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fix inverse logic in projectile drawing
[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         float f;
73         float drawn;
74         float t;
75
76         f = self.move_flags;
77
78         if(self.count & 0x80)
79         {
80                 //self.move_flags &~= FL_ONGROUND;
81                 Movetype_Physics(TRUE);
82                 if(!(self.move_flags & FL_ONGROUND))
83                         self.angles = vectoangles(self.velocity);
84         }
85         else
86         {
87                 InterpolateOrigin_Do();
88         }
89
90         if(self.count & 0x80)
91         {
92                 drawn = (time >= self.spawntime - 0.02);
93                 t = max(time, self.spawntime);
94         }
95         else
96         {
97                 drawn = (self.iflags & IFLAG_VALID);
98                 t = time;
99         }
100
101         if(!(f & FL_ONGROUND))
102         {
103                 rot = '0 0 0';
104                 switch(self.cnt)
105                 {
106                         /*
107                         case PROJECTILE_GRENADE:
108                                 rot = '-2000 0 0'; // forward
109                                 break;
110                         */
111                         case PROJECTILE_GRENADE_BOUNCING:
112                                 rot = '0 -1000 0'; // sideways
113                                 break;
114                         case PROJECTILE_HOOKBOMB:
115                                 rot = '1000 0 0'; // forward
116                                 break;
117                         default:
118                                 break;
119                 }
120                 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
121
122                 fixedmakevectors(self.angles);
123
124                 trailorigin = self.origin;
125                 switch(self.cnt)
126                 {
127                         case PROJECTILE_GRENADE:
128                         case PROJECTILE_GRENADE_BOUNCING:
129                                 trailorigin += v_right * 1 + v_forward * -10;
130                                 break;
131                         default:
132                                 break;
133                 }
134                 if(drawn)
135                         Projectile_DrawTrail(trailorigin);
136                 else
137                         self.trail_oldorigin = trailorigin;
138         }
139
140         if(!drawn)
141                 return;
142
143         switch(self.cnt)
144         {
145                 case PROJECTILE_BULLET_GLOWING:
146                         R_AddDynamicLight(self.origin, 50, '1 1 0');
147                         break;
148                 default:
149                         break;
150         }
151
152         self.renderflags = 0;
153
154         R_AddEntity(self);
155 }
156
157 void loopsound(entity e, float ch, string samp, float vol, float attn)
158 {
159         if(csqc_flags & CSQC_FLAG_COLORCODES)
160         {
161                 sound(e, ch, samp, vol, attn);
162                 e.snd_looping = 1;
163         }
164 }
165
166 void Ent_RemoveProjectile()
167 {
168         if(self.snd_looping)
169                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
170
171         if(self.count & 0x80)
172         {
173                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
174                 Projectile_DrawTrail(trace_endpos);
175         }
176 }
177
178 void Ent_Projectile()
179 {
180         float f;
181
182         // projectile properties:
183         //   kind (interpolated, or clientside)
184         //
185         //   modelindex
186         //   origin
187         //   scale
188         //   if clientside:
189         //     velocity
190         //     gravity
191         //   soundindex (hardcoded list)
192         //   effects
193         //
194         // projectiles don't send angles, because they always follow the velocity
195         
196         f = ReadByte();
197         self.count = (f & 0x80);
198         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
199         self.move_flags &~= FL_ONGROUND;
200         self.solid = SOLID_TRIGGER;
201         //self.effects = EF_NOMODELFLAGS;
202
203         // sv_gameplayfix_delayprojectiles
204         if(!self.move_time)
205         {
206                 self.move_time = time + ticrate;
207                 self.spawntime = time + ticrate;
208         }
209         else
210                 self.move_time = max(self.move_time, time);
211
212         if(!(self.count & 0x80))
213                 InterpolateOrigin_Undo();
214
215         if(f & 1)
216         {
217                 self.origin_x = ReadCoord();
218                 self.origin_y = ReadCoord();
219                 self.origin_z = ReadCoord();
220                 if(self.count & 0x80)
221                 {
222                         self.velocity_x = ReadCoord();
223                         self.velocity_y = ReadCoord();
224                         self.velocity_z = ReadCoord();
225                         self.gravity = ReadCoord();
226
227                         self.move_origin = self.origin;
228                         self.move_velocity = self.velocity;
229                 }
230
231                 self.trail_oldorigin = self.origin;
232         }
233
234         if(f & 2)
235         {
236                 self.cnt = ReadByte();
237
238                 self.scale = 1;
239                 switch(self.cnt)
240                 {
241                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
242                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 3; break;
243                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
