]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/projectile.qc
remove all 2.4.2 compatibility code (do not merge this into 2.5 bugfix releases)
[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_CRYLINK:
33                         trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
34                         break;
35                 case PROJECTILE_CRYLINK_BOUNCING:
36                         trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
37                         break;
38                 case PROJECTILE_ELECTRO_BEAM:
39                         trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
40                         break;
41                 case PROJECTILE_GRENADE:
42                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
43                         break;
44                 case PROJECTILE_GRENADE_BOUNCING:
45                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
46                         break;
47                 case PROJECTILE_PORTO_RED:
48                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
49                         break;
50                 case PROJECTILE_PORTO_BLUE:
51                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
52                         break;
53                 case PROJECTILE_FLAC:
54                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
55                         break;
56                 case PROJECTILE_SEEKER:
57                         trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
58                         break;
59                 case PROJECTILE_HOOKBOMB:
60                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
61                         break;
62                 case PROJECTILE_HAGAR:
63                         trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
64                         break;
65                 case PROJECTILE_HAGAR_BOUNCING:
66                         trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
67                         break;
68                 case PROJECTILE_BULLET:
69                 case PROJECTILE_BULLET_GLOWING:
70                         trailparticles(self, particleeffectnum("tr_bullet"), from, to);
71                         break;
72                 default:
73                         break;
74         }
75
76 }
77
78 void Projectile_Draw()
79 {
80         vector rot;
81         vector trailorigin;
82         float f;
83         float drawn;
84         float t;
85
86         f = self.move_flags;
87
88         if(self.count & 0x80)
89         {
90                 //self.move_flags &~= FL_ONGROUND;
91                 Movetype_Physics(TRUE);
92                 if(!(self.move_flags & FL_ONGROUND))
93                         self.angles = vectoangles(self.velocity);
94         }
95         else
96         {
97                 InterpolateOrigin_Do();
98         }
99
100         if(self.count & 0x80)
101         {
102                 drawn = (time >= self.spawntime - 0.02);
103                 t = max(time, self.spawntime);
104         }
105         else
106         {
107                 drawn = (self.iflags & IFLAG_VALID);
108                 t = time;
109         }
110
111         if(!(f & FL_ONGROUND))
112         {
113                 rot = '0 0 0';
114                 switch(self.cnt)
115                 {
116                         /*
117                         case PROJECTILE_GRENADE:
118                                 rot = '-2000 0 0'; // forward
119                                 break;
120                         */
121                         case PROJECTILE_GRENADE_BOUNCING:
122                                 rot = '0 -1000 0'; // sideways
123                                 break;
124                         case PROJECTILE_HOOKBOMB:
125                                 rot = '1000 0 0'; // forward
126                                 break;
127                         default:
128                                 break;
129                 }
130                 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
131
132                 fixedmakevectors(self.angles);
133
134                 trailorigin = self.origin;
135                 switch(self.cnt)
136                 {
137                         case PROJECTILE_GRENADE:
138                         case PROJECTILE_GRENADE_BOUNCING:
139                                 trailorigin += v_right * 1 + v_forward * -10;
140                                 break;
141                         default:
142                                 break;
143                 }
144                 if(drawn)
145                         Projectile_DrawTrail(trailorigin);
146                 else
147                         self.trail_oldorigin = trailorigin;
148         }
149
150         if(!drawn)
151                 return;
152
153         switch(self.cnt)
154         {
155                 case PROJECTILE_BULLET_GLOWING:
156                         R_AddDynamicLight(self.origin, 50, '1 1 0');
157                         break;
158                 default:
159                         break;
160         }
161
162         self.renderflags = 0;
163
164         R_AddEntity(self);
165 }
166
167 void loopsound(entity e, float ch, string samp, float vol, float attn)
168 {
169         sound(e, ch, samp, vol, attn);
170         e.snd_looping = 1;
171 }
172
173 void Ent_RemoveProjectile()
174 {
175         if(self.snd_looping)
176                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
177
178         if(self.count & 0x80)
179         {
180                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
181                 Projectile_DrawTrail(trace_endpos);
182         }
183 }
184
185 void Ent_Projectile()
186 {
187         float f;
188
189         // projectile properties:
190         //   kind (interpolated, or clientside)
191         //
192         //   modelindex
193         //   origin
194         //   scale
195         //   if clientside:
196         //     velocity
197         //     gravity
198         //   soundindex (hardcoded list)
199         //   effects
200         //
201         // projectiles don't send angles, because they always follow the velocity
202         
203         f = ReadByte();
204         self.count = (f & 0x80);
205         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
206         self.solid = SOLID_TRIGGER;
207         //self.effects = EF_NOMODELFLAGS;
208
209         // this should make collisions with bmodels more exact, but it leads to
210         // projectiles no longer being able to lie on a bmodel
211         self.move_nomonsters = MOVE_WORLDONLY;
212         if(f & 0x40)
213                 self.move_flags |= FL_ONGROUND;
214         else
215                 self.move_flags &~= FL_ONGROUND;
216
217         if(!self.move_time)
218         {
219                 // for some unknown reason, we don't need to care for
220                 // sv_gameplayfix_delayprojectiles here.
