#include "../main.qh"
#include "../mutators/events.qh"
-#include "../../common/constants.qh"
-#include "../../common/movetypes/movetypes.qh"
+#include <common/constants.qh>
+#include <common/net_linked.qh>
+#include <common/physics/movetypes/movetypes.qh>
-#include "../../lib/csqcmodel/interpolate.qh"
+#include <lib/csqcmodel/interpolate.qh>
-#include "../../lib/warpzone/anglestransform.qh"
+#include <lib/warpzone/anglestransform.qh>
.float alpha;
.float scale;
.vector colormod;
-void SUB_Stop()
+void SUB_Stop(entity this, entity toucher)
{
- SELFPARAM();
- self.move_velocity = self.move_avelocity = '0 0 0';
- self.move_movetype = MOVETYPE_NONE;
+ this.velocity = this.avelocity = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
}
void Projectile_ResetTrail(entity this, vector to)
float t;
float a;
- f = self.move_flags;
+ f = this.flags;
- if (self.count & 0x80)
+ if (this.count & 0x80)
{
- // self.move_flags &= ~FL_ONGROUND;
- if (self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
- Movetype_Physics_NoMatchServer(self);
+ // UNSET_ONGROUND(this);
+ if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FLY)
+ Movetype_Physics_NoMatchServer(this);
// the trivial movetypes do not have to match the
// server's ticrate as they are ticrate independent
// NOTE: this assumption is only true if MOVETYPE_FLY
// projectiles detonate on impact. If they continue
// moving, we might still be ticrate dependent.
else
- Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
- if (!(self.move_flags & FL_ONGROUND))
- if (self.velocity != '0 0 0')
- self.move_angles = self.angles = vectoangles(self.velocity);
+ Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
+ if (!IS_ONGROUND(this))
+ if (this.velocity != '0 0 0')
+ this.angles = vectoangles(this.velocity);
}
else
{
- InterpolateOrigin_Do(self);
+ InterpolateOrigin_Do(this);
}
- if (self.count & 0x80)
+ if (this.count & 0x80)
{
- drawn = (time >= self.spawntime - 0.02);
- t = max(time, self.spawntime);
+ drawn = (time >= this.spawntime - 0.02);
+ t = max(time, this.spawntime);
}
else
{
- drawn = (self.iflags & IFLAG_VALID);
+ drawn = (this.iflags & IFLAG_VALID);
t = time;
}
if (!(f & FL_ONGROUND))
{
rot = '0 0 0';
- switch (self.cnt)
+ switch (this.cnt)
{
/*
case PROJECTILE_GRENADE:
break;
}
- if (Projectile_isnade(self.cnt))
- rot = self.avelocity;
+ if (Projectile_isnade(this.cnt))
+ rot = this.avelocity;
- self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
+ this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
}
vector ang;
- ang = self.angles;
+ ang = this.angles;
ang.x = -ang.x;
makevectors(ang);
- a = 1 - (time - self.fade_time) * self.fade_rate;
- self.alpha = bound(0, self.alphamod * a, 1);
- if (self.alpha <= 0)
+ a = 1 - (time - this.fade_time) * this.fade_rate;
+ this.alpha = bound(0, this.alphamod * a, 1);
+ if (this.alpha <= 0)
drawn = 0;
- self.renderflags = 0;
+ this.renderflags = 0;
- trailorigin = self.origin;
- switch (self.cnt)
+ trailorigin = this.origin;
+ switch (this.cnt)
{
case PROJECTILE_GRENADE:
case PROJECTILE_GRENADE_BOUNCING:
break;
}
- if (Projectile_isnade(self.cnt))
+ if (Projectile_isnade(this.cnt))
trailorigin += v_up * 4;
if (drawn)
- Projectile_DrawTrail(self, trailorigin);
+ Projectile_DrawTrail(this, trailorigin);
else
- Projectile_ResetTrail(self, trailorigin);
+ Projectile_ResetTrail(this, trailorigin);
- self.drawmask = 0;
+ this.drawmask = 0;
if (!drawn)
return;
- switch (self.cnt)
+ switch (this.cnt)
{
// Possibly add dlights here.
