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_BEAM:
54 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
56 case PROJECTILE_GRENADE:
57 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
59 case PROJECTILE_GRENADE_BOUNCING:
60 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
62 case PROJECTILE_PORTO_RED:
63 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
65 case PROJECTILE_PORTO_BLUE:
66 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
68 case PROJECTILE_HOOKBOMB:
69 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
71 case PROJECTILE_HAGAR:
72 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
74 case PROJECTILE_HAGAR_BOUNCING:
75 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
77 case PROJECTILE_BULLET:
78 case PROJECTILE_BULLET_GLOWING:
79 trailparticles(self, particleeffectnum("tr_bullet"), from, to);
81 case PROJECTILE_FIREMINE:
82 trailparticles(self, particleeffectnum("firemine"), from, to);
84 case PROJECTILE_FIREBALL:
85 trailparticles(self, particleeffectnum("fireball"), from, to);
92 void Projectile_Draw()
102 if(self.count & 0x80)
104 //self.move_flags &~= FL_ONGROUND;
105 Movetype_Physics_MatchServer();
106 if(!(self.move_flags & FL_ONGROUND))
107 self.angles = vectoangles(self.velocity);
111 InterpolateOrigin_Do();
114 if(self.count & 0x80)
116 drawn = (time >= self.spawntime - 0.02);
117 t = max(time, self.spawntime);
121 drawn = (self.iflags & IFLAG_VALID);
125 if(!(f & FL_ONGROUND))
131 case PROJECTILE_GRENADE:
132 rot = '-2000 0 0'; // forward
135 case PROJECTILE_GRENADE_BOUNCING:
136 rot = '0 -1000 0'; // sideways
138 case PROJECTILE_HOOKBOMB:
139 rot = '1000 0 0'; // forward
144 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
147 fixedmakevectors(self.angles);
149 trailorigin = self.origin;
152 case PROJECTILE_GRENADE:
153 case PROJECTILE_GRENADE_BOUNCING:
154 trailorigin += v_right * 1 + v_forward * -10;
160 Projectile_DrawTrail(trailorigin);
163 self.trail_oldorigin = trailorigin;
164 self.trail_oldtime = time;
172 case PROJECTILE_BULLET_GLOWING:
173 R_AddDynamicLight(self.origin, 50, '1 1 0');
179 self.renderflags = 0;
184 void loopsound(entity e, float ch, string samp, float vol, float attn)
189 sound(e, ch, samp, vol, attn);
193 void Ent_RemoveProjectile()
196 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
198 if(self.count & 0x80)
200 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
201 Projectile_DrawTrail(trace_endpos);
205 void Ent_Projectile()
209 // projectile properties:
210 // kind (interpolated, or clientside)
218 // soundindex (hardcoded list)
221 // projectiles don't send angles, because they always follow the velocity
224 self.count = (f & 0x80);
225 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
226 self.solid = SOLID_TRIGGER;
227 //self.effects = EF_NOMODELFLAGS;
229 // this should make collisions with bmodels more exact, but it leads to
230 // projectiles no longer being able to lie on a bmodel
231 self.move_nomonsters = MOVE_WORLDONLY;
233 self.move_flags |= FL_ONGROUND;
235 self.move_flags &~= FL_ONGROUND;
239 // for some unknown reason, we don't need to care for
240 // sv_gameplayfix_delayprojectiles here.
