1 #include "projectile.qh"
5 self.move_velocity = self.move_avelocity = '0 0 0';
6 self.move_movetype = MOVETYPE_NONE;
9 void Projectile_ResetTrail(vector to)
11 self.trail_oldorigin = to;
12 self.trail_oldtime = time;
15 void Projectile_DrawTrail(vector to)
20 from = self.trail_oldorigin;
21 t0 = self.trail_oldtime;
22 self.trail_oldorigin = to;
23 self.trail_oldtime = time;
25 // force the effect even for stationary firemine
26 if(self.cnt == PROJECTILE_FIREMINE)
32 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
33 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
37 void Projectile_Draw()
50 //self.move_flags &= ~FL_ONGROUND;
51 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
52 Movetype_Physics_NoMatchServer();
53 // the trivial movetypes do not have to match the
54 // server's ticrate as they are ticrate independent
55 // NOTE: this assumption is only true if MOVETYPE_FLY
56 // projectiles detonate on impact. If they continue
57 // moving, we might still be ticrate dependent.
59 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
60 if(!(self.move_flags & FL_ONGROUND))
61 if(self.velocity != '0 0 0')
62 self.move_angles = self.angles = vectoangles(self.velocity);
66 InterpolateOrigin_Do();
71 drawn = (time >= self.spawntime - 0.02);
72 t = max(time, self.spawntime);
76 drawn = (self.iflags & IFLAG_VALID);
80 if(!(f & FL_ONGROUND))
86 case PROJECTILE_GRENADE:
87 rot = '-2000 0 0'; // forward
90 case PROJECTILE_GRENADE_BOUNCING:
91 rot = '0 -1000 0'; // sideways
93 case PROJECTILE_HOOKBOMB:
94 rot = '1000 0 0'; // forward
100 if(Nade_IDFromProjectile(self.cnt) != 0)
101 rot = self.avelocity;
103 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
111 a = 1 - (time - self.fade_time) * self.fade_rate;
112 self.alpha = bound(0, self.alphamod * a, 1);
115 self.renderflags = 0;
117 trailorigin = self.origin;
120 case PROJECTILE_GRENADE:
121 case PROJECTILE_GRENADE_BOUNCING:
122 trailorigin += v_right * 1 + v_forward * -10;
128 if(Nade_IDFromProjectile(self.cnt) != 0)
129 trailorigin += v_up * 4;
132 Projectile_DrawTrail(trailorigin);
134 Projectile_ResetTrail(trailorigin);
143 // Possibly add dlights here.
148 self.drawmask = MASK_NORMAL;
151 void loopsound(entity e, int ch, string samp, float vol, float attn)
156 sound(e, ch, samp, vol, attn);
160 void Ent_RemoveProjectile()
162 if(self.count & 0x80)
164 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
165 Projectile_DrawTrail(trace_endpos);
169 void Ent_Projectile()
173 // projectile properties:
174 // kind (interpolated, or clientside)
182 // soundindex (hardcoded list)
185 // projectiles don't send angles, because they always follow the velocity
188 self.count = (f & 0x80);
189 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
190 self.solid = SOLID_TRIGGER;
191 //self.effects = EF_NOMODELFLAGS;
193 // this should make collisions with bmodels more exact, but it leads to
194 // projectiles no longer being able to lie on a bmodel
195 self.move_nomonsters = MOVE_WORLDONLY;
197 self.move_flags |= FL_ONGROUND;
199 self.move_flags &= ~FL_ONGROUND;
203 // for some unknown reason, we don't need to care for
204 // sv_gameplayfix_delayprojectiles here.
205 self.move_time = time;
206 self.spawntime = time;
209 self.move_time = max(self.move_time, time);
211 if(!(self.count & 0x80))
212 InterpolateOrigin_Undo();
216 self.origin_x = ReadCoord();
217 self.origin_y = ReadCoord();
218 self.origin_z = ReadCoord();
219 setorigin(self, self.origin);
220 if(self.count & 0x80)
222 self.velocity_x = ReadCoord();
223 self.velocity_y = ReadCoord();
224 self.velocity_z = ReadCoord();
226 self.gravity = ReadCoord();
228 self.gravity = 0; // none
229 self.move_origin = self.origin;
230 self.move_velocity = self.velocity;
233 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
235 self.trail_oldorigin = self.origin;
236 if(!(self.count & 0x80))
237 InterpolateOrigin_Reset();
242 self.fade_time = time + ReadByte() * ticrate;
243 self.fade_rate = 1 / (ReadByte() * ticrate);
251 self.team = ReadByte() - 1;
256 self.cnt = ReadByte();
258 self.silent = (self.cnt & 0x80);
259 self.cnt = (self.cnt & 0x7F);
262 self.traileffect = 0;
265 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
266 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
267 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
268 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
269 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
270 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
271 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
272 case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
273 case PROJECTILE_BLASTER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
274 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
275 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
276 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
277 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
278 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
279 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
280 case PROJECTILE_NAPALM_FOUNTAIN: //self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("torch_small"); break;
281 case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
282 case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
283 case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
284 case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
285 case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
287 case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
288 case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
290 case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