221                 self.move_time = time;
222                 self.spawntime = time;
223         }
224         else
225                 self.move_time = max(self.move_time, time);
226
227         if(!(self.count & 0x80))
228                 InterpolateOrigin_Undo();
229
230         if(f & 1)
231         {
232                 self.origin_x = ReadCoord();
233                 self.origin_y = ReadCoord();
234                 self.origin_z = ReadCoord();
235                 if(self.count & 0x80)
236                 {
237                         self.velocity_x = ReadCoord();
238                         self.velocity_y = ReadCoord();
239                         self.velocity_z = ReadCoord();
240                         self.gravity = ReadCoord();
241
242                         self.move_origin = self.origin;
243                         self.move_velocity = self.velocity;
244                 }
245
246                 self.trail_oldorigin = self.origin;
247         }
248
249         if(f & 2)
250         {
251                 self.cnt = ReadByte();
252
253                 self.scale = 1;
254                 switch(self.cnt)
255                 {
256                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
257                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
258                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
259                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
260                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
261                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
262                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break;
263                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
264                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
265                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
266                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
267                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
268                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
269                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
270                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
271                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
272                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
273                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
274                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
275                         default:
276                                 error("Received invalid CSQC projectile, can't work with this!");
277                                 break;
278                 }
279
280                 self.mins = '0 0 0';
281                 self.maxs = '0 0 0';
282                 self.colormod = '0 0 0';
283                 self.move_touch = SUB_Stop;
284                 self.move_movetype = MOVETYPE_TOSS;
285
286                 switch(self.cnt)
287                 {
288                         case PROJECTILE_ELECTRO:
289                                 // only new engines support sound moving with object
290                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
291                                 self.mins = '0 0 -3';
292                                 self.maxs = '0 0 -3';
293                                 self.move_movetype = MOVETYPE_BOUNCE;
294                                 self.move_touch = SUB_Null;
295                                 break;
296                         case PROJECTILE_ROCKET:
297                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
298                                 self.mins = '-3 -3 -3';
299                                 self.maxs = '3 3 3';
300                                 break;
301                         case PROJECTILE_TAG:
302                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
303                                 self.mins = '-2 -2 -2';
304                                 self.maxs = '2 2 2';
305                                 break;
306                         case PROJECTILE_GRENADE_BOUNCING:
307                                 self.mins = '0 0 -3';
308                                 self.maxs = '0 0 -3';
309                                 self.move_movetype = MOVETYPE_BOUNCE;
310                                 self.move_touch = SUB_Null;
311                                 break;
312                         case PROJECTILE_SEEKER:
313                                 self.mins = '-2 -2 -2';
314                                 self.maxs = '2 2 2';
315                                 break;
316                         case PROJECTILE_PORTO_RED:
317                                 self.colormod = '2 1 1';
318                                 self.alpha = 0.5;
319                                 self.move_movetype = MOVETYPE_BOUNCE;
320                                 self.move_touch = SUB_Null;
321                                 break;
322                         case PROJECTILE_PORTO_BLUE:
323                                 self.colormod = '1 1 2';
324                                 self.alpha = 0.5;
325                                 self.move_movetype = MOVETYPE_BOUNCE;
326                                 self.move_touch = SUB_Null;
327                                 break;
328                         case PROJECTILE_HAGAR_BOUNCING:
329                                 self.move_movetype = MOVETYPE_BOUNCE;
330                                 self.move_touch = SUB_Null;
331                                 break;
332                         case PROJECTILE_CRYLINK_BOUNCING:
333                                 self.move_movetype = MOVETYPE_BOUNCE;
334                                 self.move_touch = SUB_Null;
335                                 break;
336                         default:
337                                 break;
338                 }
339         }
340
341         if(self.gravity)
342         {
343                 if(self.move_movetype == MOVETYPE_FLY)
344                         self.move_movetype = MOVETYPE_TOSS;
345                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
346                         self.move_movetype = MOVETYPE_BOUNCE;
347         }
348         else
349         {
350                 if(self.move_movetype == MOVETYPE_TOSS)
351                         self.move_movetype = MOVETYPE_FLY;
352                 if(self.move_movetype == MOVETYPE_BOUNCE)
353                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
354         }
355
356         if(!(self.count & 0x80))
357                 InterpolateOrigin_Note();
358         
359         self.draw = Projectile_Draw;
360         self.entremove = Ent_RemoveProjectile;
361 }
362
363 void Projectile_Precache()
364 {
365         precache_model("models/ebomb.mdl");
366         precache_model("models/elaser.mdl");
367         precache_model("models/grenademodel.md3");
368         precache_model("models/hagarmissile.mdl");
369         precache_model("models/hlac_bullet.md3");
370         precache_model("models/laser.mdl");
371         precache_model("models/plasmatrail.mdl");
372         precache_model("models/rocket.md3");
373         precache_model("models/tagrocket.md3");
374         precache_model("models/tracer.mdl");
375         precache_sound("weapons/electro_fly.wav");
376         precache_sound("weapons/rocket_fly.wav");
377         precache_sound("weapons/tag_rocket_fly.wav");
378 }