]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/projectile.qc
Merge branch 'master' into div0/funguns-nonff
[divverent/nexuiz.git] / data / qcsrc / client / projectile.qc
1 .vector iorigin1, iorigin2;
2 .float spawntime;
3 .vector trail_oldorigin;
4 .float trail_oldtime;
5 .float fade_time, fade_rate;
6
7 void SUB_Null()
8 {
9 }
10
11 void SUB_Stop()
12 {
13         self.move_velocity = self.move_avelocity = '0 0 0';
14         self.move_movetype = MOVETYPE_NONE;
15 }
16
17 .float alphamod;
18 .float count; // set if clientside projectile
19 .float cnt; // sound index
20 .float gravity;
21 .float snd_looping;
22 .float silent;
23 .float traileffect;
24
25 void Projectile_DrawTrail(vector to)
26 {
27         vector from;
28         float t0;
29         from = self.trail_oldorigin;
30         t0 = self.trail_oldtime;
31         self.trail_oldorigin = to;
32         self.trail_oldtime = time;
33
34         if (self.traileffect)
35                 trailparticles(self, self.traileffect, from, to);
36 }
37
38 void Projectile_Draw()
39 {
40         vector rot;
41         vector trailorigin;
42         float f;
43         float drawn;
44         float t;
45         float a;
46
47         f = self.move_flags;
48
49         if(self.count & 0x80)
50         {
51                 //self.move_flags &~= FL_ONGROUND;
52                 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
53                 if(!(self.move_flags & FL_ONGROUND))
54                         self.angles = vectoangles(self.velocity);
55         }
56         else
57         {
58                 InterpolateOrigin_Do();
59         }
60
61         if(self.count & 0x80)
62         {
63                 drawn = (time >= self.spawntime - 0.02);
64                 t = max(time, self.spawntime);
65         }
66         else
67         {
68                 drawn = (self.iflags & IFLAG_VALID);
69                 t = time;
70         }
71
72         if(!(f & FL_ONGROUND))
73         {
74                 rot = '0 0 0';
75                 switch(self.cnt)
76                 {
77                         /*
78                         case PROJECTILE_GRENADE:
79                                 rot = '-2000 0 0'; // forward
80                                 break;
81                         */
82                         case PROJECTILE_GRENADE_BOUNCING:
83                                 rot = '0 -1000 0'; // sideways
84                                 break;
85                         case PROJECTILE_HOOKBOMB:
86                                 rot = '1000 0 0'; // forward
87                                 break;
88                         default:
89                                 break;
90                 }
91                 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
92         }
93
94         fixedmakevectors(self.angles);
95
96         a = 1 - (time - self.fade_time) * self.fade_rate;
97         if(a <= 0)
98                 drawn = 0;
99
100         trailorigin = self.origin;
101         switch(self.cnt)
102         {
103                 case PROJECTILE_GRENADE:
104                 case PROJECTILE_GRENADE_BOUNCING:
105                         trailorigin += v_right * 1 + v_forward * -10;
106                         break;
107                 default:
108                         break;
109         }
110         if(drawn)
111                 Projectile_DrawTrail(trailorigin);
112         else
113         {
114                 self.trail_oldorigin = trailorigin;
115                 self.trail_oldtime = time;
116         }
117
118         if(!drawn)
119                 return;
120
121         switch(self.cnt)
122         {
123                 case PROJECTILE_BULLET_GLOWING:
124                 case PROJECTILE_BULLET_GLOWING_TRACER:
125                         R_AddDynamicLight(self.origin, 50 * a, '1 1 0');
126                         break;
127                 default:
128                         break;
129         }
130
131         self.alpha = self.alphamod * a;
132         self.renderflags = 0;
133
134         R_AddEntity(self);
135 }
136
137 void loopsound(entity e, float ch, string samp, float vol, float attn)
138 {
139         if(self.silent)
140                 return;
141
142         sound(e, ch, samp, vol, attn);
143         e.snd_looping = 1;
144 }
145
146 void Ent_RemoveProjectile()
147 {
148         if(self.snd_looping)
149                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
150
151         if(self.count & 0x80)
152         {
153                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
154                 Projectile_DrawTrail(trace_endpos);
155         }
156 }
157
158 void Ent_Projectile()
159 {
160         float f;
161
162         // projectile properties:
163         //   kind (interpolated, or clientside)
164         //
165         //   modelindex
166         //   origin
167         //   scale
168         //   if clientside:
169         //     velocity
170         //     gravity
171         //   soundindex (hardcoded list)
172         //   effects
173         //
174         // projectiles don't send angles, because they always follow the velocity
175         
176         f = ReadByte();
177         self.count = (f & 0x80);
178         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
