X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fweapons%2Fprojectile.qc;h=2ece66e9dda37a428a285ab9da33a496598bdcb7;hp=e0244d4bf982d4b927b5a4386a8d6d65f0081745;hb=12d69d4f4aad59619b4e24f0024abebbc581515f;hpb=1cbef966e133966c5b5f0f5b58fbd1a5851ed35b diff --git a/qcsrc/client/weapons/projectile.qc b/qcsrc/client/weapons/projectile.qc index e0244d4bf..2ece66e9d 100644 --- a/qcsrc/client/weapons/projectile.qc +++ b/qcsrc/client/weapons/projectile.qc @@ -5,22 +5,22 @@ #include "../main.qh" #include "../mutators/events.qh" -#include "../../common/constants.qh" -#include "../../common/movetypes/movetypes.qh" +#include +#include +#include -#include "../../lib/csqcmodel/interpolate.qh" +#include -#include "../../lib/warpzone/anglestransform.qh" +#include .float alpha; .float scale; .vector colormod; -void SUB_Stop() +void SUB_Stop(entity this, entity toucher) { - SELFPARAM(); - self.move_velocity = self.move_avelocity = '0 0 0'; - self.move_movetype = MOVETYPE_NONE; + this.velocity = this.avelocity = '0 0 0'; + set_movetype(this, MOVETYPE_NONE); } void Projectile_ResetTrail(entity this, vector to) @@ -59,44 +59,44 @@ void Projectile_Draw(entity this) float t; float a; - f = self.move_flags; + f = this.flags; - if (self.count & 0x80) + if (this.count & 0x80) { - // self.move_flags &= ~FL_ONGROUND; - if (self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY) - Movetype_Physics_NoMatchServer(); + // 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 // server's ticrate as they are ticrate independent // NOTE: this assumption is only true if MOVETYPE_FLY // projectiles detonate on impact. If they continue // moving, we might still be ticrate dependent. else - Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy); - if (!(self.move_flags & FL_ONGROUND)) - if (self.velocity != '0 0 0') - self.move_angles = self.angles = vectoangles(self.velocity); + Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy); + if (!IS_ONGROUND(this)) + if (this.velocity != '0 0 0') + this.angles = vectoangles(this.velocity); } else { - InterpolateOrigin_Do(self); + InterpolateOrigin_Do(this); } - if (self.count & 0x80) + if (this.count & 0x80) { - drawn = (time >= self.spawntime - 0.02); - t = max(time, self.spawntime); + drawn = (time >= this.spawntime - 0.02); + t = max(time, this.spawntime); } else { - drawn = (self.iflags & IFLAG_VALID); + drawn = (this.iflags & IFLAG_VALID); t = time; } if (!(f & FL_ONGROUND)) { rot = '0 0 0'; - switch (self.cnt) + switch (this.cnt) { /* case PROJECTILE_GRENADE: @@ -109,29 +109,32 @@ void Projectile_Draw(entity this) case PROJECTILE_HOOKBOMB: rot = '1000 0 0'; // forward break; + case PROEJCTILE_ROCKET: + rot = '0 0 720'; // spinning + break; default: break; } - if (Projectile_isnade(self.cnt)) - rot = self.avelocity; + if (Projectile_isnade(this.cnt)) + rot = this.avelocity; - self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime))); + this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime))); } vector ang; - ang = self.angles; + ang = this.angles; ang.x = -ang.x; makevectors(ang); - a = 1 - (time - self.fade_time) * self.fade_rate; - self.alpha = bound(0, self.alphamod * a, 1); - if (self.alpha <= 0) + a = 1 - (time - this.fade_time) * this.fade_rate; + this.alpha = bound(0, this.alphamod * a, 1); + if (this.alpha <= 0) drawn = 0; - self.renderflags = 0; + this.renderflags = 0; - trailorigin = self.origin; - switch (self.cnt) + trailorigin = this.origin; + switch (this.cnt) { case PROJECTILE_GRENADE: case PROJECTILE_GRENADE_BOUNCING: @@ -141,46 +144,45 @@ void Projectile_Draw(entity this) break; } - if (Projectile_isnade(self.cnt)) + if (Projectile_isnade(this.cnt)) trailorigin += v_up * 4; if (drawn) - Projectile_DrawTrail(self, trailorigin); + Projectile_DrawTrail(this, trailorigin); else - Projectile_ResetTrail(self, trailorigin); + Projectile_ResetTrail(this, trailorigin); - self.drawmask = 0; + this.drawmask = 0; if (!drawn) return; - switch (self.cnt) + switch (this.cnt) { // Possibly add dlights here. default: break; } - self.drawmask = MASK_NORMAL; + 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) { - SELFPARAM(); - if (self.silent) + TC(int, ch); + if (e.silent) return; - _sound(e, ch, samp, vol, attn); + sound(e, ch, samp, vol, attn); e.snd_looping = ch; } -void Ent_RemoveProjectile() +void Ent_RemoveProjectile(entity this) { - SELFPARAM(); - if (self.count & 0x80) + if (this.count & 0x80) { - tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self); - Projectile_DrawTrail(self, trace_endpos); + tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.05, MOVE_NORMAL, this); + Projectile_DrawTrail(this, trace_endpos); } } @@ -201,285 +203,305 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew) // projectiles don't send angles, because they always follow the velocity int f = ReadByte(); - self.count = (f & 0x80); - self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN; - self.solid = SOLID_TRIGGER; - // self.effects = EF_NOMODELFLAGS; + this.count = (f & 0x80); + this.flags |= FL_PROJECTILE; + this.iflags = (this.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN; + this.solid = SOLID_TRIGGER; + // this.effects = EF_NOMODELFLAGS; // this should make collisions with bmodels more exact, but it leads to // projectiles no longer being able to lie on a bmodel - self.move_nomonsters = MOVE_WORLDONLY; + this.move_nomonsters = MOVE_WORLDONLY; if (f & 0x40) - self.move_flags |= FL_ONGROUND; + SET_ONGROUND(this); else - self.move_flags &= ~FL_ONGROUND; + UNSET_ONGROUND(this); - if (!self.move_time) + if (!this.move_time) { // for some unknown reason, we don't need to care for // sv_gameplayfix_delayprojectiles here. - self.move_time = time; - self.spawntime = time; + this.move_time = time; + this.spawntime = time; } else { - self.move_time = max(self.move_time, time); + this.move_time = max(this.move_time, time); } - if (!(self.count & 0x80)) - InterpolateOrigin_Undo(self); + if (!(this.count & 0x80)) + InterpolateOrigin_Undo(this); if (f & 1) { - self.origin_x = ReadCoord(); - self.origin_y = ReadCoord(); - self.origin_z = ReadCoord(); - setorigin(self, self.origin); - if (self.count & 0x80) + this.origin_x = ReadCoord(); + this.origin_y = ReadCoord(); + this.origin_z = ReadCoord(); + setorigin(this, this.origin); + if (this.count & 0x80) { - self.velocity_x = ReadCoord(); - self.velocity_y = ReadCoord(); - self.velocity_z = ReadCoord(); + this.velocity_x = ReadCoord(); + this.velocity_y = ReadCoord(); + this.velocity_z = ReadCoord(); if (f & 0x10) - self.gravity = ReadCoord(); + this.gravity = ReadCoord(); else - self.gravity = 0; // none - self.move_origin = self.origin; - self.move_velocity = self.velocity; + this.gravity = 0; // none } - if (time == self.spawntime || (self.count & 0x80) || (f & 0x08)) + if (time == this.spawntime || (this.count & 0x80) || (f & 0x08)) { - self.trail_oldorigin = self.origin; - if (!(self.count & 0x80)) - InterpolateOrigin_Reset(); + this.trail_oldorigin = this.origin; + if (!(this.count & 0x80)) + InterpolateOrigin_Reset(this); } if (f & 0x20) { - self.fade_time = time + ReadByte() * ticrate; - self.fade_rate = 1 / (ReadByte() * ticrate); + this.fade_time = time + ReadByte() * ticrate; + this.fade_rate = 1 / (ReadByte() * ticrate); } else { - self.fade_time = 0; - self.fade_rate = 0; + this.fade_time = 0; + this.fade_rate = 0; } - self.