#include "../mutators/events.qh"
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <lib/csqcmodel/interpolate.qh>
.float scale;
.vector colormod;
-void SUB_Stop(entity this)
+void SUB_Stop(entity this, entity toucher)
{
- this.move_velocity = this.move_avelocity = '0 0 0';
- this.move_movetype = MOVETYPE_NONE;
+ this.velocity = this.avelocity = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
}
-void SUB_Stop_self() { SUB_Stop(self); }
-
void Projectile_ResetTrail(entity this, vector to)
{
this.trail_oldorigin = to;
float t;
float a;
- f = this.move_flags;
+ f = this.flags;
if (this.count & 0x80)
{
- // this.move_flags &= ~FL_ONGROUND;
+ // 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
// moving, we might still be ticrate dependent.
else
Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
- if (!(this.move_flags & FL_ONGROUND))
+ if (!IS_ONGROUND(this))
if (this.velocity != '0 0 0')
- this.move_angles = this.angles = vectoangles(this.velocity);
+ this.angles = vectoangles(this.velocity);
}
else
{
void loopsound(entity e, int ch, string samp, float vol, float attn)
{
+ TC(int, ch);
if (e.silent)
return;
// projectiles no longer being able to lie on a bmodel
this.move_nomonsters = MOVE_WORLDONLY;
if (f & 0x40)
- this.move_flags |= FL_ONGROUND;
+ SET_ONGROUND(this);
else
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
if (!this.move_time)
{
this.gravity = ReadCoord();
else
this.gravity = 0; // none
- this.move_origin = this.origin;
- this.move_velocity = this.velocity;
}
if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
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;
this.mins = '0 0 0';
this.maxs = '0 0 0';
this.colormod = '0 0 0';
- this.move_touch = SUB_Stop_self;
- this.move_movetype = MOVETYPE_TOSS;
+ settouch(this, SUB_Stop);
+ set_movetype(this, MOVETYPE_TOSS);
this.alphamod = 1;
switch (this.cnt)
case PROJECTILE_ELECTRO:
// only new engines support sound moving with object
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;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ 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:
case PROJECTILE_GRENADE_BOUNCING:
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';
- this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR(mortar, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR(mortar, bouncestop);
+ 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:
this.mins = '-8 -8 -8';
case PROJECTILE_PORTO_RED:
this.colormod = '2 1 1';
this.alphamod = 0.5;
- this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_PORTO_BLUE:
this.colormod = '1 1 2';
this.alphamod = 0.5;
- this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_HAGAR_BOUNCING:
- this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_CRYLINK_BOUNCING:
- this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
break;
case PROJECTILE_FIREBALL:
loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
break;
case PROJECTILE_FIREMINE:
loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
- this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
break;
this.mins = '0 0 -4';
this.maxs = '0 0 -4';
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
*/
default:
if (this.gravity)
{
if (this.move_movetype == MOVETYPE_FLY)
- this.move_movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
- this.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
}
else
{
if (this.move_movetype == MOVETYPE_TOSS)
- this.move_movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
if (this.move_movetype == MOVETYPE_BOUNCE)
- this.move_movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(this, MOVETYPE_BOUNCEMISSILE);
}
if (!(this.count & 0x80))
this.classname = "csqcprojectile";
this.draw = Projectile_Draw;
+ if (isnew) IL_PUSH(g_drawables, this);
this.entremove = Ent_RemoveProjectile;
}