]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/projectile.qc
fix projectile movetypes
[divverent/nexuiz.git] / data / qcsrc / client / projectile.qc
1 void SUB_Null()
2 {
3 }
4
5 void SUB_Stop()
6 {
7         self.move_velocity = self.move_avelocity = '0 0 0';
8         self.move_movetype = MOVETYPE_NONE;
9 }
10
11 .float count; // set if clientside projectile
12 .float cnt; // sound index
13 .float gravity;
14
15 void Projectile_Draw()
16 {
17         vector oldorg;
18
19         oldorg = self.origin;
20
21         if(self.count & 0x80)
22         {
23                 //self.move_flags &~= FL_ONGROUND;
24                 Movetype_Physics(TRUE);
25                 self.angles = vectoangles(self.velocity);
26         }
27         else
28         {
29                 InterpolateOrigin_Do();
30         }
31
32         switch(self.cnt)
33         {
34                 case PROJECTILE_ROCKET:
35                         trailparticles(self, particleeffectnum("TR_ROCKET"), oldorg, self.origin);
36                         break;
37                 case PROJECTILE_TAG:
38                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), oldorg, self.origin);
39                         break;
40                 case PROJECTILE_ELECTRO_BEAM:
41                         trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), oldorg, self.origin);
42                         break;
43                 case PROJECTILE_GRENADE:
44                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
45                         self.angles -= '750 0 0' * time;
46                         break;
47                 case PROJECTILE_GRENADE_BOUNCING:
48                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
49                         if(!(self.move_flags & FL_ONGROUND))
50                                 self.angles += '100 150 100' * time;
51                         break;
52                 case PROJECTILE_PORTO_RED:
53                         // TODO add red dynamic light
54                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), oldorg, self.origin);
55                         break;
56                 case PROJECTILE_PORTO_BLUE:
57                         // TODO add blue dynamic light
58                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), oldorg, self.origin);
59                         break;
60                 case PROJECTILE_FLAC:
61                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), oldorg, self.origin);
62                         break;
63                 case PROJECTILE_SEEKER:
64                         trailparticles(self, particleeffectnum("TR_ROCKET"), oldorg, self.origin);
65                         break;
66                 case PROJECTILE_HOOKBOMB:
67                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), oldorg, self.origin);
68                         self.angles = '0 500 0' * time;
69                         break;
70                 case PROJECTILE_HAGAR:
71                         trailparticles(self, particleeffectnum("TR_GRENADE"), oldorg, self.origin);
72                         break;
73                 case PROJECTILE_HAGAR_BOUNCING:
74                         trailparticles(self, particleeffectnum("TR_GRENADE"), oldorg, self.origin);
75                         break;
76                 default:
77                         break;
78         }
79
80         self.renderflags = 0;
81
82         if((self.count & 0x80) || (self.iflags & IFLAG_VALID))
83                 R_AddEntity(self);
84 }
85
86 void loopsound(entity e, float ch, string samp, float vol, float attn)
87 {
88         if(csqc_flags & CSQC_FLAG_COLORCODES)
89                 sound(e, ch, samp, vol, attn);
90 }
91
92 void Ent_RemoveProjectile()
93 {
94         if(self.cnt)
95                 loopsound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
96 }
97
98 void Ent_Projectile()
99 {
100         float f;
101
102         InterpolateOrigin_Undo();
103
104         // projectile properties:
105         //   kind (interpolated, or clientside)
106         //
107         //   modelindex
108         //   origin
109         //   scale
110         //   if clientside:
111         //     velocity
112         //     gravity
113         //   soundindex (hardcoded list)
114         //   effects
115         //
116         // projectiles don't send angles, because they always follow the velocity
117         
118         f = ReadByte();
119         self.count = (f & 0x80);
120         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
121         self.move_flags &~= FL_ONGROUND;
122         self.solid = SOLID_TRIGGER;
123         //self.effects = EF_NOMODELFLAGS;
124
125         // sv_gameplayfix_delayprojectiles
126         if(!self.move_time)
127                 self.move_time = time + ticrate;
128         else
129                 self.move_time = max(self.move_time, time);
130
131         if(!(self.count & 0x80))
132                 InterpolateOrigin_Undo();
133
134         if(f & 1)
135         {
136                 self.origin_x = ReadCoord();
137                 self.origin_y = ReadCoord();
138                 self.origin_z = ReadCoord();
139                 if(self.count & 0x80)
140                 {
141                         self.velocity_x = ReadCoord();
142                         self.velocity_y = ReadCoord();
143                         self.velocity_z = ReadCoord();
144                         self.gravity = ReadCoord();
145
146                         self.move_origin = self.origin;
147                         self.move_velocity = self.velocity;
148                 }
149         }
150
151         if(f & 2)
152         {
153                 self.cnt = ReadByte();
154
155                 self.scale = 1;
156                 switch(self.cnt)
157                 {
