2 .vector trail_oldorigin;
4 .float fade_time, fade_rate;
12 self.move_velocity = self.move_avelocity = '0 0 0';
13 self.move_movetype = MOVETYPE_NONE;
17 .float count; // set if clientside projectile
18 .float cnt; // sound index
24 void Projectile_DrawTrail(vector to)
28 from = self.trail_oldorigin;
29 t0 = self.trail_oldtime;
30 self.trail_oldorigin = to;
31 self.trail_oldtime = time;
34 trailparticles(self, self.traileffect, from, to);
37 void Projectile_Draw()
50 //self.move_flags &~= FL_ONGROUND;
51 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
52 if(!(self.move_flags & FL_ONGROUND))
53 self.angles = vectoangles(self.velocity);
57 InterpolateOrigin_Do();
62 drawn = (time >= self.spawntime - 0.02);
63 t = max(time, self.spawntime);
67 drawn = (self.iflags & IFLAG_VALID);
71 if(!(f & FL_ONGROUND))
77 case PROJECTILE_GRENADE:
78 rot = '-2000 0 0'; // forward
81 case PROJECTILE_GRENADE_BOUNCING:
82 rot = '0 -1000 0'; // sideways
84 case PROJECTILE_HOOKBOMB:
85 rot = '1000 0 0'; // forward
90 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
93 fixedmakevectors(self.angles);
95 a = 1 - (time - self.fade_time) * self.fade_rate;
99 trailorigin = self.origin;
102 case PROJECTILE_GRENADE:
103 case PROJECTILE_GRENADE_BOUNCING:
104 trailorigin += v_right * 1 + v_forward * -10;
110 Projectile_DrawTrail(trailorigin);
113 self.trail_oldorigin = trailorigin;
114 self.trail_oldtime = time;
122 case PROJECTILE_BULLET_GLOWING:
123 case PROJECTILE_BULLET_GLOWING_TRACER:
124 R_AddDynamicLight(self.origin, 50 * a, '1 1 0');
130 self.alpha = self.alphamod * a;
131 self.renderflags = 0;
136 void loopsound(entity e, float ch, string samp, float vol, float attn)
141 sound(e, ch, samp, vol, attn);
145 void Ent_RemoveProjectile()
148 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
150 if(self.count & 0x80)
152 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
153 Projectile_DrawTrail(trace_endpos);
157 void Ent_Projectile()
161 // projectile properties:
162 // kind (interpolated, or clientside)
170 // soundindex (hardcoded list)
173 // projectiles don't send angles, because they always follow the velocity
176 self.count = (f & 0x80);
177 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
178 self.solid = SOLID_TRIGGER;
179 //self.effects = EF_NOMODELFLAGS;
181 // this should make collisions with bmodels more exact, but it leads to
182 // projectiles no longer being able to lie on a bmodel
183 self.move_nomonsters = MOVE_WORLDONLY;
185 self.move_flags |= FL_ONGROUND;
187 self.move_flags &~= FL_ONGROUND;
191 // for some unknown reason, we don't need to care for
192 // sv_gameplayfix_delayprojectiles here.