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) { - self.cnt = ReadByte(); + this.cnt = ReadByte(); - self.silent = (self.cnt & 0x80); - self.cnt = (self.cnt & 0x7F); + this.silent = (this.cnt & 0x80); + this.cnt = (this.cnt & 0x7F); - self.scale = 1; - self.traileffect = 0; - switch (self.cnt) + this.scale = 1; + this.traileffect = 0; + switch (this.cnt) { - #define CASE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id); - CASE(ELECTRO) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; - CASE(ROCKET) self.traileffect = EFFECT_TR_ROCKET.m_id; self.scale = 2; break; - CASE(CRYLINK) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break; - CASE(CRYLINK_BOUNCING) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break; - CASE(ELECTRO_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; - CASE(GRENADE) self.traileffect = EFFECT_TR_GRENADE.m_id; break; - CASE(GRENADE_BOUNCING) self.traileffect = EFFECT_TR_GRENADE.m_id; break; - CASE(MINE) self.traileffect = EFFECT_TR_GRENADE.m_id; break; - CASE(BLASTER) self.traileffect = EFFECT_Null.m_id; break; - CASE(HLAC) self.traileffect = EFFECT_Null.m_id; break; - CASE(PORTO_RED) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break; - CASE(PORTO_BLUE) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break; - CASE(HOOKBOMB) self.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break; - CASE(HAGAR) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break; - CASE(HAGAR_BOUNCING) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break; - CASE(FIREBALL) self.modelindex = 0; self.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough - CASE(FIREMINE) self.modelindex = 0; self.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough - CASE(TAG) self.traileffect = EFFECT_TR_ROCKET.m_id; break; - CASE(FLAC) self.scale = 0.4; self.traileffect = EFFECT_FLAC_TRAIL.m_id; break; - CASE(SEEKER) self.traileffect = EFFECT_SEEKER_TRAIL.m_id; break; - - CASE(MAGE_SPIKE) self.traileffect = EFFECT_TR_VORESPIKE.m_id; break; - CASE(SHAMBLER_LIGHTNING) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; - - CASE(RAPTORBOMB) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break; - CASE(RAPTORBOMBLET) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break; - CASE(RAPTORCANNON) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break; - - CASE(SPIDERROCKET) self.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break; - CASE(WAKIROCKET) self.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break; - CASE(WAKICANNON) self.traileffect = EFFECT_Null.m_id; break; - - CASE(BUMBLE_GUN) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; - CASE(BUMBLE_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; - - CASE(RPC) self.traileffect = EFFECT_TR_ROCKET.m_id; break; - - CASE(ROCKETMINSTA_LASER) self.traileffect = EFFECT_ROCKETMINSTA_LASER(self.team).m_id; break; -#undef CASE +#define HANDLE(id) case PROJECTILE_##id: setmodel(this, MDL_PROJECTILE_##id); + HANDLE(ELECTRO) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; + HANDLE(ROCKET) this.traileffect = EFFECT_TR_ROCKET.m_id; this.scale = 2; break; + HANDLE(CRYLINK) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break; + HANDLE(CRYLINK_BOUNCING) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break; + HANDLE(ELECTRO_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; + HANDLE(GRENADE) this.traileffect = EFFECT_TR_GRENADE.m_id; break; + HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break; + HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break; + HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break; + HANDLE(ARC_BOLT) this.traileffect = EFFECT_Null.m_id; break; + HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break; + HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break; + HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break; + HANDLE(HOOKBOMB) this.