158                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
159                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); break;
160                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
161                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
162                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
163                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
164                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
165                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
166                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
167                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
168                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
169                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
170                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
171                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
172                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
173                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
174                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
175                         default:
176                                 error("Received invalid CSQC projectile, can't work with this!");
177                                 break;
178                 }
179
180                 self.mins = '0 0 0';
181                 self.maxs = '0 0 0';
182                 self.colormod = '0 0 0';
183                 self.move_touch = SUB_Stop;
184                 self.move_movetype = MOVETYPE_TOSS;
185
186                 switch(self.cnt)
187                 {
188                         case PROJECTILE_ELECTRO:
189                                 // only new engines support sound moving with object
190                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
191                                 self.mins = '0 0 -3';
192                                 self.maxs = '0 0 -3';
193                                 self.move_movetype = MOVETYPE_BOUNCE;
194                                 self.move_touch = SUB_Null;
195                                 break;
196                         case PROJECTILE_ROCKET:
197                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
198                                 self.mins = '-3 -3 -3';
199                                 self.maxs = '3 3 3';
200                                 break;
201                         case PROJECTILE_TAG:
202                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
203                                 self.mins = '-2 -2 -2';
204                                 self.maxs = '2 2 2';
205                                 break;
206                         case PROJECTILE_GRENADE_BOUNCING:
207                                 self.mins = '0 0 -3';
208                                 self.maxs = '0 0 -3';
209                                 self.move_movetype = MOVETYPE_BOUNCE;
210                                 self.move_touch = SUB_Null;
211                                 break;
212                         case PROJECTILE_SEEKER:
213                                 self.mins = '-2 -2 -2';
214                                 self.maxs = '2 2 2';
215                                 break;
216                         case PROJECTILE_PORTO_RED:
217                                 self.colormod = '2 1 1';
218                                 break;
219                         case PROJECTILE_PORTO_BLUE:
220                                 self.colormod = '1 1 2';
221                                 break;
222                         case PROJECTILE_HAGAR_BOUNCING:
223                                 self.move_movetype = MOVETYPE_BOUNCE;
224                                 self.move_touch = SUB_Null;
225                                 break;
226                         default:
227                                 break;
228                 }
229         }
230
231         if(self.gravity)
232         {
233                 if(self.move_movetype == MOVETYPE_FLY)
234                         self.move_movetype = MOVETYPE_TOSS;
235                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
236                         self.move_movetype = MOVETYPE_BOUNCE;
237         }
238         else
239         {
240                 if(self.move_movetype == MOVETYPE_TOSS)
241                         self.move_movetype = MOVETYPE_FLY;
242                 if(self.move_movetype == MOVETYPE_BOUNCE)
243                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
244         }
245
246         if(!(self.count & 0x80))
247                 InterpolateOrigin_Note();
248         
249         self.draw = Projectile_Draw;
250 }
251
252 void Projectile_Precache()
253 {
254         precache_model("models/ebomb.mdl");
255         precache_model("models/rocket.md3");
256         precache_model("models/laser.mdl");
257         precache_model("models/tracer.mdl");
258         precache_model("models/plasmatrail.mdl");
259         precache_model("models/elaser.mdl");
260         precache_model("models/grenademodel.md3");
261         precache_model("models/grenademodel.md3");
262         precache_model("models/laser.mdl");
263         precache_model("models/hlac_bullet.md3");
264         precache_model("models/hlac_bullet.md3");
265         precache_model("models/tagrocket.md3");
266         precache_model("models/hagarmissile.mdl");
267         precache_model("models/grenademodel.md3");
268         precache_model("models/grenademodel.md3");
269         precache_model("models/grenademodel.md3");
270         precache_model("models/hagarmissile.mdl");
271         precache_model("models/hagarmissile.mdl");
272 }