1 .vector iorigin1, iorigin2;
3 .vector trail_oldorigin;
5 .float fade_time, fade_rate;
9 self.move_velocity = self.move_avelocity = '0 0 0';
10 self.move_movetype = MOVETYPE_NONE;
14 .float count; // set if clientside projectile
15 .float cnt; // sound index
20 void Projectile_ResetTrail(vector to)
22 self.trail_oldorigin = to;
23 self.trail_oldtime = time;
26 void Projectile_DrawTrail(vector to)
31 from = self.trail_oldorigin;
32 t0 = self.trail_oldtime;
33 self.trail_oldorigin = to;
34 self.trail_oldtime = time;
36 // force the effect even for stationary firemine
37 if(self.cnt == PROJECTILE_FIREMINE)
43 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
44 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
49 void Projectile_Draw()
57 float dt = time - self.proj_time;
59 self.proj_time = time;
60 if(dt <= 0) { return; }
66 //self.move_flags &= ~FL_ONGROUND;
67 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
68 Movetype_Physics_NoMatchServer();
69 // the trivial movetypes do not have to match the
70 // server's ticrate as they are ticrate independent
71 // NOTE: this assumption is only true if MOVETYPE_FLY
72 // projectiles detonate on impact. If they continue
73 // moving, we might still be ticrate dependent.
75 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
76 if(!(self.move_flags & FL_ONGROUND))
77 if(self.velocity != '0 0 0')
78 self.move_angles = self.angles = vectoangles(self.velocity);
82 InterpolateOrigin_Do();
87 drawn = (time >= self.spawntime - 0.02);
88 t = max(time, self.spawntime);
92 drawn = (self.iflags & IFLAG_VALID);
96 if(!(f & FL_ONGROUND))
102 case PROJECTILE_GRENADE:
103 rot = '-2000 0 0'; // forward
106 case PROJECTILE_GRENADE_BOUNCING:
107 rot = '0 -1000 0'; // sideways
109 case PROJECTILE_HOOKBOMB:
110 rot = '1000 0 0'; // forward
116 if(Nade_IDFromProjectile(self.cnt) != 0)
117 rot = self.avelocity;
119 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
127 a = 1 - (time - self.fade_time) * self.fade_rate;
128 self.alpha = bound(0, self.alphamod * a, 1);
131 self.renderflags = 0;
133 trailorigin = self.origin;
136 case PROJECTILE_GRENADE:
137 case PROJECTILE_GRENADE_BOUNCING:
138 trailorigin += v_right * 1 + v_forward * -10;
144 if(Nade_IDFromProjectile(self.cnt) != 0)
145 trailorigin += v_up * 4;
148 Projectile_DrawTrail(trailorigin);
150 Projectile_ResetTrail(trailorigin);
159 // Possibly add dlights here.
164 self.drawmask = MASK_NORMAL;
167 void loopsound(entity e, float ch, string samp, float vol, float attn)
172 sound(e, ch, samp, vol, attn);
176 void Ent_RemoveProjectile()
178 if(self.count & 0x80)
180 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
181 Projectile_DrawTrail(trace_endpos);
185 void Ent_Projectile()
189 // projectile properties:
190 // kind (interpolated, or clientside)
198 // soundindex (hardcoded list)
201 // projectiles don't send angles, because they always follow the velocity
204 self.count = (f & 0x80);
205 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
206 self.solid = SOLID_TRIGGER;
207 self.proj_time = time;
208 //self.effects = EF_NOMODELFLAGS;
210 // this should make collisions with bmodels more exact, but it leads to
211 // projectiles no longer being able to lie on a bmodel
212 self.move_nomonsters = MOVE_WORLDONLY;
214 self.move_flags |= FL_ONGROUND;
216 self.move_flags &= ~FL_ONGROUND;
220 // for some unknown reason, we don't need to care for
221 // sv_gameplayfix_delayprojectiles here.
222 self.move_time = time;
223 self.spawntime = time;
226 self.move_time = max(self.move_time, time);
228 if(!(self.count & 0x80))
229 InterpolateOrigin_Undo();
233 self.origin_x = ReadCoord();
234 self.origin_y = ReadCoord();
235 self.origin_z = ReadCoord();
236 setorigin(self, self.origin);
237 if(self.count & 0x80)
239 self.velocity_x = ReadCoord();
240 self.velocity_y = ReadCoord();
241 self.velocity_z = ReadCoord();
243 self.gravity = ReadCoord();
245 self.gravity = 0; // none
246 self.move_origin = self.origin;
247 self.move_velocity = self.velocity;
250 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
252 self.trail_oldorigin = self.origin;
253 if(!(self.count & 0x80))
254 InterpolateOrigin_Reset();
259 self.fade_time = time + ReadByte() * ticrate;
260 self.fade_rate = 1 / (ReadByte() * ticrate);
268 self.team = ReadByte() - 1;
273 self.cnt = ReadByte();
275 self.silent = (self.cnt & 0x80);
276 self.cnt = (self.cnt & 0x7F);
279 self.traileffect = 0;
282 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
283 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
284 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
285 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
286 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
287 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
288 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
289 case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
290 case PROJECTILE_BLASTER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
291 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
292 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
293 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
294 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
295 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
296 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
297 case PROJECTILE_NAPALM_FOUNTAIN: //self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("torch_small"); break;
298 case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
299 case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
300 case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
301 case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