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break; + HANDLE(HAGAR) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break; + HANDLE(HAGAR_BOUNCING) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break; + HANDLE(FIREBALL) this.modelindex = 0; this.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough + HANDLE(FIREMINE) this.modelindex = 0; this.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough + HANDLE(TAG) this.traileffect = EFFECT_TR_ROCKET.m_id; break; + HANDLE(FLAC) this.scale = 0.4; this.traileffect = EFFECT_FLAC_TRAIL.m_id; break; + HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break; + + HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break; + HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; + + HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break; + HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break; + HANDLE(RAPTORCANNON) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break; + + HANDLE(SPIDERROCKET) this.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break; + HANDLE(WAKIROCKET) this.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break; + HANDLE(WAKICANNON) this.traileffect = EFFECT_Null.m_id; break; + + HANDLE(BUMBLE_GUN) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; + HANDLE(BUMBLE_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break; + + HANDLE(RPC) this.traileffect = EFFECT_TR_ROCKET.m_id; break; + + HANDLE(ROCKETMINSTA_LASER) this.traileffect = EFFECT_ROCKETMINSTA_LASER(this.team).m_id; break; +#undef HANDLE default: - if (MUTATOR_CALLHOOK(Ent_Projectile, self)) + if (MUTATOR_CALLHOOK(Ent_Projectile, this)) break; error("Received invalid CSQC projectile, can't work with this!"); break; } - self.mins = '0 0 0'; - self.maxs = '0 0 0'; - self.colormod = '0 0 0'; - self.move_touch = SUB_Stop; - self.move_movetype = MOVETYPE_TOSS; - self.alphamod = 1; + this.mins = '0 0 0'; + this.maxs = '0 0 0'; + this.colormod = '0 0 0'; + settouch(this, SUB_Stop); + set_movetype(this, MOVETYPE_TOSS); + this.alphamod = 1; - switch (self.cnt) + switch (this.cnt) { case PROJECTILE_ELECTRO: // only new engines support sound moving with object - loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM); - self.mins = '0 0 -4'; - self.maxs = '0 0 -4'; - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; - self.move_bounce_factor = g_balance_electro_secondary_bouncefactor; - self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop; + 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.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor); + this.bouncestop = WEP_CVAR_SEC(electro, bouncestop); break; case PROJECTILE_RPC: case PROJECTILE_ROCKET: - loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM); - self.mins = '-3 -3 -3'; - self.maxs = '3 3 3'; + 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: - self.mins = '-3 -3 -3'; - self.maxs = '3 3 3'; + this.mins = '-3 -3 -3'; + this.maxs = '3 3 3'; break; case PROJECTILE_GRENADE_BOUNCING: - self.mins = '-3 -3 -3'; - self.maxs = '3 3 3'; - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; - self.move_bounce_factor = g_balance_mortar_bouncefactor; - self.move_bounce_stopspeed = g_balance_mortar_bouncestop; + this.mins = '-3 -3 -3'; + this.maxs = '3 3 3'; + set_movetype(this, MOVETYPE_BOUNCE); + settouch(this, func_null); + this.bouncefactor = WEP_CVAR(mortar, bouncefactor); + this.bouncestop = WEP_CVAR(mortar, bouncestop); break; case PROJECTILE_SHAMBLER_LIGHTNING: - self.mins = '-8 -8 -8'; - self.maxs = '8 8 8'; - self.scale = 2.5; - self.avelocity = randomvec() * 720; + this.mins = '-8 -8 -8'; + this.maxs = '8 8 8'; + this.scale = 2.5; + this.avelocity = randomvec() * 720; break; case PROJECTILE_MINE: - self.mins = '-4 -4 -4'; - self.maxs = '4 4 4'; + this.mins = '-4 -4 -4'; + this.maxs = '4 4 4'; break; case PROJECTILE_PORTO_RED: - self.colormod = '2 1 1'; - self.alphamod = 