241 self.move_time = time;
242 self.spawntime = time;
245 self.move_time = max(self.move_time, time);
247 if(!(self.count & 0x80))
248 InterpolateOrigin_Undo();
252 self.origin_x = ReadCoord();
253 self.origin_y = ReadCoord();
254 self.origin_z = ReadCoord();
255 if(self.count & 0x80)
257 self.velocity_x = ReadCoord();
258 self.velocity_y = ReadCoord();
259 self.velocity_z = ReadCoord();
260 self.gravity = ReadCoord();
262 self.move_origin = self.origin;
263 self.move_velocity = self.velocity;
266 if(time == self.spawntime || (self.count & 0x80) || (f & 0x20))
267 self.trail_oldorigin = self.origin;
272 self.cnt = ReadByte();
274 self.silent = (self.cnt & 0x80);
275 self.cnt = (self.cnt & 0x7F);
280 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
281 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
282 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
283 case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
284 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
285 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break;
286 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
287 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
288 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
289 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
290 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
291 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
292 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
293 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
294 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
295 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
296 case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; break; // particle effect is good enough
297 case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; break; // particle effect is good enough
299 error("Received invalid CSQC projectile, can't work with this!");
305 self.colormod = '0 0 0';
306 self.move_touch = SUB_Stop;
307 self.move_movetype = MOVETYPE_TOSS;
311 case PROJECTILE_ELECTRO:
312 // only new engines support sound moving with object
313 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
314 self.mins = '0 0 -3';
315 self.maxs = '0 0 -3';
316 self.move_movetype = MOVETYPE_BOUNCE;
317 self.move_touch = SUB_Null;
319 case PROJECTILE_ROCKET:
320 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
321 self.mins = '-3 -3 -3';
324 case PROJECTILE_GRENADE:
325 self.mins = '0 0 -3';
326 self.maxs = '0 0 -3';
328 case PROJECTILE_GRENADE_BOUNCING:
329 self.mins = '0 0 -3';
330 self.maxs = '0 0 -3';
331 self.move_movetype = MOVETYPE_BOUNCE;
332 self.move_touch = SUB_Null;
334 case PROJECTILE_PORTO_RED:
335 self.colormod = '2 1 1';
337 self.move_movetype = MOVETYPE_BOUNCE;
338 self.move_touch = SUB_Null;
340 case PROJECTILE_PORTO_BLUE:
341 self.colormod = '1 1 2';
343 self.move_movetype = MOVETYPE_BOUNCE;
344 self.move_touch = SUB_Null;
346 case PROJECTILE_HAGAR_BOUNCING:
347 self.move_movetype = MOVETYPE_BOUNCE;
348 self.move_touch = SUB_Null;
350 case PROJECTILE_CRYLINK_BOUNCING:
351 self.move_movetype = MOVETYPE_BOUNCE;
352 self.move_touch = SUB_Null;
354 case PROJECTILE_FIREBALL:
355 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM);
356 self.mins = '-16 -16 -16';
357 self.maxs = '16 16 16';
359 case PROJECTILE_FIREMINE:
360 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
361 self.move_movetype = MOVETYPE_BOUNCE;
362 self.move_touch = SUB_Null;
363 self.mins = '-4 -4 -4';
373 if(self.move_movetype == MOVETYPE_FLY)
374 self.move_movetype = MOVETYPE_TOSS;
375 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
376 self.move_movetype = MOVETYPE_BOUNCE;
380 if(self.move_movetype == MOVETYPE_TOSS)
381 self.move_movetype = MOVETYPE_FLY;
382 if(self.move_movetype == MOVETYPE_BOUNCE)
383 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
386 if(!(self.count & 0x80))
387 InterpolateOrigin_Note();
389 self.draw = Projectile_Draw;
390 self.entremove = Ent_RemoveProjectile;
393 void Projectile_Precache()
395 precache_model("models/ebomb.mdl");
396 precache_model("models/elaser.mdl");
397 precache_model("models/grenademodel.md3");
398 precache_model("models/hagarmissile.mdl");
399 precache_model("models/hlac_bullet.md3");
400 precache_model("models/laser.mdl");
401 precache_model("models/plasmatrail.mdl");
402 precache_model("models/rocket.md3");
403 precache_model("models/tracer.mdl");
404 precache_sound("weapons/electro_fly.wav");
405 precache_sound("weapons/rocket_fly.wav");
406 precache_sound("weapons/fireball_fly.wav");
407 precache_sound("weapons/fireball_fly2.wav");