179         self.solid = SOLID_TRIGGER;
180         //self.effects = EF_NOMODELFLAGS;
181
182         // this should make collisions with bmodels more exact, but it leads to
183         // projectiles no longer being able to lie on a bmodel
184         self.move_nomonsters = MOVE_WORLDONLY;
185         if(f & 0x40)
186                 self.move_flags |= FL_ONGROUND;
187         else
188                 self.move_flags &~= FL_ONGROUND;
189
190         if(!self.move_time)
191         {
192                 // for some unknown reason, we don't need to care for
193                 // sv_gameplayfix_delayprojectiles here.
194                 self.move_time = time;
195                 self.spawntime = time;
196         }
197         else
198                 self.move_time = max(self.move_time, time);
199
200         if(!(self.count & 0x80))
201                 InterpolateOrigin_Undo();
202
203         if(f & 1)
204         {
205                 self.origin_x = ReadCoord();
206                 self.origin_y = ReadCoord();
207                 self.origin_z = ReadCoord();
208                 if(self.count & 0x80)
209                 {
210                         self.velocity_x = ReadCoord();
211                         self.velocity_y = ReadCoord();
212                         self.velocity_z = ReadCoord();
213                         self.gravity = ReadCoord();
214
215                         self.move_origin = self.origin;
216                         self.move_velocity = self.velocity;
217                 }
218
219                 if(time == self.spawntime || (self.count & 0x80) || (f & 0x10))
220                 {
221                         self.trail_oldorigin = self.origin;
222                         if(!(self.count & 0x80))
223                                 InterpolateOrigin_Reset();
224                 }
225
226                 if(f & 0x20)
227                 {
228                         self.fade_time = time + ReadByte() * ticrate;
229                         self.fade_rate = 1 / (ReadByte() * ticrate);
230                 }
231                 else
232                 {
233                         self.fade_time = 0;
234                         self.fade_rate = 0;
235                 }
236         }
237
238         if(f & 2)
239         {
240                 self.cnt = ReadByte();
241
242                 self.silent = (self.cnt & 0x80);
243                 self.cnt = (self.cnt & 0x7F);
244
245                 self.scale = 1;
246                 self.traileffect = 0;
247                 switch(self.cnt)
248                 {
249                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
250                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
251                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
252                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
253                         case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
254                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
255                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
256                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
257                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
258                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
259                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
260                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
261                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
262                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
263                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
264                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
265                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
266                         case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
267                         case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
268                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
269                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_ROCKET"); break;
270                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; self.traileffect = particleeffectnum("TR_ROCKET"); break;
271                         default:
272                                 error("Received invalid CSQC projectile, can't work with this!");
273                                 break;
274                 }
275
276                 self.mins = '0 0 0';
277                 self.maxs = '0 0 0';
278                 self.colormod = '0 0 0';
279                 self.move_touch = SUB_Stop;
280                 self.move_movetype = MOVETYPE_TOSS;
281                 self.alphamod = 1;
282
283                 switch(self.cnt)
284                 {
285                         case PROJECTILE_ELECTRO:
286                                 // only new engines support sound moving with object
287                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
288                                 self.mins = '0 0 -3';
289                                 self.maxs = '0 0 -3';
290                                 self.move_movetype = MOVETYPE_BOUNCE;
291                                 self.move_touch = SUB_Null;
