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fix the other precaches
[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                 case PROJECTILE_BULLET_GLOWING:
77                         R_AddDynamicLight(self.origin, 50, '1 1 0');
78                         break;
79                 default:
80                         break;
81         }
82
83         self.renderflags = 0;
84
85         if((self.count & 0x80) || (self.iflags & IFLAG_VALID))
86                 R_AddEntity(self);
87 }
88
89 void loopsound(entity e, float ch, string samp, float vol, float attn)
90 {
91         if(csqc_flags & CSQC_FLAG_COLORCODES)
92                 sound(e, ch, samp, vol, attn);
93 }
94
95 void Ent_RemoveProjectile()
96 {
97         if(self.cnt)
98                 loopsound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
99 }
100
101 void Ent_Projectile()
102 {
103         float f;
104
105         InterpolateOrigin_Undo();
106
107         // projectile properties:
108         //   kind (interpolated, or clientside)
109         //
110         //   modelindex
111         //   origin
112         //   scale
113         //   if clientside:
114         //     velocity
115         //     gravity
116         //   soundindex (hardcoded list)
117         //   effects
118         //
119         // projectiles don't send angles, because they always follow the velocity
120         
121         f = ReadByte();
122         self.count = (f & 0x80);
123         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
124         self.move_flags &~= FL_ONGROUND;
125         self.solid = SOLID_TRIGGER;
126         //self.effects = EF_NOMODELFLAGS;
127
128         // sv_gameplayfix_delayprojectiles
129         if(!self.move_time)
130                 self.move_time = time + ticrate;
131         else
132                 self.move_time = max(self.move_time, time);
133
134         if(!(self.count & 0x80))
135                 InterpolateOrigin_Undo();
136
137         if(f & 1)
138         {
139                 self.origin_x = ReadCoord();
140                 self.origin_y = ReadCoord();
141                 self.origin_z = ReadCoord();
142                 if(self.count & 0x80)
143                 {
144                         self.velocity_x = ReadCoord();
145                         self.velocity_y = ReadCoord();
146                         self.velocity_z = ReadCoord();
147                         self.gravity = ReadCoord();
148
149                         self.move_origin = self.origin;
150                         self.move_velocity = self.velocity;
151                 }
152         }
153
154         if(f & 2)
155         {
156                 self.cnt = ReadByte();
157
158                 self.scale = 1;
159                 switch(self.cnt)
160                 {
161                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
162                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); break;
163                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
164                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
165                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
166                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
167                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
168                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
169                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
170                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
171                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
172                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
173                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
174                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
175                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
176                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
177                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
178                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
179                         default:
180                                 error("Received invalid CSQC projectile, can't work with this!");
181                                 break;
182                 }
183
184                 self.mins = '0 0 0';
185                 self.maxs = '0 0 0';
186                 self.colormod = '0 0 0';
187                 self.move_touch = SUB_Stop;
188                 self.move_movetype = MOVETYPE_TOSS;
189
190                 switch(self.cnt)
191                 {
192                         case PROJECTILE_ELECTRO:
193                                 // only new engines support sound moving with object
194                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
195                                 self.mins = '0 0 -3';
196                                 self.maxs = '0 0 -3';
197                                 self.move_movetype = MOVETYPE_BOUNCE;
198                                 self.move_touch = SUB_Null;
199                                 break;
200                         case PROJECTILE_ROCKET:
201                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
202                                 self.mins = '-3 -3 -3';
203                                 self.maxs = '3 3 3';
204                                 break;
205                         case PROJECTILE_TAG:
206                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
207                                 self.mins = '-2 -2 -2';
208                                 self.maxs = '2 2 2';
209                                 break;
210                         case PROJECTILE_GRENADE_BOUNCING:
211                                 self.mins = '0 0 -3';
212                                 self.maxs = '0 0 -3';
213                                 self.move_movetype = MOVETYPE_BOUNCE;
214                                 self.move_touch = SUB_Null;
215                                 break;
216                         case PROJECTILE_SEEKER:
217                                 self.mins = '-2 -2 -2';
218                                 self.maxs = '2 2 2';
219                                 break;
220                         case PROJECTILE_PORTO_RED:
221                                 self.colormod = '2 1 1';
222                                 self.alpha = 0.5;
223                                 break;
224                         case PROJECTILE_PORTO_BLUE:
225                                 self.colormod = '1 1 2';
226                                 self.alpha = 0.5;
227                                 break;
228                         case PROJECTILE_HAGAR_BOUNCING:
229                                 self.move_movetype = MOVETYPE_BOUNCE;
230                                 self.move_touch = SUB_Null;
231                                 break;
232                         default:
233                                 break;
234                 }
235         }
236
237         if(self.gravity)
238         {
239                 if(self.move_movetype == MOVETYPE_FLY)
240                         self.move_movetype = MOVETYPE_TOSS;
241                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
242                         self.move_movetype = MOVETYPE_BOUNCE;
243         }
244         else
245         {
246                 if(self.move_movetype == MOVETYPE_TOSS)
247                         self.move_movetype = MOVETYPE_FLY;
248                 if(self.move_movetype == MOVETYPE_BOUNCE)
249                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
250         }
251
252         if(!(self.count & 0x80))
253                 InterpolateOrigin_Note();
254         
255         self.draw = Projectile_Draw;
256 }
257
258 void Projectile_Precache()
259 {
260         precache_model("models/ebomb.mdl");
261         precache_model("models/elaser.mdl");
262         precache_model("models/grenademodel.md3");
263         precache_model("models/hagarmissile.mdl");
264         precache_model("models/hlac_bullet.md3");
265         precache_model("models/laser.mdl");
266         precache_model("models/plasmatrail.mdl");
267         precache_model("models/rocket.md3");
268         precache_model("models/tagrocket.md3");
269         precache_model("models/tracer.mdl");
270         precache_sound("weapons/electro_fly.wav");
271         precache_sound("weapons/rocket_fly.wav");
272         precache_sound("weapons/tag_rocket_fly.wav");
273 }