.float spawntime; .vector trail_oldorigin; .float trail_oldtime; void SUB_Null() { } void SUB_Stop() { self.move_velocity = self.move_avelocity = '0 0 0'; self.move_movetype = MOVETYPE_NONE; } .float count; // set if clientside projectile .float cnt; // sound index .float gravity; .float snd_looping; .float silent; void Projectile_DrawTrail(vector to) { vector from; float t0; from = self.trail_oldorigin; t0 = self.trail_oldtime; self.trail_oldorigin = to; self.trail_oldtime = time; if(from == to) { switch(self.cnt) { case PROJECTILE_FIREMINE: to_z += 1; break; case PROJECTILE_ELECTRO: trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to); return; default: return; } } switch(self.cnt) { case PROJECTILE_ROCKET: trailparticles(self, particleeffectnum("TR_ROCKET"), from, to); break; case PROJECTILE_CRYLINK: trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to); break; case PROJECTILE_CRYLINK_BOUNCING: trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to); break; case PROJECTILE_ELECTRO: trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to); break; case PROJECTILE_ELECTRO_BEAM: trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to); break; case PROJECTILE_GRENADE: trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to); break; case PROJECTILE_GRENADE_BOUNCING: trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to); break; case PROJECTILE_PORTO_RED: trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to); break; case PROJECTILE_PORTO_BLUE: trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to); break; case PROJECTILE_HOOKBOMB: trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to); break; case PROJECTILE_HAGAR: trailparticles(self, particleeffectnum("TR_GRENADE"), from, to); break; case PROJECTILE_HAGAR_BOUNCING: trailparticles(self, particleeffectnum("TR_GRENADE"), from, to); break; case PROJECTILE_BULLET: trailparticles(self, particleeffectnum("tr_bullet"), from, to); break; case PROJECTILE_BULLET_GLOWING: trailparticles(self, particleeffectnum("tr_bullet"), from, to); break; case PROJECTILE_BULLET_GLOWING_TRACER: trailparticles(self, particleeffectnum("tr_rifle"), from, to); break; case PROJECTILE_FIREMINE: trailparticles(self, particleeffectnum("firemine"), from, to); break; case PROJECTILE_FIREBALL: trailparticles(self, particleeffectnum("fireball"), from, to); break; default: break; } } void Projectile_Draw() { vector rot; vector trailorigin; float f; float drawn; float t; f = self.move_flags; if(self.count & 0x80) { //self.move_flags &~= FL_ONGROUND; Movetype_Physics_MatchServer(); if(!(self.move_flags & FL_ONGROUND)) self.angles = vectoangles(self.velocity); } else { InterpolateOrigin_Do(); } if(self.count & 0x80) { drawn = (time >= self.spawntime - 0.02); t = max(time, self.spawntime); } else { drawn = (self.iflags & IFLAG_VALID); t = time; } if(!(f & FL_ONGROUND)) { rot = '0 0 0'; switch(self.cnt) { /* case PROJECTILE_GRENADE: rot = '-2000 0 0'; // forward break; */ case PROJECTILE_GRENADE_BOUNCING: rot = '0 -1000 0'; // sideways break; case PROJECTILE_HOOKBOMB: rot = '1000 0 0'; // forward break; default: break; } self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime)); } fixedmakevectors(self.angles); trailorigin = self.origin; switch(self.cnt) { case PROJECTILE_GRENADE: case PROJECTILE_GRENADE_BOUNCING: trailorigin += v_right * 1 + v_forward * -10; break; default: break; } if(drawn) Projectile_DrawTrail(trailorigin); else { self.trail_oldorigin = trailorigin; self.trail_oldtime = time; } if(!drawn) return; switch(self.cnt) { case PROJECTILE_BULLET_GLOWING: case PROJECTILE_BULLET_GLOWING_TRACER: R_AddDynamicLight(self.origin, 50, '1 1 0'); break; default: break; } self.renderflags = 0; R_AddEntity(self); } void loopsound(entity e, float ch, string samp, float vol, float attn) { if(self.silent) return; sound(e, ch, samp, vol, attn); e.snd_looping = 1; } void Ent_RemoveProjectile() { if(self.snd_looping) sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM); if(self.count & 0x80) { tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self); Projectile_DrawTrail(trace_endpos); } } void Ent_Projectile() { float f; // projectile properties: // kind (interpolated, or clientside) // // modelindex // origin // scale // if clientside: // velocity // gravity // soundindex (hardcoded list) // effects // // projectiles don't send angles, because they always follow the velocity f = ReadByte(); self.count = (f & 0x80); self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES; self.solid = SOLID_TRIGGER; //self.effects = EF_NOMODELFLAGS; // this should make collisions with bmodels more exact, but it leads to // projectiles no longer being able to lie on a bmodel self.move_nomonsters = MOVE_WORLDONLY; if(f & 0x40) self.move_flags |= FL_ONGROUND; else self.move_flags &~= FL_ONGROUND; if(!self.move_time) { // for some unknown reason, we don't need to care for // sv_gameplayfix_delayprojectiles here. self.move_time = time; self.spawntime = time; } else self.move_time = max(self.move_time, time); if(!