1 #include "../../common/constants.qh"
2 #include "../../common/nades.qh"
3 #include "../../common/util.qh"
4 #include "../../csqcmodellib/interpolate.qh"
5 #include "../../warpzonelib/anglestransform.qh"
6 #include "../autocvars.qh"
9 #include "../movetypes.qh"
10 #include "projectile.qh"
18 self.move_velocity = self.move_avelocity = '0 0 0';
19 self.move_movetype = MOVETYPE_NONE;
22 void Projectile_ResetTrail(vector to)
24 self.trail_oldorigin = to;
25 self.trail_oldtime = time;
28 void Projectile_DrawTrail(vector to)
33 from = self.trail_oldorigin;
34 t0 = self.trail_oldtime;
35 self.trail_oldorigin = to;
36 self.trail_oldtime = time;
38 // force the effect even for stationary firemine
39 if(self.cnt == PROJECTILE_FIREMINE)
45 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
46 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
50 void Projectile_Draw()
63 //self.move_flags &= ~FL_ONGROUND;
64 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
65 Movetype_Physics_NoMatchServer();
66 // the trivial movetypes do not have to match the
67 // server's ticrate as they are ticrate independent
68 // NOTE: this assumption is only true if MOVETYPE_FLY
69 // projectiles detonate on impact. If they continue
70 // moving, we might still be ticrate dependent.
72 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(!(self.move_flags & FL_ONGROUND))
74 if(self.velocity != '0 0 0')
75 self.move_angles = self.angles = vectoangles(self.velocity);
79 InterpolateOrigin_Do();
84 drawn = (time >= self.spawntime - 0.02);
85 t = max(time, self.spawntime);
89 drawn = (self.iflags & IFLAG_VALID);
93 if(!(f & FL_ONGROUND))
99 case PROJECTILE_GRENADE:
100 rot = '-2000 0 0'; // forward
103 case PROJECTILE_GRENADE_BOUNCING:
104 rot = '0 -1000 0'; // sideways
106 case PROJECTILE_HOOKBOMB:
107 rot = '1000 0 0'; // forward
113 if(Nade_IDFromProjectile(self.cnt) != 0)
114 rot = self.avelocity;
116 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
124 a = 1 - (time - self.fade_time) * self.fade_rate;
125 self.alpha = bound(0, self.alphamod * a, 1);
128 self.renderflags = 0;
130 trailorigin = self.origin;
133 case PROJECTILE_GRENADE:
134 case PROJECTILE_GRENADE_BOUNCING:
135 trailorigin += v_right * 1 + v_forward * -10;
141 if(Nade_IDFromProjectile(self.cnt) != 0)
142 trailorigin += v_up * 4;
145 Projectile_DrawTrail(trailorigin);
147 Projectile_ResetTrail(trailorigin);
156 // Possibly add dlights here.
161 self.drawmask = MASK_NORMAL;
164 void loopsound(entity e, int ch, string samp, float vol, float attn)
169 sound(e, ch, samp, vol, attn);
173 void Ent_RemoveProjectile()
175 if(self.count & 0x80)
177 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
178 Projectile_DrawTrail(trace_endpos);
182 void Ent_Projectile()
186 // projectile properties:
187 // kind (interpolated, or clientside)
195 // soundindex (hardcoded list)
198 // projectiles don't send angles, because they always follow the velocity
201 self.count = (f & 0x80);
202 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
203 self.solid = SOLID_TRIGGER;
204 //self.effects = EF_NOMODELFLAGS;
206 // this should make collisions with bmodels more exact, but it leads to
207 // projectiles no longer being able to lie on a bmodel
208 self.move_nomonsters = MOVE_WORLDONLY;
210 self.move_flags |= FL_ONGROUND;
212 self.move_flags &= ~FL_ONGROUND;
216 // for some unknown reason, we don't need to care for
217 // sv_gameplayfix_delayprojectiles here.
218 self.move_time = time;
219 self.spawntime = time;
222 self.move_time = max(self.move_time, time);
224 if(!(self.count & 0x80))
225 InterpolateOrigin_Undo();
229 self.origin_x = ReadCoord();
230 self.origin_y = ReadCoord();
231 self.origin_z = ReadCoord();
232 setorigin(self, self.origin);
233 if(self.count & 0x80)
235 self.velocity_x = ReadCoord();
236 self.velocity_y = ReadCoord();
237 self.velocity_z = ReadCoord();
239 self.gravity = ReadCoord();
241 self.gravity = 0; // none
242 self.move_origin = self.origin;
243 self.move_velocity = self.velocity;
246 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
248 self.trail_oldorigin = self.origin;
249 if(!(self.count & 0x80))
250 InterpolateOrigin_Reset();
255 self.fade_time = time + ReadByte() * ticrate;
256 self.fade_rate = 1 / (ReadByte() * ticrate);
264 self.team = ReadByte() - 1;
269 self.cnt = ReadByte();
271 self.silent = (self.cnt & 0x80);
272 self.cnt = (self.cnt & 0x7F);
275 self.traileffect = 0;
278 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
279 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
280 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
281 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
282 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
283 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
284 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
285 case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
286 case PROJECTILE_BLASTER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
287 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
288 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
289 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
290 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
291 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
292 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
293 case PROJECTILE_NAPALM_FOUNTAIN: //self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("torch_small"); break;
294 case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
295 case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
296 case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
297 case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
298 case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