193 self.move_time = time;
194 self.spawntime = time;
197 self.move_time = max(self.move_time, time);
199 if(!(self.count & 0x80))
200 InterpolateOrigin_Undo();
204 self.origin_x = ReadCoord();
205 self.origin_y = ReadCoord();
206 self.origin_z = ReadCoord();
207 if(self.count & 0x80)
209 self.velocity_x = ReadCoord();
210 self.velocity_y = ReadCoord();
211 self.velocity_z = ReadCoord();
212 self.gravity = ReadCoord();
214 self.move_origin = self.origin;
215 self.move_velocity = self.velocity;
218 if(time == self.spawntime || (self.count & 0x80) || (f & 0x20))
219 self.trail_oldorigin = self.origin;
223 self.fade_time = time + ReadByte() * ticrate;
224 self.fade_rate = 1 / (ReadByte() * ticrate);
235 self.cnt = ReadByte();
237 self.silent = (self.cnt & 0x80);
238 self.cnt = (self.cnt & 0x7F);
241 self.traileffect = 0;
244 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
245 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
246 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
247 case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
248 case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
249 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
250 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
251 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
252 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
253 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
254 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
255 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
256 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
257 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
258 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
259 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
260 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
261 case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
262 case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
263 case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
264 case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.md3"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_ROCKET"); break;
265 case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; self.traileffect = particleeffectnum("TR_ROCKET"); break;
267 error("Received invalid CSQC projectile, can't work with this!");
273 self.colormod = '0 0 0';
274 self.move_touch = SUB_Stop;
275 self.move_movetype = MOVETYPE_TOSS;
280 case PROJECTILE_ELECTRO:
281 // only new engines support sound moving with object
282 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
283 self.mins = '0 0 -3';
284 self.maxs = '0 0 -3';
285 self.move_movetype = MOVETYPE_BOUNCE;
286 self.move_touch = SUB_Null;
288 case PROJECTILE_ROCKET:
289 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
290 self.mins = '-3 -3 -3';
293 case PROJECTILE_GRENADE:
294 self.mins = '0 0 -3';
295 self.maxs = '0 0 -3';
297 case PROJECTILE_GRENADE_BOUNCING:
298 self.mins = '0 0 -3';
299 self.maxs = '0 0 -3';
300 self.move_movetype = MOVETYPE_BOUNCE;
301 self.move_touch = SUB_Null;
303 case PROJECTILE_PORTO_RED:
304 self.colormod = '2 1 1';
306 self.move_movetype = MOVETYPE_BOUNCE;
307 self.move_touch = SUB_Null;
309 case PROJECTILE_PORTO_BLUE:
310 self.colormod = '1 1 2';
312 self.move_movetype = MOVETYPE_BOUNCE;
313 self.move_touch = SUB_Null;
315 case PROJECTILE_HAGAR_BOUNCING:
316 self.move_movetype = MOVETYPE_BOUNCE;
317 self.move_touch = SUB_Null;
319 case PROJECTILE_CRYLINK_BOUNCING:
320 self.move_movetype = MOVETYPE_BOUNCE;
321 self.move_touch = SUB_Null;
323 case PROJECTILE_FIREBALL:
324 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM);
325 self.mins = '-16 -16 -16';
326 self.maxs = '16 16 16';
328 case PROJECTILE_FIREMINE:
329 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
330 self.move_movetype = MOVETYPE_BOUNCE;
331 self.move_touch = SUB_Null;
332 self.mins = '-4 -4 -4';
336 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
337 self.mins = '-2 -2 -2';
340 case PROJECTILE_FLAC:
341 self.mins = '-2 -2 -2';
344 case PROJECTILE_SEEKER:
345 self.mins = '-4 -4 -4';
355 if(self.move_movetype == MOVETYPE_FLY)
356 self.move_movetype = MOVETYPE_TOSS;
357 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
358 self.move_movetype = MOVETYPE_BOUNCE;
362 if(self.move_movetype == MOVETYPE_TOSS)
363 self.move_movetype = MOVETYPE_FLY;
364 if(self.move_movetype == MOVETYPE_BOUNCE)
365 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
368 if(!(self.count & 0x80))
369 InterpolateOrigin_Note();
371 self.draw = Projectile_Draw;
372 self.entremove = Ent_RemoveProjectile;
375 void Projectile_Precache()
377 precache_model("models/ebomb.mdl");
378 precache_model("models/elaser.mdl");
379 precache_model("models/grenademodel.md3");
380 precache_model("models/hagarmissile.mdl");
381 precache_model("models/hlac_bullet.md3");
382 precache_model("models/laser.mdl");
383 precache_model("models/plasmatrail.mdl");
384 precache_model("models/rocket.md3");
385 precache_model("models/tagrocket.md3");
386 precache_model("models/tracer.mdl");
387 precache_sound("weapons/electro_fly.wav");
388 precache_sound("weapons/rocket_fly.wav");
389 precache_sound("weapons/fireball_fly.wav");
390 precache_sound("weapons/fireball_fly2.wav");
391 precache_sound("weapons/tag_rocket_fly.wav");