1 #include "projectile.qh"
3 #include "../autocvars.qh"
6 #include "../mutators/events.qh"
8 #include <common/constants.qh>
9 #include <common/physics/movetypes/movetypes.qh>
11 #include <lib/csqcmodel/interpolate.qh>
13 #include <lib/warpzone/anglestransform.qh>
19 void SUB_Stop(entity this)
21 this.move_velocity = this.move_avelocity = '0 0 0';
22 this.move_movetype = MOVETYPE_NONE;
25 void SUB_Stop_self() { SUB_Stop(self); }
27 void Projectile_ResetTrail(entity this, vector to)
29 this.trail_oldorigin = to;
30 this.trail_oldtime = time;
33 void Projectile_DrawTrail(entity this, vector to)
35 vector from = this.trail_oldorigin;
36 // float t0 = this.trail_oldtime;
37 this.trail_oldorigin = to;
38 this.trail_oldtime = time;
40 // force the effect even for stationary firemine
41 if (this.cnt == PROJECTILE_FIREMINE)
47 particles_alphamin = particles_alphamax = particles_fade = sqrt(this.alpha);
48 boxparticles(particleeffectnum(Effects_from(this.traileffect)), this, from, to, this.velocity, this.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
52 bool Projectile_isnade(int proj); // TODO: remove
54 void Projectile_Draw(entity this)
65 if (this.count & 0x80)
67 // this.move_flags &= ~FL_ONGROUND;
68 if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FLY)
69 Movetype_Physics_NoMatchServer(this);
70 // the trivial movetypes do not have to match the
71 // server's ticrate as they are ticrate independent
72 // NOTE: this assumption is only true if MOVETYPE_FLY
73 // projectiles detonate on impact. If they continue
74 // moving, we might still be ticrate dependent.
76 Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
77 if (!(this.move_flags & FL_ONGROUND))
78 if (this.velocity != '0 0 0')
79 this.move_angles = this.angles = vectoangles(this.velocity);
83 InterpolateOrigin_Do(this);
86 if (this.count & 0x80)
88 drawn = (time >= this.spawntime - 0.02);
89 t = max(time, this.spawntime);
93 drawn = (this.iflags & IFLAG_VALID);
97 if (!(f & FL_ONGROUND))
103 case PROJECTILE_GRENADE:
104 rot = '-2000 0 0'; // forward
107 case PROJECTILE_GRENADE_BOUNCING:
108 rot = '0 -1000 0'; // sideways
110 case PROJECTILE_HOOKBOMB:
111 rot = '1000 0 0'; // forward
117 if (Projectile_isnade(this.cnt))
118 rot = this.avelocity;
120 this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
128 a = 1 - (time - this.fade_time) * this.fade_rate;
129 this.alpha = bound(0, this.alphamod * a, 1);
132 this.renderflags = 0;
134 trailorigin = this.origin;
137 case PROJECTILE_GRENADE:
138 case PROJECTILE_GRENADE_BOUNCING:
139 trailorigin += v_right * 1 + v_forward * -10;
145 if (Projectile_isnade(this.cnt))
146 trailorigin += v_up * 4;
149 Projectile_DrawTrail(this, trailorigin);
151 Projectile_ResetTrail(this, trailorigin);
160 // Possibly add dlights here.
165 this.drawmask = MASK_NORMAL;
168 void loopsound(entity e, int ch, string samp, float vol, float attn)
173 _sound(e, ch, samp, vol, attn);
177 void Ent_RemoveProjectile(entity this)
179 if (this.count & 0x80)
181 tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.05, MOVE_NORMAL, this);
182 Projectile_DrawTrail(this, trace_endpos);
186 NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
188 // projectile properties:
189 // kind (interpolated, or clientside)
197 // soundindex (hardcoded list)
200 // projectiles don't send angles, because they always follow the velocity
203 this.count = (f & 0x80);
204 this.flags |= FL_PROJECTILE;
205 this.iflags = (this.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
206 this.solid = SOLID_TRIGGER;
207 // this.effects = EF_NOMODELFLAGS;
209 // this should make collisions with bmodels more exact, but it leads to
210 // projectiles no longer being able to lie on a bmodel
211 this.move_nomonsters = MOVE_WORLDONLY;
213 this.move_flags |= FL_ONGROUND;
215 this.move_flags &= ~FL_ONGROUND;
219 // for some unknown reason, we don't need to care for
220 // sv_gameplayfix_delayprojectiles here.
