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[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                 default:
63                         break;
64         }
65
66 }
67
68 void Projectile_Draw()
69 {
70         vector rot;
71         vector trailorigin;
72
73         if(self.count & 0x80)
74         {
75                 //self.move_flags &~= FL_ONGROUND;
76                 Movetype_Physics(TRUE);
77                 if(!(self.move_flags & FL_ONGROUND))
78                         self.angles = vectoangles(self.velocity);
79         }
80         else
81         {
82                 InterpolateOrigin_Do();
83         }
84
85         if(!(self.move_flags & FL_ONGROUND))
86         {
87                 rot = '0 0 0';
88                 switch(self.cnt)
89                 {
90                         /*
91                         case PROJECTILE_GRENADE:
92                                 rot = '-2000 0 0'; // forward
93                                 break;
94                         */
95                         case PROJECTILE_GRENADE_BOUNCING:
96                                 rot = '0 -1000 0'; // sideways
97                                 break;
98                         case PROJECTILE_HOOKBOMB:
99                                 rot = '1000 0 0'; // forward
100                                 break;
101                         default:
102                                 break;
103                 }
104                 self.angles = AnglesTransform_Multiply(self.angles, rot * (time - self.spawntime));
105
106                 fixedmakevectors(self.angles);
107
108                 trailorigin = self.origin;
109                 switch(self.cnt)
110                 {
111                         case PROJECTILE_GRENADE:
112                         case PROJECTILE_GRENADE_BOUNCING:
113                                 trailorigin += v_right * 1 + v_forward * -10;
114                                 break;
115                         default:
116                                 break;
117                 }
118                 Projectile_DrawTrail(trailorigin);
119         }
120
121         switch(self.cnt)
122         {
123                 case PROJECTILE_BULLET_GLOWING:
124                         R_AddDynamicLight(self.origin, 50, '1 1 0');
125                         break;
126                 default:
127                         break;
128         }
129
130         self.renderflags = 0;
131
132         if((self.count & 0x80) || (self.iflags & IFLAG_VALID))
133                 R_AddEntity(self);
134 }
135
136 void loopsound(entity e, float ch, string samp, float vol, float attn)
137 {
138         if(csqc_flags & CSQC_FLAG_COLORCODES)
139         {
140                 sound(e, ch, samp, vol, attn);
141                 e.snd_looping = 1;
142         }
143 }
144
145 void Ent_RemoveProjectile()
146 {
147         if(self.snd_looping)
148                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
149
150         if(self.count & 0x80)
151         {
152                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
153                 Projectile_DrawTrail(trace_endpos);
154         }
155 }
156
157 void Ent_Projectile()
158 {
159         float f;
160
161         // projectile properties:
162         //   kind (interpolated, or clientside)
163         //
164         //   modelindex
165         //   origin
166         //   scale
167         //   if clientside:
168         //     velocity
169         //     gravity
170         //   soundindex (hardcoded list)
171         //   effects
172         //
173         // projectiles don't send angles, because they always follow the velocity
174         
175         f = ReadByte();
176         self.count = (f & 0x80);
177         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
178         self.move_flags &~= FL_ONGROUND;
179         self.solid = SOLID_TRIGGER;
180         //self.effects = EF_NOMODELFLAGS;
181
182         // sv_gameplayfix_delayprojectiles
183         if(!self.move_time)
184         {
185                 self.move_time = time + ticrate;
186                 self.spawntime = time + ticrate;
187         }
188         else
189                 self.move_time = max(self.move_time, time);
190
191         if(!(self.count & 0x80))
192                 InterpolateOrigin_Undo();
193
194         if(f & 1)
195         {
196                 self.origin_x = ReadCoord();
197                 self.origin_y = ReadCoord();
198                 self.origin_z = ReadCoord();
199                 if(self.count & 0x80)
200                 {
201                         self.velocity_x = ReadCoord();
202                         self.velocity_y = ReadCoord();
203                         self.velocity_z = ReadCoord();
204                         self.gravity = ReadCoord();
205
206                         self.move_origin = self.origin;
207                         self.move_velocity = self.velocity;
208                 }
209
210                 self.trail_oldorigin = self.origin;
211         }
212
213         if(f & 2)
214         {
215                 self.cnt = ReadByte();
216
217                 self.scale = 1;
218                 switch(self.cnt)
219                 {
220                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
221                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 3; break;
222                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
223                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
224                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
225                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
