2 .vector trail_oldorigin;
11 self.move_velocity = self.move_avelocity = '0 0 0';
12 self.move_movetype = MOVETYPE_NONE;
15 .float count; // set if clientside projectile
16 .float cnt; // sound index
21 void Projectile_DrawTrail(vector to)
25 from = self.trail_oldorigin;
26 t0 = self.trail_oldtime;
27 self.trail_oldorigin = to;
28 self.trail_oldtime = time;
41 case PROJECTILE_ROCKET:
42 trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
44 case PROJECTILE_CRYLINK:
45 trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
47 case PROJECTILE_CRYLINK_BOUNCING:
48 trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
50 case PROJECTILE_ELECTRO_BEAM:
51 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
53 case PROJECTILE_GRENADE:
54 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
56 case PROJECTILE_GRENADE_BOUNCING:
57 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
59 case PROJECTILE_PORTO_RED:
60 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
62 case PROJECTILE_PORTO_BLUE:
63 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
65 case PROJECTILE_HOOKBOMB:
66 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
68 case PROJECTILE_HAGAR:
69 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
71 case PROJECTILE_HAGAR_BOUNCING:
72 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
74 case PROJECTILE_BULLET:
75 case PROJECTILE_BULLET_GLOWING:
76 trailparticles(self, particleeffectnum("tr_bullet"), from, to);
83 void Projectile_Draw()
95 //self.move_flags &~= FL_ONGROUND;
96 Movetype_Physics_MatchServer();
97 if(!(self.move_flags & FL_ONGROUND))
98 self.angles = vectoangles(self.velocity);
102 InterpolateOrigin_Do();
105 if(self.count & 0x80)
107 drawn = (time >= self.spawntime - 0.02);
108 t = max(time, self.spawntime);
112 drawn = (self.iflags & IFLAG_VALID);
116 if(!(f & FL_ONGROUND))
122 case PROJECTILE_GRENADE:
123 rot = '-2000 0 0'; // forward
126 case PROJECTILE_GRENADE_BOUNCING:
127 rot = '0 -1000 0'; // sideways
129 case PROJECTILE_HOOKBOMB:
130 rot = '1000 0 0'; // forward
135 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
138 fixedmakevectors(self.angles);
140 trailorigin = self.origin;
143 case PROJECTILE_GRENADE:
144 case PROJECTILE_GRENADE_BOUNCING:
145 trailorigin += v_right * 1 + v_forward * -10;
151 Projectile_DrawTrail(trailorigin);
154 self.trail_oldorigin = trailorigin;
155 self.trail_oldtime = time;
163 case PROJECTILE_BULLET_GLOWING:
164 R_AddDynamicLight(self.origin, 50, '1 1 0');
170 self.renderflags = 0;
175 void loopsound(entity e, float ch, string samp, float vol, float attn)
180 sound(e, ch, samp, vol, attn);
184 void Ent_RemoveProjectile()
187 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
189 if(self.count & 0x80)
191 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
192 Projectile_DrawTrail(trace_endpos);
196 void Ent_Projectile()
200 // projectile properties:
201 // kind (interpolated, or clientside)
209 // soundindex (hardcoded list)
212 // projectiles don't send angles, because they always follow the velocity
215 self.count = (f & 0x80);
216 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
217 self.solid = SOLID_TRIGGER;
218 //self.effects = EF_NOMODELFLAGS;
220 // this should make collisions with bmodels more exact, but it leads to
221 // projectiles no longer being able to lie on a bmodel
222 self.move_nomonsters = MOVE_WORLDONLY;
224 self.move_flags |= FL_ONGROUND;
226 self.move_flags &~= FL_ONGROUND;
230 // for some unknown reason, we don't need to care for
231 // sv_gameplayfix_delayprojectiles here.
232 self.move_time = time;
233 self.spawntime = time;
236 self.move_time = max(self.move_time, time);
238 if(!(self.count & 0x80))
239 InterpolateOrigin_Undo();
243 self.origin_x = ReadCoord();
244 self.origin_y = ReadCoord();
245 self.origin_z = ReadCoord();
246 if(self.count & 0x80)
248 self.velocity_x = ReadCoord();
249 self.velocity_y = ReadCoord();
250 self.velocity_z = ReadCoord();
251 self.gravity = ReadCoord();
253 self.move_origin = self.origin;
254 self.move_velocity = self.velocity;
257 if(time == self.spawntime || self.count & 0x80)
258 self.trail_oldorigin = self.origin;
263 self.cnt = ReadByte();
265 self.silent = (self.cnt & 0x80);
266 self.cnt = (self.cnt & 0x7F);
271 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
272 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
273 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
274 case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
275 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
276 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break;
277 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
278 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
279 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
280 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
281 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
282 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
283 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
284 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
285 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
286 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
288 error("Received invalid CSQC projectile, can't work with this!");
294 self.colormod = '0 0 0';
295 self.move_touch = SUB_Stop;
296 self.move_movetype = MOVETYPE_TOSS;
300 case PROJECTILE_ELECTRO:
301 // only new engines support sound moving with object
302 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
303 self.mins = '0 0 -3';
304 self.maxs = '0 0 -3';
305 self.move_movetype = MOVETYPE_BOUNCE;
306 self.move_touch = SUB_Null;
308 case PROJECTILE_ROCKET:
309 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
310 self.mins = '-3 -3 -3';
313 case PROJECTILE_GRENADE:
314 self.mins = '0 0 -3';
315 self.maxs = '0 0 -3';
317 case PROJECTILE_GRENADE_BOUNCING:
318 self.mins = '0 0 -3';
319 self.maxs = '0 0 -3';
320 self.move_movetype = MOVETYPE_BOUNCE;
321 self.move_touch = SUB_Null;
323 case PROJECTILE_PORTO_RED:
324 self.colormod = '2 1 1';
326 self.move_movetype = MOVETYPE_BOUNCE;
327 self.move_touch = SUB_Null;
329 case PROJECTILE_PORTO_BLUE:
330 self.colormod = '1 1 2';
332 self.move_movetype = MOVETYPE_BOUNCE;
333 self.move_touch = SUB_Null;
335 case PROJECTILE_HAGAR_BOUNCING:
336 self.move_movetype = MOVETYPE_BOUNCE;
337 self.move_touch = SUB_Null;
339 case PROJECTILE_CRYLINK_BOUNCING:
340 self.move_movetype = MOVETYPE_BOUNCE;
341 self.move_touch = SUB_Null;
350 if(self.move_movetype == MOVETYPE_FLY)
351 self.move_movetype = MOVETYPE_TOSS;
352 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
353 self.move_movetype = MOVETYPE_BOUNCE;
357 if(self.move_movetype == MOVETYPE_TOSS)
358 self.move_movetype = MOVETYPE_FLY;
359 if(self.move_movetype == MOVETYPE_BOUNCE)
360 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
363 if(!(self.count & 0x80))
364 InterpolateOrigin_Note();
366 self.draw = Projectile_Draw;
367 self.entremove = Ent_RemoveProjectile;
370 void Projectile_Precache()
372 precache_model("models/ebomb.mdl");
373 precache_model("models/elaser.mdl");
374 precache_model("models/grenademodel.md3");
375 precache_model("models/hagarmissile.mdl");
376 precache_model("models/hlac_bullet.md3");
377 precache_model("models/laser.mdl");
378 precache_model("models/plasmatrail.mdl");
379 precache_model("models/rocket.md3");
380 precache_model("models/tracer.mdl");
381 precache_sound("weapons/electro_fly.wav");
382 precache_sound("weapons/rocket_fly.wav");