1 .float count; // set if clientside projectile
2 .float cnt; // sound index
13 //self.move_flags &~= FL_ONGROUND;
14 Movetype_Physics(TRUE);
15 self.angles = vectoangles(self.velocity);
19 InterpolateOrigin_Do();
24 case PROJECTILE_ROCKET:
25 trailparticles(self, particleeffectnum("TR_ROCKET"), oldorg, self.origin);
28 trailparticles(self, particleeffectnum("TR_VORESPIKE"), oldorg, self.origin);
30 case PROJECTILE_ELECTRO_BEAM:
31 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), oldorg, self.origin);
33 case PROJECTILE_GRENADE:
34 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
35 if(!(self.move_flags & FL_ONGROUND))
36 self.angles -= '750 0 0' * time;
38 case PROJECTILE_GRENADE_BOUNCING:
39 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
40 if(!(self.move_flags & FL_ONGROUND))
41 self.angles += '100 150 100' * time;
49 if(self.count & 0x80 || self.iflags & IFLAG_VALID)
53 void loopsound(entity e, float ch, string samp, float vol, float attn)
55 if(csqc_flags & CSQC_FLAG_COLORCODES)
56 sound(e, ch, samp, vol, attn);
59 void Ent_RemoveProjectile()
62 loopsound(self, CHAN_PAIN, "misc/null.wav", VOL_BASE, ATTN_NORM);
69 InterpolateOrigin_Undo();
71 // projectile properties:
72 // kind (interpolated, or clientside)
80 // soundindex (hardcoded list)
83 // projectiles don't send angles, because they always follow the velocity
86 self.count = (f & 0x80);
87 self.iflags = IFLAG_AUTOANGLES | IFLAG_ANGLES;
88 self.move_flags &~= FL_ONGROUND;
89 self.solid = SOLID_TRIGGER;
91 // sv_gameplayfix_delayprojectiles
93 self.move_time = time + ticrate;
95 self.move_time = max(self.move_time, time);
98 InterpolateOrigin_Undo();
102 self.origin_x = ReadCoord();
103 self.origin_y = ReadCoord();
104 self.origin_z = ReadCoord();
105 if(self.count & 0x80)
107 self.velocity_x = ReadCoord();
108 self.velocity_y = ReadCoord();
109 self.velocity_z = ReadCoord();
110 self.gravity = ReadCoord();
112 self.move_origin = self.origin;
113 self.move_velocity = self.velocity;
119 self.cnt = ReadByte();
123 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
124 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); break;
125 case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
126 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
127 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
128 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
129 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
130 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
131 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
132 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
134 error("Received invalid CSQC projectile, can't work with this!");
141 self.move_movetype = MOVETYPE_TOSS;
142 self.move_moveflags = MOVEFLAG_STOPONIMPACT;
146 case PROJECTILE_ELECTRO:
147 // only new engines support sound moving with object
148 loopsound(self, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
149 self.mins = '0 0 -3';
150 self.maxs = '0 0 -3';
151 self.move_movetype = MOVETYPE_BOUNCE;
152 self.move_moveflags = 0;
154 case PROJECTILE_ROCKET:
155 loopsound(self, CHAN_PAIN, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
156 self.mins = '-3 -3 -3';
160 loopsound(self, CHAN_PAIN, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
161 self.mins = '-2 -2 -2';
164 case PROJECTILE_GRENADE:
168 case PROJECTILE_GRENADE_BOUNCING:
169 self.mins = '0 0 -3';
170 self.maxs = '0 0 -3';
171 self.move_movetype = MOVETYPE_BOUNCE;
172 self.move_moveflags = 0;
180 InterpolateOrigin_Note();
182 self.draw = Projectile_Draw;
185 void Projectile_Precache()
187 precache_model("models/ebomb.mdl");
188 precache_model("models/rocket.md3");
189 precache_model("models/laser.mdl");
190 precache_model("models/tracer.mdl");
191 precache_model("models/plasmatrail.mdl");
192 precache_model("models/elaser.mdl");
193 precache_model("models/grenademodel.md3");
194 precache_model("models/grenademodel.md3");
195 precache_model("models/laser.mdl");
196 precache_model("models/hlac_bullet.md3");