244                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
245                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
246                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
247                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
248                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
249                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
250                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
251                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
252                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
253                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
254                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
255                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
256                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
257                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
258                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
259                         default:
260                                 error("Received invalid CSQC projectile, can't work with this!");
261                                 break;
262                 }
263
264                 self.mins = '0 0 0';
265                 self.maxs = '0 0 0';
266                 self.colormod = '0 0 0';
267                 self.move_touch = SUB_Stop;
268                 self.move_movetype = MOVETYPE_TOSS;
269
270                 switch(self.cnt)
271                 {
272                         case PROJECTILE_ELECTRO:
273                                 // only new engines support sound moving with object
274                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
275                                 self.mins = '0 0 -3';
276                                 self.maxs = '0 0 -3';
277                                 self.move_movetype = MOVETYPE_BOUNCE;
278                                 self.move_touch = SUB_Null;
279                                 break;
280                         case PROJECTILE_ROCKET:
281                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
282                                 self.mins = '-3 -3 -3';
283                                 self.maxs = '3 3 3';
284                                 break;
285                         case PROJECTILE_TAG:
286                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
287                                 self.mins = '-2 -2 -2';
288                                 self.maxs = '2 2 2';
289                                 break;
290                         case PROJECTILE_GRENADE_BOUNCING:
291                                 self.mins = '0 0 -3';
292                                 self.maxs = '0 0 -3';
293                                 self.move_movetype = MOVETYPE_BOUNCE;
294                                 self.move_touch = SUB_Null;
295                                 break;
296                         case PROJECTILE_SEEKER:
297                                 self.mins = '-2 -2 -2';
298                                 self.maxs = '2 2 2';
299                                 break;
300                         case PROJECTILE_PORTO_RED:
301                                 self.colormod = '2 1 1';
302                                 self.alpha = 0.5;
303                                 self.move_movetype = MOVETYPE_BOUNCE;
304                                 self.move_touch = SUB_Null;
305                                 break;
306                         case PROJECTILE_PORTO_BLUE:
307                                 self.colormod = '1 1 2';
308                                 self.alpha = 0.5;
309                                 self.move_movetype = MOVETYPE_BOUNCE;
310                                 self.move_touch = SUB_Null;
311                                 break;
312                         case PROJECTILE_HAGAR_BOUNCING:
313                                 self.move_movetype = MOVETYPE_BOUNCE;
314                                 self.move_touch = SUB_Null;
315                                 break;
316                         default:
317                                 break;
318                 }
319         }
320
321         if(self.gravity)
322         {
323                 if(self.move_movetype == MOVETYPE_FLY)
324                         self.move_movetype = MOVETYPE_TOSS;
325                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
326                         self.move_movetype = MOVETYPE_BOUNCE;
327         }
328         else
329         {
330                 if(self.move_movetype == MOVETYPE_TOSS)
331                         self.move_movetype = MOVETYPE_FLY;
332                 if(self.move_movetype == MOVETYPE_BOUNCE)
333                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
334         }
335
336         if(!(self.count & 0x80))
337                 InterpolateOrigin_Note();
338         
339         self.draw = Projectile_Draw;
340         self.entremove = Ent_RemoveProjectile;
341 }
342
343 void Projectile_Precache()
344 {
345         precache_model("models/ebomb.mdl");
346         precache_model("models/elaser.mdl");
347         precache_model("models/grenademodel.md3");
348         precache_model("models/hagarmissile.mdl");
349         precache_model("models/hlac_bullet.md3");
350         precache_model("models/laser.mdl");
351         precache_model("models/plasmatrail.mdl");
352         precache_model("models/rocket.md3");
353         precache_model("models/tagrocket.md3");
354         precache_model("models/tracer.mdl");
355         precache_sound("weapons/electro_fly.wav");
356         precache_sound("weapons/rocket_fly.wav");
357         precache_sound("weapons/tag_rocket_fly.wav");
358 }