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_ELECTRO:
25 break; // electro uses no trail
26 case PROJECTILE_ROCKET:
27 trailparticles(self, particleeffectnum("TR_ROCKET"), oldorg, self.origin); // rocket
30 trailparticles(self, particleeffectnum("TR_VORESPIKE"), oldorg, self.origin); // seeker
38 if(self.count & 0x80 || self.iflags & IFLAG_VALID)
42 void loopsound(entity e, float ch, string samp, float vol, float attn)
44 if(csqc_flags & CSQC_FLAG_COLORCODES)
45 sound(e, ch, samp, vol, attn);
48 void Ent_RemoveProjectile()
51 loopsound(self, CHAN_PAIN, "misc/null.wav", VOL_BASE, ATTN_NORM);
59 InterpolateOrigin_Undo();
61 // projectile properties:
62 // kind (interpolated, or clientside)
70 // soundindex (hardcoded list)
73 // projectiles don't send angles, because they always follow the velocity
76 self.count = (f & 0xC0);
77 self.iflags = IFLAG_AUTOANGLES | IFLAG_ANGLES;
78 self.move_flags &~= FL_ONGROUND;
80 // sv_gameplayfix_delayprojectiles
82 self.move_time = time + ticrate;
84 self.move_time = max(self.move_time, time);
87 InterpolateOrigin_Undo();
91 self.origin_x = ReadCoord();
92 self.origin_y = ReadCoord();
93 self.origin_z = ReadCoord();
96 self.velocity_x = ReadCoord();
97 self.velocity_y = ReadCoord();
98 self.velocity_z = ReadCoord();
99 self.gravity = ReadCoord();
101 self.move_origin = self.origin;
102 self.move_velocity = self.velocity;
108 self.modelindex = ReadShort();
111 self.scale = ReadByte() / 16.0;
112 self.effects = ReadShort();
113 self.effects |= 65536 * ReadByte();
121 self.cnt = ReadShort();
125 case PROJECTILE_ELECTRO:
126 // only new engines support sound moving with object
127 loopsound(self, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
128 self.mins = '0 0 -3';
129 self.maxs = '0 0 -3';
130 self.move_movetype = MOVETYPE_BOUNCE;
132 case PROJECTILE_ROCKET:
133 loopsound(self, CHAN_PAIN, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
134 self.mins = '-3 -3 -3';
136 self.move_movetype = MOVETYPE_TOSS;
139 loopsound(self, CHAN_PAIN, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
140 self.mins = '-2 -2 -2';
142 self.move_movetype = MOVETYPE_TOSS;
147 self.move_movetype = MOVETYPE_TOSS;
153 InterpolateOrigin_Note();
155 self.draw = Projectile_Draw;