]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/weapons/projectile.qc
Merge master into qc_physics_prehax (blame TimePath if it's completely broken)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / weapons / projectile.qc
index 0d2bce9439953fb5931e8ac3e5a1a03b57ab8ed8..efa6509c7060e2085458923b33e668e0d2e4fc39 100644 (file)
@@ -1,8 +1,21 @@
-.vector iorigin1, iorigin2;
-.float spawntime;
-.vector trail_oldorigin;
-.float trail_oldtime;
-.float fade_time, fade_rate;
+#include "projectile.qh"
+
+#include "../autocvars.qh"
+#include "../defs.qh"
+#include "../main.qh"
+
+#include "../../common/constants.qh"
+#include "../../common/nades.qh"
+#include "../../common/movetypes/movetypes.qh"
+#include "../../common/util.qh"
+
+#include "../../csqcmodellib/interpolate.qh"
+
+#include "../../warpzonelib/anglestransform.qh"
+
+.float alpha;
+.float scale;
+.vector colormod;
 
 void SUB_Stop()
 {
@@ -10,13 +23,6 @@ void SUB_Stop()
        self.move_movetype = MOVETYPE_NONE;
 }
 
-.float alphamod;
-.float count; // set if clientside projectile
-.float cnt; // sound index
-.float gravity;
-.float snd_looping;
-.float silent;
-
 void Projectile_ResetTrail(vector to)
 {
        self.trail_oldorigin = to;
@@ -36,7 +42,7 @@ void Projectile_DrawTrail(vector to)
        // force the effect even for stationary firemine
        if(self.cnt == PROJECTILE_FIREMINE)
                if(from == to)
-                       from_z += 1;
+                       from.z += 1;
 
        if (self.traileffect)
        {
@@ -45,19 +51,14 @@ void Projectile_DrawTrail(vector to)
        }
 }
 
-.float proj_time;
 void Projectile_Draw()
 {
        vector rot;
        vector trailorigin;
-       float f;
-       float drawn;
+       int f;
+       bool drawn;
        float t;
        float a;
-       float dt = time - self.proj_time;
-
-       self.proj_time = time;
-       if(dt <= 0) { return; }
 
        f = self.move_flags;
 
@@ -121,7 +122,7 @@ void Projectile_Draw()
 
        vector ang;
        ang = self.angles;
-       ang_x = -ang_x;
+       ang.x = -ang.x;
        makevectors(ang);
 
        a = 1 - (time - self.fade_time) * self.fade_rate;
@@ -164,7 +165,7 @@ void Projectile_Draw()
        self.drawmask = MASK_NORMAL;
 }
 
-void loopsound(entity e, float ch, string samp, float vol, float attn)
+void loopsound(entity e, int ch, string samp, float vol, float attn)
 {
        if(self.silent)
                return;
@@ -184,7 +185,7 @@ void Ent_RemoveProjectile()
 
 void Ent_Projectile()
 {
-       float f;
+       int f;
 
        // projectile properties:
        //   kind (interpolated, or clientside)
@@ -204,7 +205,6 @@ void Ent_Projectile()
        self.count = (f & 0x80);
        self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
        self.solid = SOLID_TRIGGER;
-       self.proj_time = time;
        //self.effects = EF_NOMODELFLAGS;
 
        // this should make collisions with bmodels more exact, but it leads to
@@ -315,6 +315,8 @@ void Ent_Projectile()
                        case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
                        case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
 
+                       case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
+
                        default:
                                if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
                                error("Received invalid CSQC projectile, can't work with this!");
@@ -340,6 +342,7 @@ void Ent_Projectile()
                                self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
                                self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
                                break;
+                       case PROJECTILE_RPC:
                        case PROJECTILE_ROCKET:
                                loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
                                self.mins = '-3 -3 -3';
@@ -447,17 +450,19 @@ void Ent_Projectile()
 
                if(Nade_IDFromProjectile(self.cnt) != 0)
                {
+                       int nade_type = Nade_IDFromProjectile(self.cnt);
                        self.mins = '-16 -16 -16';
                        self.maxs = '16 16 16';
-                       self.colormod = Nade_Color(Nade_IDFromProjectile(self.cnt));
-                       self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+                       self.colormod = Nade_Color(nade_type);
                        self.move_movetype = MOVETYPE_BOUNCE;
                        self.move_touch = func_null;
                        self.scale = 1.5;
                        self.avelocity = randomvec() * 720;
-                       
-                       if(Nade_IDFromProjectile(self.cnt) == NADE_TYPE_TRANSLOCATE)
-                               self.solid = SOLID_TRIGGER;
+
+                       if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
+                               self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+                       else
+                               self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
                }
 
                setsize(self, self.mins, self.maxs);
@@ -481,6 +486,7 @@ void Ent_Projectile()
        if(!(self.count & 0x80))
                InterpolateOrigin_Note();
 
+       self.classname = "csqcprojectile";
        self.draw = Projectile_Draw;
        self.entremove = Ent_RemoveProjectile;
 }
@@ -501,6 +507,7 @@ void Projectile_Precache()
        precache_model("models/sphere/sphere.md3");
 
        precache_model("models/weapons/v_ok_grenade.md3");
+       precache_model("models/weapons/ok_rocket.md3");
 
        precache_sound("weapons/electro_fly.wav");
        precache_sound("weapons/rocket_fly.wav");