300 case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
301 case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
303 case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
304 case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
305 case PROJECTILE_RAPTORCANNON: setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
307 case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
308 case PROJECTILE_WAKIROCKET: setmodel(self, "models/vehicles/rocket01.md3"); self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
309 case PROJECTILE_WAKICANNON: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum(""); break;
311 case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
312 case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
314 case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
317 if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
318 error("Received invalid CSQC projectile, can't work with this!");
324 self.colormod = '0 0 0';
325 self.move_touch = SUB_Stop;
326 self.move_movetype = MOVETYPE_TOSS;
331 case PROJECTILE_ELECTRO:
332 // only new engines support sound moving with object
333 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
334 self.mins = '0 0 -4';
335 self.maxs = '0 0 -4';
336 self.move_movetype = MOVETYPE_BOUNCE;
337 self.move_touch = func_null;
338 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
339 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
342 case PROJECTILE_ROCKET:
343 loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
344 self.mins = '-3 -3 -3';
347 case PROJECTILE_GRENADE:
348 self.mins = '-3 -3 -3';
351 case PROJECTILE_GRENADE_BOUNCING:
352 self.mins = '-3 -3 -3';
354 self.move_movetype = MOVETYPE_BOUNCE;
355 self.move_touch = func_null;
356 self.move_bounce_factor = g_balance_mortar_bouncefactor;
357 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
359 case PROJECTILE_SHAMBLER_LIGHTNING:
360 self.mins = '-8 -8 -8';
363 self.avelocity = randomvec() * 720;
365 case PROJECTILE_MINE:
366 self.mins = '-4 -4 -4';
369 case PROJECTILE_PORTO_RED:
370 self.colormod = '2 1 1';
372 self.move_movetype = MOVETYPE_BOUNCE;
373 self.move_touch = func_null;
375 case PROJECTILE_PORTO_BLUE:
376 self.colormod = '1 1 2';
378 self.move_movetype = MOVETYPE_BOUNCE;
379 self.move_touch = func_null;
381 case PROJECTILE_HAGAR_BOUNCING:
382 self.move_movetype = MOVETYPE_BOUNCE;
383 self.move_touch = func_null;
385 case PROJECTILE_CRYLINK_BOUNCING:
386 self.move_movetype = MOVETYPE_BOUNCE;
387 self.move_touch = func_null;
389 case PROJECTILE_NAPALM_FOUNTAIN:
390 case PROJECTILE_FIREBALL:
391 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
392 self.mins = '-16 -16 -16';
393 self.maxs = '16 16 16';
395 case PROJECTILE_FIREMINE:
396 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
397 self.move_movetype = MOVETYPE_BOUNCE;
398 self.move_touch = func_null;
399 self.mins = '-4 -4 -4';
403 self.mins = '-2 -2 -2';
406 case PROJECTILE_FLAC:
407 self.mins = '-2 -2 -2';
410 case PROJECTILE_SEEKER:
411 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
412 self.mins = '-4 -4 -4';
415 case PROJECTILE_RAPTORBOMB:
416 self.mins = '-3 -3 -3';
419 case PROJECTILE_RAPTORBOMBLET:
421 case PROJECTILE_RAPTORCANNON:
423 case PROJECTILE_SPIDERROCKET:
424 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
426 case PROJECTILE_WAKIROCKET:
427 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
430 case PROJECTILE_WAKICANNON:
432 case PROJECTILE_BUMBLE_GUN:
433 // only new engines support sound moving with object
434 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
435 self.mins = '0 0 -4';
436 self.maxs = '0 0 -4';
437 self.move_movetype = MOVETYPE_BOUNCE;
438 self.move_touch = func_null;
439 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
440 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
447 if(Nade_IDFromProjectile(self.cnt) != 0)
449 int nade_type = Nade_IDFromProjectile(self.cnt);
450 self.mins = '-16 -16 -16';
451 self.maxs = '16 16 16';
452 self.colormod = Nade_Color(nade_type);
453 self.move_movetype = MOVETYPE_BOUNCE;
454 self.move_touch = func_null;
456 self.avelocity = randomvec() * 720;
458 if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
459 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
461 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
464 setsize(self, self.mins, self.maxs);
469 if(self.move_movetype == MOVETYPE_FLY)
470 self.move_movetype = MOVETYPE_TOSS;
471 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
472 self.move_movetype = MOVETYPE_BOUNCE;
476 if(self.move_movetype == MOVETYPE_TOSS)
477 self.move_movetype = MOVETYPE_FLY;
478 if(self.move_movetype == MOVETYPE_BOUNCE)
479 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
482 if(!(self.count & 0x80))
483 InterpolateOrigin_Note();
485 self.draw = Projectile_Draw;
486 self.entremove = Ent_RemoveProjectile;
489 void Projectile_Precache()
491 precache_model("models/ebomb.mdl");
492 precache_model("models/elaser.mdl");
493 precache_model("models/grenademodel.md3");
494 precache_model("models/mine.md3");
495 precache_model("models/hagarmissile.mdl");
496 precache_model("models/hlac_bullet.md3");
497 precache_model("models/laser.mdl");
498 precache_model("models/plasmatrail.mdl");
499 precache_model("models/rocket.md3");
500 precache_model("models/tagrocket.md3");
501 precache_model("models/tracer.mdl");
502 precache_model("models/sphere/sphere.md3");
504 precache_model("models/weapons/v_ok_grenade.md3");
505 precache_model("models/weapons/ok_rocket.md3");
507 precache_sound("weapons/electro_fly.wav");
508 precache_sound("weapons/rocket_fly.wav");
509 precache_sound("weapons/fireball_fly.wav");
510 precache_sound("weapons/fireball_fly2.wav");
511 precache_sound("weapons/tag_rocket_fly.wav");