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