(self.count & 0x80)) InterpolateOrigin_Undo(); if(f & 1) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); if(self.count & 0x80) { self.velocity_x = ReadCoord(); self.velocity_y = ReadCoord(); self.velocity_z = ReadCoord(); self.gravity = ReadCoord(); self.move_origin = self.origin; self.move_velocity = self.velocity; } if(time == self.spawntime || (self.count & 0x80) || (f & 0x20)) self.trail_oldorigin = self.origin; } if(f & 2) { self.cnt = ReadByte(); self.silent = (self.cnt & 0x80); self.cnt = (self.cnt & 0x7F); self.scale = 1; switch(self.cnt) { case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break; case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break; case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break; case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break; case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break; case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break; case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break; case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break; case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break; case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break; case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break; case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break; case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break; case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break; case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break; case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break; case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; break; // particle effect is good enough case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; break; // particle effect is good enough default: error("Received invalid CSQC projectile, can't work with this!"); break; } self.mins = '0 0 0'; self.maxs = '0 0 0'; self.colormod = '0 0 0'; self.move_touch = SUB_Stop; self.move_movetype = MOVETYPE_TOSS; switch(self.cnt) { case PROJECTILE_ELECTRO: // only new engines support sound moving with object loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM); self.mins = '0 0 -3'; self.maxs = '0 0 -3'; self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; break; case PROJECTILE_ROCKET: loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM); self.mins = '-3 -3 -3'; self.maxs = '3 3 3'; break; case PROJECTILE_GRENADE: self.mins = '0 0 -3'; self.maxs = '0 0 -3'; break; case PROJECTILE_GRENADE_BOUNCING: self.mins = '0 0 -3'; self.maxs = '0 0 -3'; self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; break; case PROJECTILE_PORTO_RED: self.colormod = '2 1 1'; self.alpha = 0.5; self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; break; case PROJECTILE_PORTO_BLUE: self.colormod = '1 1 2'; self.alpha = 0.5; self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; break; case PROJECTILE_HAGAR_BOUNCING: self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; break; case PROJECTILE_CRYLINK_BOUNCING: self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; break; case PROJECTILE_FIREBALL: loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM); self.mins = '-16 -16 -16'; self.maxs = '16 16 16'; break; case PROJECTILE_FIREMINE: loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM); self.move_movetype = MOVETYPE_BOUNCE; self.move_touch = SUB_Null; self.mins = '-4 -4 -4'; self.maxs = '4 4 4'; break; default: break; } } if(self.gravity) { if(self.move_movetype == MOVETYPE_FLY) self.move_movetype = MOVETYPE_TOSS; if(self.move_movetype == MOVETYPE_BOUNCEMISSILE) self.move_movetype = MOVETYPE_BOUNCE; } else { if(self.move_movetype == MOVETYPE_TOSS) self.move_movetype = MOVETYPE_FLY; if(self.move_movetype == MOVETYPE_BOUNCE) self.move_movetype = MOVETYPE_BOUNCEMISSILE; } if(!(self.count & 0x80)) InterpolateOrigin_Note(); self.draw = Projectile_Draw; self.entremove = Ent_RemoveProjectile; } void Projectile_Precache() { precache_model("models/ebomb.mdl"); precache_model("models/elaser.mdl"); precache_model("models/grenademodel.md3"); precache_model("models/hagarmissile.mdl"); precache_model("models/hlac_bullet.md3"); precache_model("models/laser.mdl"); precache_model("models/plasmatrail.mdl"); precache_model("models/rocket.md3"); precache_model("models/tracer.mdl"); precache_sound("weapons/electro_fly.wav"); precache_sound("weapons/rocket_fly.wav"); precache_sound("weapons/fireball_fly.wav"); precache_sound("weapons/fireball_fly2.wav"); }