0.5; - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; + this.colormod = '2 1 1'; + this.alphamod = 0.5; + set_movetype(this, MOVETYPE_BOUNCE); + settouch(this, func_null); break; case PROJECTILE_PORTO_BLUE: - self.colormod = '1 1 2'; - self.alphamod = 0.5; - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; + this.colormod = '1 1 2'; + this.alphamod = 0.5; + set_movetype(this, MOVETYPE_BOUNCE); + settouch(this, func_null); break; case PROJECTILE_HAGAR_BOUNCING: - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; + set_movetype(this, MOVETYPE_BOUNCE); + settouch(this, func_null); break; case PROJECTILE_CRYLINK_BOUNCING: - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; + set_movetype(this, MOVETYPE_BOUNCE); + settouch(this, func_null); break; case PROJECTILE_FIREBALL: - loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM); - self.mins = '-16 -16 -16'; - self.maxs = '16 16 16'; + 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(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM); - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; - self.mins = '-4 -4 -4'; - self.maxs = '4 4 4'; + 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'; break; case PROJECTILE_TAG: - self.mins = '-2 -2 -2'; - self.maxs = '2 2 2'; + this.mins = '-2 -2 -2'; + this.maxs = '2 2 2'; break; case PROJECTILE_FLAC: - self.mins = '-2 -2 -2'; - self.maxs = '2 2 2'; + this.mins = '-2 -2 -2'; + this.maxs = '2 2 2'; break; case PROJECTILE_SEEKER: - loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM); - self.mins = '-4 -4 -4'; - self.maxs = '4 4 4'; + 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_RAPTORBOMB: - self.mins = '-3 -3 -3'; - self.maxs = '3 3 3'; + this.mins = '-3 -3 -3'; + this.maxs = '3 3 3'; break; case PROJECTILE_RAPTORBOMBLET: break; case PROJECTILE_RAPTORCANNON: break; case PROJECTILE_SPIDERROCKET: - loopsound(self, 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(self, 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(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM); - self.mins = '0 0 -4'; - self.maxs = '0 0 -4'; - self.move_movetype = MOVETYPE_BOUNCE; - self.move_touch = func_null; - self.move_bounce_factor = g_balance_electro_secondary_bouncefactor; - self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop; + 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; + settouch(this, func_null); + this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor); + this.bouncestop = WEP_CVAR_SEC(electro, bouncestop); break; */ default: break; } - MUTATOR_CALLHOOK(EditProjectile, self); + MUTATOR_CALLHOOK(EditProjectile, this); - setsize(self, self.mins, self.maxs); + setsize(this, this.mins, this.maxs); } return = true; - if (self.gravity) + if (this.gravity) { - if (self.move_movetype == MOVETYPE_FLY) - self.move_movetype = MOVETYPE_TOSS; - if (self.move_movetype == MOVETYPE_BOUNCEMISSILE) - self.move_movetype = MOVETYPE_BOUNCE; + if (this.move_movetype == MOVETYPE_FLY) + set_movetype(this, MOVETYPE_TOSS); + if (this.move_movetype == MOVETYPE_BOUNCEMISSILE) + set_movetype(this, MOVETYPE_BOUNCE); } else { - if (self.move_movetype == MOVETYPE_TOSS) - self.move_movetype = MOVETYPE_FLY; - if (self.move_movetype == MOVETYPE_BOUNCE) - self.move_movetype = MOVETYPE_BOUNCEMISSILE; + if (this.move_movetype == MOVETYPE_TOSS) + set_movetype(this, MOVETYPE_FLY); + if (this.move_movetype == MOVETYPE_BOUNCE) + set_movetype(this, MOVETYPE_BOUNCEMISSILE); } - if (!(self.count & 0x80)) + if (!(this.count & 0x80)) InterpolateOrigin_Note(this); - self.classname = "csqcprojectile"; - self.draw = Projectile_Draw; - self.entremove = Ent_RemoveProjectile; + this.classname = "csqcprojectile"; + this.draw = Projectile_Draw; + if (isnew) IL_PUSH(g_drawables, this); + this.entremove = Ent_RemoveProjectile; } PRECACHE(Projectiles)