221 this.move_time = time;
222 this.spawntime = time;
226 this.move_time = max(this.move_time, time);
229 if (!(this.count & 0x80))
230 InterpolateOrigin_Undo(this);
234 this.origin_x = ReadCoord();
235 this.origin_y = ReadCoord();
236 this.origin_z = ReadCoord();
237 setorigin(this, this.origin);
238 if (this.count & 0x80)
240 this.velocity_x = ReadCoord();
241 this.velocity_y = ReadCoord();
242 this.velocity_z = ReadCoord();
244 this.gravity = ReadCoord();
246 this.gravity = 0; // none
247 this.move_origin = this.origin;
248 this.move_velocity = this.velocity;
251 if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
253 this.trail_oldorigin = this.origin;
254 if (!(this.count & 0x80))
255 InterpolateOrigin_Reset(this);
260 this.fade_time = time + ReadByte() * ticrate;
261 this.fade_rate = 1 / (ReadByte() * ticrate);
269 this.team = ReadByte() - 1;
274 this.cnt = ReadByte();
276 this.silent = (this.cnt & 0x80);
277 this.cnt = (this.cnt & 0x7F);
280 this.traileffect = 0;
283 #define HANDLE(id) case PROJECTILE_##id: setmodel(this, MDL_PROJECTILE_##id);
284 HANDLE(ELECTRO) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
285 HANDLE(ROCKET) this.traileffect = EFFECT_TR_ROCKET.m_id; this.scale = 2; break;
286 HANDLE(CRYLINK) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
287 HANDLE(CRYLINK_BOUNCING) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
288 HANDLE(ELECTRO_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
289 HANDLE(GRENADE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
290 HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
291 HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
292 HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break;
293 HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break;
294 HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
295 HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
296 HANDLE(HOOKBOMB) this.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
297 HANDLE(HAGAR) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
298 HANDLE(HAGAR_BOUNCING) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
299 HANDLE(FIREBALL) this.modelindex = 0; this.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
300 HANDLE(FIREMINE) this.modelindex = 0; this.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
301 HANDLE(TAG) this.traileffect = EFFECT_TR_ROCKET.m_id; break;
302 HANDLE(FLAC) this.scale = 0.4; this.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
303 HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
305 HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
306 HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
308 HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
309 HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
310 HANDLE(RAPTORCANNON) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
312 HANDLE(SPIDERROCKET) this.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
313 HANDLE(WAKIROCKET) this.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
314 HANDLE(WAKICANNON) this.traileffect = EFFECT_Null.m_id; break;
316 HANDLE(BUMBLE_GUN) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
317 HANDLE(BUMBLE_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
319 HANDLE(RPC) this.traileffect = EFFECT_TR_ROCKET.m_id; break;
321 HANDLE(ROCKETMINSTA_LASER) this.traileffect = EFFECT_ROCKETMINSTA_LASER(this.team).m_id; break;
324 if (MUTATOR_CALLHOOK(Ent_Projectile, this))
327 error("Received invalid CSQC projectile, can't work with this!");
333 this.colormod = '0 0 0';
334 this.move_touch = SUB_Stop_self;