291 case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
292 case PROJECTILE_RAPTORCANNON: setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
294 case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
295 case PROJECTILE_WAKIROCKET: setmodel(self, "models/vehicles/rocket01.md3"); self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
296 case PROJECTILE_WAKICANNON: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum(""); break;
298 case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
299 case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
301 case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
304 if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
305 error("Received invalid CSQC projectile, can't work with this!");
311 self.colormod = '0 0 0';
312 self.move_touch = SUB_Stop;
313 self.move_movetype = MOVETYPE_TOSS;
318 case PROJECTILE_ELECTRO:
319 // only new engines support sound moving with object
320 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
321 self.mins = '0 0 -4';
322 self.maxs = '0 0 -4';
323 self.move_movetype = MOVETYPE_BOUNCE;
324 self.move_touch = func_null;
325 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
326 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
329 case PROJECTILE_ROCKET:
330 loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
331 self.mins = '-3 -3 -3';
334 case PROJECTILE_GRENADE:
335 self.mins = '-3 -3 -3';
338 case PROJECTILE_GRENADE_BOUNCING:
339 self.mins = '-3 -3 -3';
341 self.move_movetype = MOVETYPE_BOUNCE;
342 self.move_touch = func_null;
343 self.move_bounce_factor = g_balance_mortar_bouncefactor;
344 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
346 case PROJECTILE_SHAMBLER_LIGHTNING:
347 self.mins = '-8 -8 -8';
350 self.avelocity = randomvec() * 720;
352 case PROJECTILE_MINE:
353 self.mins = '-4 -4 -4';
356 case PROJECTILE_PORTO_RED:
357 self.colormod = '2 1 1';
359 self.move_movetype = MOVETYPE_BOUNCE;
360 self.move_touch = func_null;
362 case PROJECTILE_PORTO_BLUE:
363 self.colormod = '1 1 2';
365 self.move_movetype = MOVETYPE_BOUNCE;
366 self.move_touch = func_null;
368 case PROJECTILE_HAGAR_BOUNCING:
369 self.move_movetype = MOVETYPE_BOUNCE;
370 self.move_touch = func_null;
372 case PROJECTILE_CRYLINK_BOUNCING:
373 self.move_movetype = MOVETYPE_BOUNCE;
374 self.move_touch = func_null;
376 case PROJECTILE_NAPALM_FOUNTAIN:
377 case PROJECTILE_FIREBALL:
378 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
379 self.mins = '-16 -16 -16';
380 self.maxs = '16 16 16';
382 case PROJECTILE_FIREMINE:
383 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
384 self.move_movetype = MOVETYPE_BOUNCE;
385 self.move_touch = func_null;
386 self.mins = '-4 -4 -4';
390 self.mins = '-2 -2 -2';
393 case PROJECTILE_FLAC:
394 self.mins = '-2 -2 -2';
397 case PROJECTILE_SEEKER:
398 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
399 self.mins = '-4 -4 -4';
402 case PROJECTILE_RAPTORBOMB:
403 self.mins = '-3 -3 -3';
406 case PROJECTILE_RAPTORBOMBLET:
408 case PROJECTILE_RAPTORCANNON:
410 case PROJECTILE_SPIDERROCKET:
411 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
413 case PROJECTILE_WAKIROCKET:
414 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
417 case PROJECTILE_WAKICANNON:
419 case PROJECTILE_BUMBLE_GUN:
420 // only new engines support sound moving with object
421 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
422 self.mins = '0 0 -4';
423 self.maxs = '0 0 -4';
424 self.move_movetype = MOVETYPE_BOUNCE;
425 self.move_touch = func_null;
426 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
427 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
434 if(Nade_IDFromProjectile(self.cnt) != 0)
436 int nade_type = Nade_IDFromProjectile(self.cnt);
437 self.mins = '-16 -16 -16';
438 self.maxs = '16 16 16';
439 self.colormod = Nade_Color(nade_type);
440 self.move_movetype = MOVETYPE_BOUNCE;
441 self.move_touch = func_null;
443 self.avelocity = randomvec() * 720;
445 if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
446 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
448 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
451 setsize(self, self.mins, self.maxs);
456 if(self.move_movetype == MOVETYPE_FLY)
457 self.move_movetype = MOVETYPE_TOSS;
458 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
459 self.move_movetype = MOVETYPE_BOUNCE;
463 if(self.move_movetype == MOVETYPE_TOSS)
464 self.move_movetype = MOVETYPE_FLY;
465 if(self.move_movetype == MOVETYPE_BOUNCE)
466 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
469 if(!(self.count & 0x80))
470 InterpolateOrigin_Note();
472 self.classname = "csqcprojectile";
473 self.draw = Projectile_Draw;
474 self.entremove = Ent_RemoveProjectile;
477 void Projectile_Precache()
479 precache_model("models/ebomb.mdl");
480 precache_model("models/elaser.mdl");
481 precache_model("models/grenademodel.md3");
482 precache_model("models/mine.md3");
483 precache_model("models/hagarmissile.mdl");
484 precache_model("models/hlac_bullet.md3");
485 precache_model("models/laser.mdl");
486 precache_model("models/plasmatrail.mdl");
487 precache_model("models/rocket.md3");
488 precache_model("models/tagrocket.md3");
489 precache_model("models/tracer.mdl");
490 precache_model("models/sphere/sphere.md3");
492 precache_model("models/weapons/v_ok_grenade.md3");
493 precache_model("models/weapons/ok_rocket.md3");
495 precache_sound("weapons/electro_fly.wav");
496 precache_sound("weapons/rocket_fly.wav");
497 precache_sound("weapons/fireball_fly.wav");
498 precache_sound("weapons/fireball_fly2.wav");
499 precache_sound("weapons/tag_rocket_fly.wav");