-.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()
{
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;
// force the effect even for stationary firemine
if(self.cnt == PROJECTILE_FIREMINE)
if(from == to)
- from_z += 1;
+ from.z += 1;
if (self.traileffect)
{
}
}
-.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;
f = self.move_flags;
vector ang;
ang = self.angles;
- ang_x = -ang_x;
+ ang.x = -ang.x;
makevectors(ang);
a = 1 - (time - self.fade_time) * self.fade_rate;
if(Nade_IDFromProjectile(self.cnt) != 0)
trailorigin += v_up * 4;
- if(dt > 0)
if(drawn)
Projectile_DrawTrail(trailorigin);
else
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;
void Ent_Projectile()
{
- float f;
+ int f;
// projectile properties:
// kind (interpolated, or clientside)
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
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!");
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';
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);
if(!(self.count & 0x80))
InterpolateOrigin_Note();
+ self.classname = "csqcprojectile";
self.draw = Projectile_Draw;
self.entremove = Ent_RemoveProjectile;
}
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");