292                                 break;
293                         case PROJECTILE_ROCKET:
294                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
295                                 self.mins = '-3 -3 -3';
296                                 self.maxs = '3 3 3';
297                                 break;
298                         case PROJECTILE_GRENADE:
299                                 self.mins = '0 0 -3';
300                                 self.maxs = '0 0 -3';
301                                 break;
302                         case PROJECTILE_GRENADE_BOUNCING:
303                                 self.mins = '0 0 -3';
304                                 self.maxs = '0 0 -3';
305                                 self.move_movetype = MOVETYPE_BOUNCE;
306                                 self.move_touch = SUB_Null;
307                                 break;
308                         case PROJECTILE_PORTO_RED:
309                                 self.colormod = '2 1 1';
310                                 self.alphamod = 0.5;
311                                 self.move_movetype = MOVETYPE_BOUNCE;
312                                 self.move_touch = SUB_Null;
313                                 break;
314                         case PROJECTILE_PORTO_BLUE:
315                                 self.colormod = '1 1 2';
316                                 self.alphamod = 0.5;
317                                 self.move_movetype = MOVETYPE_BOUNCE;
318                                 self.move_touch = SUB_Null;
319                                 break;
320                         case PROJECTILE_HAGAR_BOUNCING:
321                                 self.move_movetype = MOVETYPE_BOUNCE;
322                                 self.move_touch = SUB_Null;
323                                 break;
324                         case PROJECTILE_CRYLINK_BOUNCING:
325                                 self.move_movetype = MOVETYPE_BOUNCE;
326                                 self.move_touch = SUB_Null;
327                                 break;
328                         case PROJECTILE_FIREBALL:
329                                 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM);
330                                 self.mins = '-16 -16 -16';
331                                 self.maxs = '16 16 16';
332                                 break;
333                         case PROJECTILE_FIREMINE:
334                                 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
335                                 self.move_movetype = MOVETYPE_BOUNCE;
336                                 self.move_touch = SUB_Null;
337                                 self.mins = '-4 -4 -4';
338                                 self.maxs = '4 4 4';
339                                 break;
340                         case PROJECTILE_TAG:
341                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
342                                 self.mins = '-2 -2 -2';
343                                 self.maxs = '2 2 2';
344                                 break;
345                         case PROJECTILE_FLAC:
346                                 self.mins = '-2 -2 -2';
347                                 self.maxs = '2 2 2';
348                                 break;
349                         case PROJECTILE_SEEKER:
350                                 self.mins = '-4 -4 -4';
351                                 self.maxs = '4 4 4';
352                                 break;
353                         default:
354                                 break;
355                 }
356         }
357
358         if(self.gravity)
359         {
360                 if(self.move_movetype == MOVETYPE_FLY)
361                         self.move_movetype = MOVETYPE_TOSS;
362                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
363                         self.move_movetype = MOVETYPE_BOUNCE;
364         }
365         else
366         {
367                 if(self.move_movetype == MOVETYPE_TOSS)
368                         self.move_movetype = MOVETYPE_FLY;
369                 if(self.move_movetype == MOVETYPE_BOUNCE)
370                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
371         }
372
373         if(!(self.count & 0x80))
374                 InterpolateOrigin_Note();
375         
376         self.draw = Projectile_Draw;
377         self.entremove = Ent_RemoveProjectile;
378 }
379
380 void Projectile_Precache()
381 {
382         precache_model("models/ebomb.mdl");
383         precache_model("models/elaser.mdl");
384         precache_model("models/grenademodel.md3");
385         precache_model("models/hagarmissile.mdl");
386         precache_model("models/hlac_bullet.md3");
387         precache_model("models/laser.mdl");
388         precache_model("models/plasmatrail.mdl");
389         precache_model("models/rocket.md3");
390         precache_model("models/tagrocket.md3");
391         precache_model("models/tracer.mdl");
392         precache_sound("weapons/electro_fly.wav");
393         precache_sound("weapons/rocket_fly.wav");
394         precache_sound("weapons/fireball_fly.wav");
395         precache_sound("weapons/fireball_fly2.wav");
396         precache_sound("weapons/tag_rocket_fly.wav");
397 }