335 this.move_movetype = MOVETYPE_TOSS;
340 case PROJECTILE_ELECTRO:
341 // only new engines support sound moving with object
342 loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
343 this.mins = '0 0 -4';
344 this.maxs = '0 0 -4';
345 this.move_movetype = MOVETYPE_BOUNCE;
346 this.move_touch = func_null;
347 this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
348 this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
351 case PROJECTILE_ROCKET:
352 loopsound(this, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
353 this.mins = '-3 -3 -3';
356 case PROJECTILE_GRENADE:
357 this.mins = '-3 -3 -3';
360 case PROJECTILE_GRENADE_BOUNCING:
361 this.mins = '-3 -3 -3';
363 this.move_movetype = MOVETYPE_BOUNCE;
364 this.move_touch = func_null;
365 this.move_bounce_factor = WEP_CVAR(mortar, bouncefactor);
366 this.move_bounce_stopspeed = WEP_CVAR(mortar, bouncestop);
368 case PROJECTILE_SHAMBLER_LIGHTNING:
369 this.mins = '-8 -8 -8';
372 this.avelocity = randomvec() * 720;
374 case PROJECTILE_MINE:
375 this.mins = '-4 -4 -4';
378 case PROJECTILE_PORTO_RED:
379 this.colormod = '2 1 1';
381 this.move_movetype = MOVETYPE_BOUNCE;
382 this.move_touch = func_null;
384 case PROJECTILE_PORTO_BLUE:
385 this.colormod = '1 1 2';
387 this.move_movetype = MOVETYPE_BOUNCE;
388 this.move_touch = func_null;
390 case PROJECTILE_HAGAR_BOUNCING:
391 this.move_movetype = MOVETYPE_BOUNCE;
392 this.move_touch = func_null;
394 case PROJECTILE_CRYLINK_BOUNCING:
395 this.move_movetype = MOVETYPE_BOUNCE;
396 this.move_touch = func_null;
398 case PROJECTILE_FIREBALL:
399 loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
400 this.mins = '-16 -16 -16';
401 this.maxs = '16 16 16';
403 case PROJECTILE_FIREMINE:
404 loopsound(this, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
405 this.move_movetype = MOVETYPE_BOUNCE;
406 this.move_touch = func_null;
407 this.mins = '-4 -4 -4';
411 this.mins = '-2 -2 -2';
414 case PROJECTILE_FLAC:
415 this.mins = '-2 -2 -2';
418 case PROJECTILE_SEEKER:
419 loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
420 this.mins = '-4 -4 -4';
423 case PROJECTILE_RAPTORBOMB:
424 this.mins = '-3 -3 -3';
427 case PROJECTILE_RAPTORBOMBLET:
429 case PROJECTILE_RAPTORCANNON:
431 case PROJECTILE_SPIDERROCKET:
432 loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
434 case PROJECTILE_WAKIROCKET:
435 loopsound(this, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
438 case PROJECTILE_WAKICANNON:
440 case PROJECTILE_BUMBLE_GUN:
441 // only new engines support sound moving with object
442 loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
443 this.mins = '0 0 -4';
444 this.maxs = '0 0 -4';
445 this.move_movetype = MOVETYPE_BOUNCE;
446 this.move_touch = func_null;
447 this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
448 this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
455 MUTATOR_CALLHOOK(EditProjectile, this);
457 setsize(this, this.mins, this.maxs);
464 if (this.move_movetype == MOVETYPE_FLY)
465 this.move_movetype = MOVETYPE_TOSS;
466 if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
467 this.move_movetype = MOVETYPE_BOUNCE;
471 if (this.move_movetype == MOVETYPE_TOSS)
472 this.move_movetype = MOVETYPE_FLY;
473 if (this.move_movetype == MOVETYPE_BOUNCE)
474 this.move_movetype = MOVETYPE_BOUNCEMISSILE;
477 if (!(this.count & 0x80))
478 InterpolateOrigin_Note(this);
480 this.classname = "csqcprojectile";
481 this.draw = Projectile_Draw;
482 this.entremove = Ent_RemoveProjectile;
485 PRECACHE(Projectiles)
487 MUTATOR_CALLHOOK(PrecacheProjectiles);