2 .vector trail_oldorigin;
11 self.move_velocity = self.move_avelocity = '0 0 0';
12 self.move_movetype = MOVETYPE_NONE;
15 .float count; // set if clientside projectile
16 .float cnt; // sound index
21 void Projectile_DrawTrail(vector to)
25 from = self.trail_oldorigin;
26 t0 = self.trail_oldtime;
27 self.trail_oldorigin = to;
28 self.trail_oldtime = time;
34 case PROJECTILE_FIREMINE:
44 case PROJECTILE_ROCKET:
45 trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
47 case PROJECTILE_CRYLINK:
48 trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
50 case PROJECTILE_CRYLINK_BOUNCING:
51 trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
53 case PROJECTILE_ELECTRO:
54 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
56 case PROJECTILE_ELECTRO_BEAM:
57 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
59 case PROJECTILE_GRENADE:
60 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
62 case PROJECTILE_GRENADE_BOUNCING:
63 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
65 case PROJECTILE_PORTO_RED:
66 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
68 case PROJECTILE_PORTO_BLUE:
69 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
71 case PROJECTILE_HOOKBOMB:
72 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
74 case PROJECTILE_HAGAR:
75 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
77 case PROJECTILE_HAGAR_BOUNCING:
78 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
80 case PROJECTILE_BULLET:
81 case PROJECTILE_BULLET_GLOWING:
82 trailparticles(self, particleeffectnum("tr_bullet"), from, to);
84 case PROJECTILE_FIREMINE:
85 trailparticles(self, particleeffectnum("firemine"), from, to);
87 case PROJECTILE_FIREBALL:
88 trailparticles(self, particleeffectnum("fireball"), from, to);
95 void Projectile_Draw()
105 if(self.count & 0x80)
107 //self.move_flags &~= FL_ONGROUND;
108 Movetype_Physics_MatchServer();
109 if(!(self.move_flags & FL_ONGROUND))
110 self.angles = vectoangles(self.velocity);
114 InterpolateOrigin_Do();
117 if(self.count & 0x80)
119 drawn = (time >= self.spawntime - 0.02);
120 t = max(time, self.spawntime);
124 drawn = (self.iflags & IFLAG_VALID);
128 if(!(f & FL_ONGROUND))
134 case PROJECTILE_GRENADE:
135 rot = '-2000 0 0'; // forward
138 case PROJECTILE_GRENADE_BOUNCING:
139 rot = '0 -1000 0'; // sideways
141 case PROJECTILE_HOOKBOMB:
142 rot = '1000 0 0'; // forward
147 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
150 fixedmakevectors(self.angles);
152 trailorigin = self.origin;
155 case PROJECTILE_GRENADE:
156 case PROJECTILE_GRENADE_BOUNCING:
157 trailorigin += v_right * 1 + v_forward * -10;
163 Projectile_DrawTrail(trailorigin);
166 self.trail_oldorigin = trailorigin;
167 self.trail_oldtime = time;
175 case PROJECTILE_BULLET_GLOWING:
176 R_AddDynamicLight(self.origin, 50, '1 1 0');
182 self.renderflags = 0;
187 void loopsound(entity e, float ch, string samp, float vol, float attn)
192 sound(e, ch, samp, vol, attn);
196 void Ent_RemoveProjectile()
199 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
201 if(self.count & 0x80)
203 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
204 Projectile_DrawTrail(trace_endpos);
208 void Ent_Projectile()
212 // projectile properties:
213 // kind (interpolated, or clientside)
221 // soundindex (hardcoded list)
224 // projectiles don't send angles, because they always follow the velocity
227 self.count = (f & 0x80);
228 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
229 self.solid = SOLID_TRIGGER;
230 //self.effects = EF_NOMODELFLAGS;
232 // this should make collisions with bmodels more exact, but it leads to
233 // projectiles no longer being able to lie on a bmodel
234 self.move_nomonsters = MOVE_WORLDONLY;
236 self.move_flags |= FL_ONGROUND;
238 self.move_flags &~= FL_ONGROUND;
242 // for some unknown reason, we don't need to care for
243 // sv_gameplayfix_delayprojectiles here.