default:
break;
}
- self.drawmask = MASK_NORMAL;
+ this.drawmask = MASK_NORMAL;
}
void loopsound(entity e, int ch, string samp, float vol, float attn)
{
- SELFPARAM();
- if (self.silent)
+ TC(int, ch);
+ if (e.silent)
return;
_sound(e, ch, samp, vol, attn);
e.snd_looping = ch;
}
-void Ent_RemoveProjectile()
+void Ent_RemoveProjectile(entity this)
{
- SELFPARAM();
- if (self.count & 0x80)
+ if (this.count & 0x80)
{
- tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
- Projectile_DrawTrail(self, trace_endpos);
+ tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.05, MOVE_NORMAL, this);
+ Projectile_DrawTrail(this, trace_endpos);
}
}
// projectiles don't send angles, because they always follow the velocity
int f = ReadByte();
- self.count = (f & 0x80);
- self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
- self.solid = SOLID_TRIGGER;
- // self.effects = EF_NOMODELFLAGS;
+ this.count = (f & 0x80);
+ this.flags |= FL_PROJECTILE;
+ this.iflags = (this.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
+ this.solid = SOLID_TRIGGER;
+ // this.effects = EF_NOMODELFLAGS;
// this should make collisions with bmodels more exact, but it leads to
// projectiles no longer being able to lie on a bmodel
- self.move_nomonsters = MOVE_WORLDONLY;
+ this.move_nomonsters = MOVE_WORLDONLY;
if (f & 0x40)
- self.move_flags |= FL_ONGROUND;
+ SET_ONGROUND(this);
else
- self.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
- if (!self.move_time)
+ if (!this.move_time)
{
// for some unknown reason, we don't need to care for
// sv_gameplayfix_delayprojectiles here.
- self.move_time = time;
- self.spawntime = time;
+ this.move_time = time;
+ this.spawntime = time;
}
else
{
- self.move_time = max(self.move_time, time);
+ this.move_time = max(this.move_time, time);
}
- if (!(self.count & 0x80))
- InterpolateOrigin_Undo(self);
+ if (!(this.count & 0x80))
+ InterpolateOrigin_Undo(this);
if (f & 1)
{
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
- setorigin(self, self.origin);
- if (self.count & 0x80)
+ this.origin_x = ReadCoord();
+ this.origin_y = ReadCoord();
+ this.origin_z = ReadCoord();
+ setorigin(this, this.origin);
+ if (this.count & 0x80)
{
- self.velocity_x = ReadCoord();
- self.velocity_y = ReadCoord();
- self.velocity_z = ReadCoord();
+ this.velocity_x = ReadCoord();
+ this.velocity_y = ReadCoord();
+ this.velocity_z = ReadCoord();
if (f & 0x10)
- self.gravity = ReadCoord();
+ this.gravity = ReadCoord();
else
- self.gravity = 0; // none
- self.move_origin = self.origin;
- self.move_velocity = self.velocity;
+ this.gravity = 0; // none
}
- if (time == self.spawntime || (self.count & 0x80) || (f & 0x08))
+ if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
{
- self.trail_oldorigin = self.origin;
- if (!(self.count & 0x80))
- InterpolateOrigin_Reset();
+ this.trail_oldorigin = this.origin;
+ if (!(this.count & 0x80))
+ InterpolateOrigin_Reset(this);
}
if (f & 0x20)
{
- self.fade_time = time + ReadByte() * ticrate;
- self.fade_rate = 1 / (ReadByte() * ticrate);
+ this.fade_time = time + ReadByte() * ticrate;
+ this.fade_rate = 1 / (ReadByte() * ticrate);
}
else
{
- self.fade_time = 0;
- self.fade_rate = 0;
+ this.fade_time = 0;
+ this.fade_rate = 0;
}
- self.team = ReadByte() - 1;
+ this.team = ReadByte() - 1;
}
if (f & 2)
{
- self.cnt = ReadByte();
+ this.cnt = ReadByte();
- self.silent = (self.cnt & 0x80);
- self.cnt = (self.cnt & 0x7F);
+ this.silent = (this.cnt & 0x80);
+ this.cnt = (this.cnt & 0x7F);
- self.scale = 1;
- self.traileffect = 0;
- switch (self.cnt)
+ this.scale = 1;
+ this.traileffect = 0;
+ switch (this.cnt)
{
- #define CASE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id);
- CASE(ELECTRO) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
- CASE(ROCKET) self.traileffect = EFFECT_TR_ROCKET.m_id; self.scale = 2; break;
- CASE(CRYLINK) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
- CASE(CRYLINK_BOUNCING) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
- CASE(ELECTRO_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
- CASE(GRENADE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
- CASE(GRENADE_BOUNCING) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
- CASE(MINE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
- CASE(BLASTER) self.traileffect = EFFECT_Null.m_id; break;
- CASE(HLAC) self.traileffect = EFFECT_Null.m_id; break;
- CASE(PORTO_RED) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
- CASE(PORTO_BLUE) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
- CASE(HOOKBOMB) self.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
- CASE(HAGAR) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
- CASE(HAGAR_BOUNCING) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
