2 .vector trail_oldorigin;
10 self.move_velocity = self.move_avelocity = '0 0 0';
11 self.move_movetype = MOVETYPE_NONE;
14 .float count; // set if clientside projectile
15 .float cnt; // sound index
19 void Projectile_DrawTrail(vector to)
22 from = self.trail_oldorigin;
23 self.trail_oldorigin = to;
26 case PROJECTILE_ROCKET:
27 trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
30 trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
32 case PROJECTILE_ELECTRO_BEAM:
33 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
35 case PROJECTILE_GRENADE:
36 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
38 case PROJECTILE_GRENADE_BOUNCING:
39 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
41 case PROJECTILE_PORTO_RED:
42 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
44 case PROJECTILE_PORTO_BLUE:
45 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
48 trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
50 case PROJECTILE_SEEKER:
51 trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
53 case PROJECTILE_HOOKBOMB:
54 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
56 case PROJECTILE_HAGAR:
57 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
59 case PROJECTILE_HAGAR_BOUNCING:
60 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
62 case PROJECTILE_BULLET:
63 case PROJECTILE_BULLET_GLOWING:
64 trailparticles(self, particleeffectnum("tr_bullet"), from, to);
72 void Projectile_Draw()
84 //self.move_flags &~= FL_ONGROUND;
85 Movetype_Physics(TRUE);
86 if(!(self.move_flags & FL_ONGROUND))
87 self.angles = vectoangles(self.velocity);
91 InterpolateOrigin_Do();
96 drawn = (time >= self.spawntime - 0.02);
97 t = max(time, self.spawntime);
101 drawn = (self.iflags & IFLAG_VALID);
105 if(!(f & FL_ONGROUND))
111 case PROJECTILE_GRENADE:
112 rot = '-2000 0 0'; // forward
115 case PROJECTILE_GRENADE_BOUNCING:
116 rot = '0 -1000 0'; // sideways
118 case PROJECTILE_HOOKBOMB:
119 rot = '1000 0 0'; // forward
124 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
126 fixedmakevectors(self.angles);
128 trailorigin = self.origin;
131 case PROJECTILE_GRENADE:
132 case PROJECTILE_GRENADE_BOUNCING:
133 trailorigin += v_right * 1 + v_forward * -10;
139 Projectile_DrawTrail(trailorigin);
141 self.trail_oldorigin = trailorigin;
149 case PROJECTILE_BULLET_GLOWING:
150 R_AddDynamicLight(self.origin, 50, '1 1 0');
156 self.renderflags = 0;
161 void loopsound(entity e, float ch, string samp, float vol, float attn)
163 if(csqc_flags & CSQC_FLAG_COLORCODES)
165 sound(e, ch, samp, vol, attn);
170 void Ent_RemoveProjectile()
173 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
175 if(self.count & 0x80)
177 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
178 Projectile_DrawTrail(trace_endpos);
182 void Ent_Projectile()
186 // projectile properties:
187 // kind (interpolated, or clientside)
195 // soundindex (hardcoded list)
198 // projectiles don't send angles, because they always follow the velocity
201 self.count = (f & 0x80);
202 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
203 self.solid = SOLID_TRIGGER;
204 //self.effects = EF_NOMODELFLAGS;
206 // this should make collisions with bmodels more exact, but it leads to
207 // projectiles no longer being able to lie on a bmodel
208 self.move_nomonsters = MOVE_WORLDONLY;
210 self.move_flags |= FL_ONGROUND;
212 self.move_flags &~= FL_ONGROUND;
216 // for some unknown reason, we don't need to care for
217 // sv_gameplayfix_delayprojectiles here.
218 self.move_time = time;
219 self.spawntime = time;
222 self.move_time = max(self.move_time, time);
224 if(!(self.count & 0x80))
225 InterpolateOrigin_Undo();
229 self.origin_x = ReadCoord();
230 self.origin_y = ReadCoord();
231 self.origin_z = ReadCoord();
232 if(self.count & 0x80)
234 self.velocity_x = ReadCoord();
235 self.velocity_y = ReadCoord();
236 self.velocity_z = ReadCoord();
237 self.gravity = ReadCoord();
239 self.move_origin = self.origin;
240 self.move_velocity = self.velocity;
243 self.trail_oldorigin = self.origin;
248 self.cnt = ReadByte();
253 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
254 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
255 case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
256 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
257 case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
258 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
259 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
260 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
261 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
262 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
263 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
264 case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
265 case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
266 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
267 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
268 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
269 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
270 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
272 error("Received invalid CSQC projectile, can't work with this!");
278 self.colormod = '0 0 0';
279 self.move_touch = SUB_Stop;
280 self.move_movetype = MOVETYPE_TOSS;
284 case PROJECTILE_ELECTRO:
285 // only new engines support sound moving with object
286 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
287 self.mins = '0 0 -3';
288 self.maxs = '0 0 -3';
289 self.move_movetype = MOVETYPE_BOUNCE;
290 self.move_touch = SUB_Null;
292 case PROJECTILE_ROCKET:
293 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
294 self.mins = '-3 -3 -3';
298 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
299 self.mins = '-2 -2 -2';
302 case PROJECTILE_GRENADE_BOUNCING:
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_SEEKER:
309 self.mins = '-2 -2 -2';
312 case PROJECTILE_PORTO_RED:
313 self.colormod = '2 1 1';
315 self.move_movetype = MOVETYPE_BOUNCE;
316 self.move_touch = SUB_Null;
318 case PROJECTILE_PORTO_BLUE:
319 self.colormod = '1 1 2';
321 self.move_movetype = MOVETYPE_BOUNCE;
322 self.move_touch = SUB_Null;
324 case PROJECTILE_HAGAR_BOUNCING:
325 self.move_movetype = MOVETYPE_BOUNCE;
326 self.move_touch = SUB_Null;
335 if(self.move_movetype == MOVETYPE_FLY)
336 self.move_movetype = MOVETYPE_TOSS;
337 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
338 self.move_movetype = MOVETYPE_BOUNCE;
342 if(self.move_movetype == MOVETYPE_TOSS)
343 self.move_movetype = MOVETYPE_FLY;
344 if(self.move_movetype == MOVETYPE_BOUNCE)
345 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
348 if(!(self.count & 0x80))
349 InterpolateOrigin_Note();
351 self.draw = Projectile_Draw;
352 self.entremove = Ent_RemoveProjectile;
355 void Projectile_Precache()
357 precache_model("models/ebomb.mdl");
358 precache_model("models/elaser.mdl");
359 precache_model("models/grenademodel.md3");
360 precache_model("models/hagarmissile.mdl");
361 precache_model("models/hlac_bullet.md3");
362 precache_model("models/laser.mdl");
363 precache_model("models/plasmatrail.mdl");
364 precache_model("models/rocket.md3");
365 precache_model("models/tagrocket.md3");
366 precache_model("models/tracer.mdl");
367 precache_sound("weapons/electro_fly.wav");
368 precache_sound("weapons/rocket_fly.wav");
369 precache_sound("weapons/tag_rocket_fly.wav");