );
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assert( other );
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if ( other->entnum == this->owner )
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{
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return;
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}
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stopsound( CHAN_VOICE );
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setSolidType( SOLID_NOT );
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if ( HitSky() || other->isSubclassOf( Teleporter ) )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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damg = 10;
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owner = G_GetEntity( this->owner );
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if ( !owner )
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owner = world;
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if (other->takedamage)
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{
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other->Damage( this, owner, damg, worldorigin, velocity, level.impact_trace.plane.normal, 200, 0, MOD_ROCKET, -1, -1, 1.0f );
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PostEvent( EV_Remove, 0.1 );
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return;
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}
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// Hit a solid wall
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if ( owner->isClient() )
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{
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setMoveType( MOVETYPE_NONE );
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player = (Player *)( Entity * )owner;
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player->SetGrapplePull( worldorigin, CTF_GRAPPLE_PULL_SPEED );
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RandomAnimate( "hooked", NULL );
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// Don't remove the hook, once it's implanted in a wall
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CancelEventsOfType( EV_Remove );
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}
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else
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{
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PostEvent( EV_Remove, 0.1 );
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}
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}
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EXPORT_FROM_DLL void Hook::Setup
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(
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Entity *owner,
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Vector pos,
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Vector dir
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)
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{
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Event *ev;
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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setMoveType( MOVETYPE_FLYMISSILE );
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setSolidType( SOLID_BBOX );
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edict->clipmask = MASK_PROJECTILE;
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angles = dir.toAngles();
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angles[ PITCH ] = - angles[ PITCH ];
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setAngles( angles );
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velocity = dir * CTF_GRAPPLE_SPEED;
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// set duration
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ev = new Event( EV_Remove );
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ev->AddEntity( world );
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PostEvent( ev, 10 );
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takedamage = DAMAGE_NO;
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setModel( "hook.def" );
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gravity = 0;
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setSize( "-1 -1 -1", "1 1 1" );
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setOrigin( pos );
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worldorigin.copyTo(edict->s.old_origin);
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}
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#if 0
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CLASS_DECLARATION( Weapon, Grapple, "weapon_grapple" );
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Event EV_Grapple_UpdateBeam( "grapple_updatebeam" );
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ResponseDef Grapple::Responses[] =
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{
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{ &EV_Grapple_UpdateBeam, ( Response )Grapple::UpdateBeam },
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{ &EV_Weapon_Shoot, ( Response )Grapple::Shoot },
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{ NULL, NULL }
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};
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Grapple::Grapple()
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{
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SetModels( "grapple.def", "view_grapple.def" );
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SetRank( 0, 0 );
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SetType( WEAPON_2HANDED_LO );
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}
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Grapple::~Grapple()
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{
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// Kill the beam
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CancelEventsOfType( EV_Grapple_UpdateBeam );
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if ( beam )
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beam->PostEvent( EV_Remove, 0 );
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}
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qboolean Grapple::HasAmmo
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(
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void
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)
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{
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return true;
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}
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void Grapple::ReleaseFire
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(
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float holdfiretime
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)
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{
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//Client released the fire button, kill the hook
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if ( hook )
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{
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hook->ProcessEvent( EV_Remove );
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}
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if ( owner->isClient() )
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{
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Player *player;
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player = ( Player * )( Sentient *)owner;
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player->ClearGrapplePull();
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}
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if ( beam )
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{
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beam->PostEvent( EV_Remove, 0 );
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}
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NextAttack( 0.1 );
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CancelEventsOfType( EV_Grapple_UpdateBeam );
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ProcessEvent( EV_Weapon_DoneFiring );
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}
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void Grapple::UpdateBeam
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(
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Event *ev
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)
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{
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Vector pos, dir;
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if ( !hook )
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{
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beam->ProcessEvent( EV_Remove );
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return;
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}
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if ( beam )
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{
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GetMuzzlePosition( &pos, &dir );
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beam->setBeam( pos, hook->worldorigin, 2, 1, 1, 1, 1, 0 );
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PostEvent( EV_Grapple_UpdateBeam, FRAMETIME );
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}
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}
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void Grapple::Shoot
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(
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Event *ev
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)
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{
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Vector pos;
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Vector dir;
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assert( owner );
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if ( !owner )
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{
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return;
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}
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// Check to see if hook is out, don't fire another one
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if ( hook )
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{
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return;
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}
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GetMuzzlePosition( &pos, &dir );
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hook = new Hook;
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hook->Setup( owner, pos, dir );
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beam = new Beam;
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beam->setBeam( pos, hook->worldorigin, 2, 1, 1, 1, 1, 0 );
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PostEvent( EV_Grapple_UpdateBeam, 0.1 );
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}
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#endif
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