302 case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
304 case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
305 case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
307 case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
308 case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
309 case PROJECTILE_RAPTORCANNON: setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
311 case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
312 case PROJECTILE_WAKIROCKET: setmodel(self, "models/vehicles/rocket01.md3"); self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
313 case PROJECTILE_WAKICANNON: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum(""); break;
315 case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
316 case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
319 if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
320 error("Received invalid CSQC projectile, can't work with this!");
326 self.colormod = '0 0 0';
327 self.move_touch = SUB_Stop;
328 self.move_movetype = MOVETYPE_TOSS;
333 case PROJECTILE_ELECTRO:
334 // only new engines support sound moving with object
335 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
336 self.mins = '0 0 -4';
337 self.maxs = '0 0 -4';
338 self.move_movetype = MOVETYPE_BOUNCE;
339 self.move_touch = func_null;
340 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
341 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
343 case PROJECTILE_ROCKET:
344 loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
345 self.mins = '-3 -3 -3';
348 case PROJECTILE_GRENADE:
349 self.mins = '-3 -3 -3';
352 case PROJECTILE_GRENADE_BOUNCING:
353 self.mins = '-3 -3 -3';
355 self.move_movetype = MOVETYPE_BOUNCE;
356 self.move_touch = func_null;
357 self.move_bounce_factor = g_balance_mortar_bouncefactor;
358 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
360 case PROJECTILE_SHAMBLER_LIGHTNING:
361 self.mins = '-8 -8 -8';
364 self.avelocity = randomvec() * 720;
366 case PROJECTILE_MINE:
367 self.mins = '-4 -4 -4';
370 case PROJECTILE_PORTO_RED:
371 self.colormod = '2 1 1';
373 self.move_movetype = MOVETYPE_BOUNCE;
374 self.move_touch = func_null;
376 case PROJECTILE_PORTO_BLUE:
377 self.colormod = '1 1 2';
379 self.move_movetype = MOVETYPE_BOUNCE;
380 self.move_touch = func_null;
382 case PROJECTILE_HAGAR_BOUNCING:
383 self.move_movetype = MOVETYPE_BOUNCE;
384 self.move_touch = func_null;
386 case PROJECTILE_CRYLINK_BOUNCING:
387 self.move_movetype = MOVETYPE_BOUNCE;
388 self.move_touch = func_null;
390 case PROJECTILE_NAPALM_FOUNTAIN:
391 case PROJECTILE_FIREBALL:
392 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
393 self.mins = '-16 -16 -16';
394 self.maxs = '16 16 16';
396 case PROJECTILE_FIREMINE:
397 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
398 self.move_movetype = MOVETYPE_BOUNCE;
399 self.move_touch = func_null;
400 self.mins = '-4 -4 -4';
404 self.mins = '-2 -2 -2';
407 case PROJECTILE_FLAC:
408 self.mins = '-2 -2 -2';
411 case PROJECTILE_SEEKER:
412 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
413 self.mins = '-4 -4 -4';
416 case PROJECTILE_RAPTORBOMB:
417 self.mins = '-3 -3 -3';
420 case PROJECTILE_RAPTORBOMBLET:
422 case PROJECTILE_RAPTORCANNON:
424 case PROJECTILE_SPIDERROCKET:
425 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
427 case PROJECTILE_WAKIROCKET:
428 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
431 case PROJECTILE_WAKICANNON:
433 case PROJECTILE_BUMBLE_GUN:
434 // only new engines support sound moving with object
435 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
436 self.mins = '0 0 -4';
437 self.maxs = '0 0 -4';
438 self.move_movetype = MOVETYPE_BOUNCE;
439 self.move_touch = func_null;
440 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
441 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
448 if(Nade_IDFromProjectile(self.cnt) != 0)
450 self.mins = '-16 -16 -16';
451 self.maxs = '16 16 16';
452 self.colormod = Nade_Color(Nade_IDFromProjectile(self.cnt));
453 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
454 self.move_movetype = MOVETYPE_BOUNCE;
455 self.move_touch = func_null;
457 self.avelocity = randomvec() * 720;
459 if(Nade_IDFromProjectile(self.cnt) == NADE_TYPE_TRANSLOCATE)
460 self.solid = SOLID_TRIGGER;
463 setsize(self, self.mins, self.maxs);
468 if(self.move_movetype == MOVETYPE_FLY)
469 self.move_movetype = MOVETYPE_TOSS;
470 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
471 self.move_movetype = MOVETYPE_BOUNCE;
475 if(self.move_movetype == MOVETYPE_TOSS)
476 self.move_movetype = MOVETYPE_FLY;
477 if(self.move_movetype == MOVETYPE_BOUNCE)
478 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
481 if(!(self.count & 0x80))
482 InterpolateOrigin_Note();
484 self.draw = Projectile_Draw;
485 self.entremove = Ent_RemoveProjectile;
488 void Projectile_Precache()
490 precache_model("models/ebomb.mdl");
491 precache_model("models/elaser.mdl");
492 precache_model("models/grenademodel.md3");
493 precache_model("models/mine.md3");
494 precache_model("models/hagarmissile.mdl");
495 precache_model("models/hlac_bullet.md3");
496 precache_model("models/laser.mdl");
497 precache_model("models/plasmatrail.mdl");
498 precache_model("models/rocket.md3");
499 precache_model("models/tagrocket.md3");
500 precache_model("models/tracer.mdl");
501 precache_model("models/sphere/sphere.md3");
503 precache_model("models/weapons/v_ok_grenade.md3");
505 precache_sound("weapons/electro_fly.wav");
506 precache_sound("weapons/rocket_fly.wav");
507 precache_sound("weapons/fireball_fly.wav");
508 precache_sound("weapons/fireball_fly2.wav");
509 precache_sound("weapons/tag_rocket_fly.wav");