1 .float count; // set if clientside projectile
2 .float cnt; // sound index
13 //self.move_flags &~= FL_ONGROUND;
14 Movetype_Physics(TRUE);
15 self.angles = vectoangles(self.velocity);
19 InterpolateOrigin_Do();
24 case PROJECTILE_ROCKET:
25 trailparticles(self, particleeffectnum("TR_ROCKET"), oldorg, self.origin);
28 trailparticles(self, particleeffectnum("TR_VORESPIKE"), oldorg, self.origin);
30 case PROJECTILE_ELECTRO_BEAM:
31 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), oldorg, self.origin);
33 case PROJECTILE_GRENADE:
34 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
35 if(!(self.move_flags & FL_ONGROUND))
36 self.angles -= '750 0 0' * time;
38 case PROJECTILE_GRENADE_BOUNCING:
39 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
40 if(!(self.move_flags & FL_ONGROUND))
41 self.angles += '100 150 100' * time;
49 if(self.count & 0x80 || self.iflags & IFLAG_VALID)
53 void loopsound(entity e, float ch, string samp, float vol, float attn)
55 if(csqc_flags & CSQC_FLAG_COLORCODES)
56 sound(e, ch, samp, vol, attn);
59 void Ent_RemoveProjectile()
62 loopsound(self, CHAN_PAIN, "misc/null.wav", VOL_BASE, ATTN_NORM);
69 InterpolateOrigin_Undo();
71 // projectile properties:
72 // kind (interpolated, or clientside)
80 // soundindex (hardcoded list)
83 // projectiles don't send angles, because they always follow the velocity
86 self.count = (f & 0xC0);
87 self.iflags = IFLAG_AUTOANGLES | IFLAG_ANGLES;
88 self.move_flags &~= FL_ONGROUND;
89 self.solid = SOLID_TRIGGER;
91 // sv_gameplayfix_delayprojectiles
93 self.move_time = time + ticrate;
95 self.move_time = max(self.move_time, time);
98 InterpolateOrigin_Undo();
102 self.origin_x = ReadCoord();
103 self.origin_y = ReadCoord();
104 self.origin_z = ReadCoord();
105 if(self.count & 0x80)
107 self.velocity_x = ReadCoord();
108 self.velocity_y = ReadCoord();
109 self.velocity_z = ReadCoord();
110 self.gravity = ReadCoord();
112 self.move_origin = self.origin;
113 self.move_velocity = self.velocity;
119 self.modelindex = ReadShort();
122 self.scale = ReadByte() / 16.0;
126 self.cnt = ReadByte();
130 self.move_movetype = MOVETYPE_TOSS;
131 self.move_moveflags = MOVEFLAG_STOPONIMPACT;
135 case PROJECTILE_ELECTRO:
136 // only new engines support sound moving with object
137 loopsound(self, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
138 self.mins = '0 0 -3';
139 self.maxs = '0 0 -3';
140 self.move_movetype = MOVETYPE_BOUNCE;
141 self.move_moveflags = 0;
143 case PROJECTILE_ROCKET:
144 loopsound(self, CHAN_PAIN, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
145 self.mins = '-3 -3 -3';
149 loopsound(self, CHAN_PAIN, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
150 self.mins = '-2 -2 -2';
153 case PROJECTILE_GRENADE:
157 case PROJECTILE_GRENADE_BOUNCING:
158 self.mins = '0 0 -3';
159 self.maxs = '0 0 -3';
160 self.move_movetype = MOVETYPE_BOUNCE;
161 self.move_moveflags = 0;
169 InterpolateOrigin_Note();
171 self.draw = Projectile_Draw;