- CASE(FIREBALL) self.modelindex = 0; self.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
- CASE(FIREMINE) self.modelindex = 0; self.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
- CASE(TAG) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
- CASE(FLAC) self.scale = 0.4; self.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
- CASE(SEEKER) self.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
-
- CASE(MAGE_SPIKE) self.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- CASE(SHAMBLER_LIGHTNING) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
-
- CASE(RAPTORBOMB) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
- CASE(RAPTORBOMBLET) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
- CASE(RAPTORCANNON) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
-
- CASE(SPIDERROCKET) self.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
- CASE(WAKIROCKET) self.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
- CASE(WAKICANNON) self.traileffect = EFFECT_Null.m_id; break;
-
- CASE(BUMBLE_GUN) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
- CASE(BUMBLE_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
-
- CASE(RPC) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
-
- CASE(ROCKETMINSTA_LASER) self.traileffect = EFFECT_ROCKETMINSTA_LASER(self.team).m_id; break;
-#undef CASE
+#define HANDLE(id) case PROJECTILE_##id: setmodel(this, MDL_PROJECTILE_##id);
+ HANDLE(ELECTRO) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(ROCKET) this.traileffect = EFFECT_TR_ROCKET.m_id; this.scale = 2; break;
+ HANDLE(CRYLINK) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
+ HANDLE(CRYLINK_BOUNCING) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
+ HANDLE(ELECTRO_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GRENADE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
+ HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
+ HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
+ HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(ARC_BOLT) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
+ HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
+ HANDLE(HOOKBOMB) this.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
+ HANDLE(HAGAR) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
+ HANDLE(HAGAR_BOUNCING) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
+ HANDLE(FIREBALL) this.modelindex = 0; this.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
+ HANDLE(FIREMINE) this.modelindex = 0; this.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
+ HANDLE(TAG) this.traileffect = EFFECT_TR_ROCKET.m_id; break;
+ HANDLE(FLAC) this.scale = 0.4; this.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
+ HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
+
+ HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
+ HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+
+ HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(RAPTORCANNON) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
+
+ HANDLE(SPIDERROCKET) this.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
+ HANDLE(WAKIROCKET) this.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
+ HANDLE(WAKICANNON) this.traileffect = EFFECT_Null.m_id; break;
+
+ HANDLE(BUMBLE_GUN) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(BUMBLE_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+
+ HANDLE(RPC) this.traileffect = EFFECT_TR_ROCKET.m_id; break;
+
+ HANDLE(ROCKETMINSTA_LASER) this.traileffect = EFFECT_ROCKETMINSTA_LASER(this.team).m_id; break;
+#undef HANDLE
default:
- if (MUTATOR_CALLHOOK(Ent_Projectile, self))
+ if (MUTATOR_CALLHOOK(Ent_Projectile, this))
break;
error("Received invalid CSQC projectile, can't work with this!");
break;
}
- self.mins = '0 0 0';
- self.maxs = '0 0 0';
- self.colormod = '0 0 0';
- self.move_touch = SUB_Stop;
- self.move_movetype = MOVETYPE_TOSS;
- self.alphamod = 1;
+ this.mins = '0 0 0';
+ this.maxs = '0 0 0';
+ this.colormod = '0 0 0';
+ settouch(this, SUB_Stop);
+ set_movetype(this, MOVETYPE_TOSS);
+ this.alphamod = 1;
- switch (self.cnt)
+ switch (this.cnt)
{
case PROJECTILE_ELECTRO:
// only new engines support sound moving with object
- loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
- self.mins = '0 0 -4';
- self.maxs = '0 0 -4';
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
- self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
- self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+ this.mins = '-4 -4 -4';
+ this.maxs = '4 4 4';
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
- loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
- self.mins = '-3 -3 -3';
- self.maxs = '3 3 3';
+ loopsound(this, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ this.mins = '-3 -3 -3';
+ this.maxs = '3 3 3';