226                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
227                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
228                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
229                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
230                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
231                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
232                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
233                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
234                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
235                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
236                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
237                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
238                         default:
239                                 error("Received invalid CSQC projectile, can't work with this!");
240                                 break;
241                 }
242
243                 self.mins = '0 0 0';
244                 self.maxs = '0 0 0';
245                 self.colormod = '0 0 0';
246                 self.move_touch = SUB_Stop;
247                 self.move_movetype = MOVETYPE_TOSS;
248
249                 switch(self.cnt)
250                 {
251                         case PROJECTILE_ELECTRO:
252                                 // only new engines support sound moving with object
253                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
254                                 self.mins = '0 0 -3';
255                                 self.maxs = '0 0 -3';
256                                 self.move_movetype = MOVETYPE_BOUNCE;
257                                 self.move_touch = SUB_Null;
258                                 break;
259                         case PROJECTILE_ROCKET:
260                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
261                                 self.mins = '-3 -3 -3';
262                                 self.maxs = '3 3 3';
263                                 break;
264                         case PROJECTILE_TAG:
265                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
266                                 self.mins = '-2 -2 -2';
267                                 self.maxs = '2 2 2';
268                                 break;
269                         case PROJECTILE_GRENADE_BOUNCING:
270                                 self.mins = '0 0 -3';
271                                 self.maxs = '0 0 -3';
272                                 self.move_movetype = MOVETYPE_BOUNCE;
273                                 self.move_touch = SUB_Null;
274                                 break;
275                         case PROJECTILE_SEEKER:
276                                 self.mins = '-2 -2 -2';
277                                 self.maxs = '2 2 2';
278                                 break;
279                         case PROJECTILE_PORTO_RED:
280                                 self.colormod = '2 1 1';
281                                 self.alpha = 0.5;
282                                 self.move_movetype = MOVETYPE_BOUNCE;
283                                 self.move_touch = SUB_Null;
284                                 break;
285                         case PROJECTILE_PORTO_BLUE:
286                                 self.colormod = '1 1 2';
287                                 self.alpha = 0.5;
288                                 self.move_movetype = MOVETYPE_BOUNCE;
289                                 self.move_touch = SUB_Null;
290                                 break;
291                         case PROJECTILE_HAGAR_BOUNCING:
292                                 self.move_movetype = MOVETYPE_BOUNCE;
293                                 self.move_touch = SUB_Null;
294                                 break;
295                         default:
296                                 break;
297                 }
298         }
299
300         if(self.gravity)
301         {
302                 if(self.move_movetype == MOVETYPE_FLY)
303                         self.move_movetype = MOVETYPE_TOSS;
304                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
305                         self.move_movetype = MOVETYPE_BOUNCE;
306         }
307         else
308         {
309                 if(self.move_movetype == MOVETYPE_TOSS)
310                         self.move_movetype = MOVETYPE_FLY;
311                 if(self.move_movetype == MOVETYPE_BOUNCE)
312                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
313         }
314
315         if(!(self.count & 0x80))
316                 InterpolateOrigin_Note();
317         
318         self.draw = Projectile_Draw;
319         self.entremove = Ent_RemoveProjectile;
320 }
321
322 void Projectile_Precache()
323 {
324         precache_model("models/ebomb.mdl");
325         precache_model("models/elaser.mdl");
326         precache_model("models/grenademodel.md3");
327         precache_model("models/hagarmissile.mdl");
328         precache_model("models/hlac_bullet.md3");
329         precache_model("models/laser.mdl");
330         precache_model("models/plasmatrail.mdl");
331         precache_model("models/rocket.md3");
332         precache_model("models/tagrocket.md3");
333         precache_model("models/tracer.mdl");
334         precache_sound("weapons/electro_fly.wav");
335         precache_sound("weapons/rocket_fly.wav");
336         precache_sound("weapons/tag_rocket_fly.wav");
337 }