#include "../autocvars.qh"
#include "../defs.qh"
#include "../main.qh"
-#include "../mutators/events.qh"
+#include <client/mutators/_mod.qh>
#include <common/constants.qh>
+#include <common/effects/effect.qh>
+#include <common/effects/all.qh>
+#include <common/net_linked.qh>
#include <common/physics/movetypes/movetypes.qh>
+#include <common/mutators/mutator/nades/nades.qh>
+
#include <lib/csqcmodel/interpolate.qh>
#include <lib/warpzone/anglestransform.qh>
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 Projectile_ResetTrail(entity this, vector to)
}
}
-bool Projectile_isnade(int proj); // TODO: remove
-
void Projectile_Draw(entity this)
{
vector rot;
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
{
case PROJECTILE_HOOKBOMB:
rot = '1000 0 0'; // forward
break;
+ case PROJECTILE_ROCKET:
+ rot = '0 0 720'; // spinning
+ break;
default:
break;
}
this.drawmask = MASK_NORMAL;
}
-void loopsound(entity e, int ch, string samp, float vol, float attn)
+void loopsound(entity e, int ch, Sound samp, float vol, float attn)
{
- TC(int, ch);
+ TC(int, ch);
if (e.silent)
return;
- _sound(e, ch, samp, vol, attn);
+ sound(e, ch, samp, vol, attn);
e.snd_looping = ch;
}
// 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)
{
if (f & 1)
{
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
setorigin(this, this.origin);
if (this.count & 0x80)
{
- this.velocity_x = ReadCoord();
- this.velocity_y = ReadCoord();
- this.velocity_z = ReadCoord();
+ this.velocity = ReadVector();
if (f & 0x10)
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))
this.fade_rate = 0;
}
- this.team = ReadByte() - 1;
+ int myteam = ReadByte();
+ this.team = myteam - 1;
+
+ if(teamplay)
+ {
+ if(myteam)
+ this.colormap = (this.team) * 0x11; // note: team - 1 on server (client uses different numbers)
+ else
+ this.colormap = 0x00;
+ this.colormap |= BIT(10); // RENDER_COLORMAPPED
+ }
+ else
+ this.colormap = myteam;
+ // TODO: projectiles use glowmaps for their color, not teams
+ #if 0
+ if(this.colormap > 0)
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true) * 2;
+ else
+ this.glowmod = '1 1 1';
+ #endif
}
if (f & 2)
this.maxs = '0 0 0';
this.colormod = '0 0 0';
settouch(this, SUB_Stop);
- this.move_movetype = MOVETYPE_TOSS;
+ 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;
+ loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
+ this.mins = '-4 -4 -4';
+ this.maxs = '4 4 4';
+ set_movetype(this, MOVETYPE_BOUNCE);
settouch(this, func_null);
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
- loopsound(this, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';
break;
case PROJECTILE_GRENADE_BOUNCING:
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';
- this.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
settouch(this, func_null);
- this.move_bounce_factor = WEP_CVAR(mortar, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR(mortar, bouncestop);
+ 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;
+ 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;
+ set_movetype(this, MOVETYPE_BOUNCE);
settouch(this, func_null);
break;
case PROJECTILE_HAGAR_BOUNCING:
- this.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
settouch(this, func_null);
break;
case PROJECTILE_CRYLINK_BOUNCING:
- this.move_movetype = MOVETYPE_BOUNCE;
+ 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);
+ loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
this.mins = '-16 -16 -16';
this.maxs = '16 16 16';
break;
case PROJECTILE_FIREMINE:
- loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
- this.move_movetype = MOVETYPE_BOUNCE;
+ loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY, VOL_BASE, ATTEN_NORM);
+ set_movetype(this, MOVETYPE_BOUNCE);
settouch(this, func_null);
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
this.maxs = '2 2 2';
break;
case PROJECTILE_SEEKER:
- loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
break;
case PROJECTILE_RAPTORCANNON:
break;
case PROJECTILE_SPIDERROCKET:
- loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
break;
case PROJECTILE_WAKIROCKET:
- loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
break;
/*
case PROJECTILE_WAKICANNON:
break;
case PROJECTILE_BUMBLE_GUN:
// only new engines support sound moving with object
- loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
+ 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);
+ 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;
}