break;
case PROJECTILE_GRENADE:
- self.mins = '-3 -3 -3';
- self.maxs = '3 3 3';
+ this.mins = '-3 -3 -3';
+ this.maxs = '3 3 3';
break;
case PROJECTILE_GRENADE_BOUNCING:
- self.mins = '-3 -3 -3';
- self.maxs = '3 3 3';
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
- self.move_bounce_factor = g_balance_mortar_bouncefactor;
- self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
+ this.mins = '-3 -3 -3';
+ this.maxs = '3 3 3';
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
+ this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
case PROJECTILE_SHAMBLER_LIGHTNING:
- self.mins = '-8 -8 -8';
- self.maxs = '8 8 8';
- self.scale = 2.5;
- self.avelocity = randomvec() * 720;
+ this.mins = '-8 -8 -8';
+ this.maxs = '8 8 8';
+ this.scale = 2.5;
+ this.avelocity = randomvec() * 720;
break;
case PROJECTILE_MINE:
- self.mins = '-4 -4 -4';
- self.maxs = '4 4 4';
+ this.mins = '-4 -4 -4';
+ this.maxs = '4 4 4';
break;
case PROJECTILE_PORTO_RED:
- self.colormod = '2 1 1';
- self.alphamod = 0.5;
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
+ this.colormod = '2 1 1';
+ this.alphamod = 0.5;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_PORTO_BLUE:
- self.colormod = '1 1 2';
- self.alphamod = 0.5;
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
+ this.colormod = '1 1 2';
+ this.alphamod = 0.5;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_HAGAR_BOUNCING:
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_CRYLINK_BOUNCING:
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_FIREBALL:
- loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
- self.mins = '-16 -16 -16';
- self.maxs = '16 16 16';
+ loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
+ this.mins = '-16 -16 -16';
+ this.maxs = '16 16 16';
break;
case PROJECTILE_FIREMINE:
- loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
- self.mins = '-4 -4 -4';
- self.maxs = '4 4 4';
+ loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
+ this.mins = '-4 -4 -4';
+ this.maxs = '4 4 4';
break;
case PROJECTILE_TAG:
- self.mins = '-2 -2 -2';
- self.maxs = '2 2 2';
+ this.mins = '-2 -2 -2';
+ this.maxs = '2 2 2';
break;
case PROJECTILE_FLAC:
- self.mins = '-2 -2 -2';
- self.maxs = '2 2 2';
+ this.mins = '-2 -2 -2';
+ this.maxs = '2 2 2';
break;
case PROJECTILE_SEEKER:
- loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
- self.mins = '-4 -4 -4';
- self.maxs = '4 4 4';
+ loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ this.mins = '-4 -4 -4';
+ this.maxs = '4 4 4';
break;
case PROJECTILE_RAPTORBOMB:
- self.mins = '-3 -3 -3';
- self.maxs = '3 3 3';
+ this.mins = '-3 -3 -3';
+ this.maxs = '3 3 3';
break;
case PROJECTILE_RAPTORBOMBLET:
break;
case PROJECTILE_RAPTORCANNON:
break;
case PROJECTILE_SPIDERROCKET:
- loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
break;
case PROJECTILE_WAKIROCKET:
- loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
break;
/*
case PROJECTILE_WAKICANNON:
break;
case PROJECTILE_BUMBLE_GUN:
// only new engines support sound moving with object
- loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
- self.mins = '0 0 -4';
- self.maxs = '0 0 -4';
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
- self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
- self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+ this.mins = '0 0 -4';
+ this.maxs = '0 0 -4';
+ this.move_movetype = MOVETYPE_BOUNCE;
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
*/
default:
break;
}
- MUTATOR_CALLHOOK(EditProjectile, self);
+ MUTATOR_CALLHOOK(EditProjectile, this);
- setsize(self, self.mins, self.maxs);
+ setsize(this, this.mins, this.maxs);
}
return = true;
- if (self.gravity)
+ if (this.gravity)
{
- if (self.move_movetype == MOVETYPE_FLY)
- self.move_movetype = MOVETYPE_TOSS;
- if (self.move_movetype == MOVETYPE_BOUNCEMISSILE)
- self.move_movetype = MOVETYPE_BOUNCE;
+ if (this.move_movetype == MOVETYPE_FLY)
+ set_movetype(this, MOVETYPE_TOSS);
+ if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
+ set_movetype(this, MOVETYPE_BOUNCE);
}
else
{
- if (self.move_movetype == MOVETYPE_TOSS)
- self.move_movetype = MOVETYPE_FLY;
- if (self.move_movetype == MOVETYPE_BOUNCE)
- self.move_movetype = MOVETYPE_BOUNCEMISSILE;
+ if (this.move_movetype == MOVETYPE_TOSS)
+ set_movetype(this, MOVETYPE_FLY);
+ if (this.move_movetype == MOVETYPE_BOUNCE)
+ set_movetype(this, MOVETYPE_BOUNCEMISSILE);
}
- if (!(self.count & 0x80))
+ if (!(this.count & 0x80))
InterpolateOrigin_Note(this);
- self.classname = "csqcprojectile";
- self.draw = Projectile_Draw;
- self.entremove = Ent_RemoveProjectile;
+ this.classname = "csqcprojectile";
+ this.draw = Projectile_Draw;
+ if (isnew) IL_PUSH(g_drawables, this);
+ this.entremove = Ent_RemoveProjectile;
}
PRECACHE(Projectiles)