244 self.move_time = time;
245 self.spawntime = time;
248 self.move_time = max(self.move_time, time);
250 if(!(self.count & 0x80))
251 InterpolateOrigin_Undo();
255 self.origin_x = ReadCoord();
256 self.origin_y = ReadCoord();
257 self.origin_z = ReadCoord();
258 if(self.count & 0x80)
260 self.velocity_x = ReadCoord();
261 self.velocity_y = ReadCoord();
262 self.velocity_z = ReadCoord();
263 self.gravity = ReadCoord();
265 self.move_origin = self.origin;
266 self.move_velocity = self.velocity;
269 if(time == self.spawntime || (self.count & 0x80) || (f & 0x20))
270 self.trail_oldorigin = self.origin;
275 self.cnt = ReadByte();
277 self.silent = (self.cnt & 0x80);
278 self.cnt = (self.cnt & 0x7F);
283 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
284 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
285 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
286 case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
287 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
288 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break;
289 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
290 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
291 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
292 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
293 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
294 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
295 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
296 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
297 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
298 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
299 case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; break; // particle effect is good enough
300 case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; break; // particle effect is good enough
302 error("Received invalid CSQC projectile, can't work with this!");
308 self.colormod = '0 0 0';
309 self.move_touch = SUB_Stop;
310 self.move_movetype = MOVETYPE_TOSS;
314 case PROJECTILE_ELECTRO:
315 // only new engines support sound moving with object
316 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
317 self.mins = '0 0 -3';
318 self.maxs = '0 0 -3';
319 self.move_movetype = MOVETYPE_BOUNCE;
320 self.move_touch = SUB_Null;
322 case PROJECTILE_ROCKET:
323 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
324 self.mins = '-3 -3 -3';
327 case PROJECTILE_GRENADE:
328 self.mins = '0 0 -3';
329 self.maxs = '0 0 -3';
331 case PROJECTILE_GRENADE_BOUNCING:
332 self.mins = '0 0 -3';
333 self.maxs = '0 0 -3';
334 self.move_movetype = MOVETYPE_BOUNCE;
335 self.move_touch = SUB_Null;
337 case PROJECTILE_PORTO_RED:
338 self.colormod = '2 1 1';
340 self.move_movetype = MOVETYPE_BOUNCE;
341 self.move_touch = SUB_Null;
343 case PROJECTILE_PORTO_BLUE:
344 self.colormod = '1 1 2';
346 self.move_movetype = MOVETYPE_BOUNCE;
347 self.move_touch = SUB_Null;
349 case PROJECTILE_HAGAR_BOUNCING:
350 self.move_movetype = MOVETYPE_BOUNCE;
351 self.move_touch = SUB_Null;
353 case PROJECTILE_CRYLINK_BOUNCING:
354 self.move_movetype = MOVETYPE_BOUNCE;
355 self.move_touch = SUB_Null;
357 case PROJECTILE_FIREBALL:
358 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM);
359 self.mins = '-16 -16 -16';
360 self.maxs = '16 16 16';
362 case PROJECTILE_FIREMINE:
363 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
364 self.move_movetype = MOVETYPE_BOUNCE;
365 self.move_touch = SUB_Null;
366 self.mins = '-4 -4 -4';
376 if(self.move_movetype == MOVETYPE_FLY)
377 self.move_movetype = MOVETYPE_TOSS;
378 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
379 self.move_movetype = MOVETYPE_BOUNCE;
383 if(self.move_movetype == MOVETYPE_TOSS)
384 self.move_movetype = MOVETYPE_FLY;
385 if(self.move_movetype == MOVETYPE_BOUNCE)
386 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
389 if(!(self.count & 0x80))
390 InterpolateOrigin_Note();
392 self.draw = Projectile_Draw;
393 self.entremove = Ent_RemoveProjectile;
396 void Projectile_Precache()
398 precache_model("models/ebomb.mdl");
399 precache_model("models/elaser.mdl");
400 precache_model("models/grenademodel.md3");
401 precache_model("models/hagarmissile.mdl");
402 precache_model("models/hlac_bullet.md3");
403 precache_model("models/laser.mdl");
404 precache_model("models/plasmatrail.mdl");
405 precache_model("models/rocket.md3");
406 precache_model("models/tracer.mdl");
407 precache_sound("weapons/electro_fly.wav");
408 precache_sound("weapons/rocket_fly.wav");
409 precache_sound("weapons/fireball_fly.wav");
410 precache_sound("weapons/fireball_fly2.wav");