2 .vector trail_oldorigin;
10 self.move_velocity = self.move_avelocity = '0 0 0';
11 self.move_movetype = MOVETYPE_NONE;
14 .float count; // set if clientside projectile
15 .float cnt; // sound index
20 void Projectile_DrawTrail(vector to)
23 from = self.trail_oldorigin;
24 self.trail_oldorigin = to;
27 case PROJECTILE_ROCKET:
28 trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
30 case PROJECTILE_CRYLINK:
31 trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
33 case PROJECTILE_CRYLINK_BOUNCING:
34 trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
36 case PROJECTILE_ELECTRO_BEAM:
37 trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
39 case PROJECTILE_GRENADE:
40 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
42 case PROJECTILE_GRENADE_BOUNCING:
43 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
45 case PROJECTILE_PORTO_RED:
46 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
48 case PROJECTILE_PORTO_BLUE:
49 trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
51 case PROJECTILE_HOOKBOMB:
52 trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
54 case PROJECTILE_HAGAR:
55 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
57 case PROJECTILE_HAGAR_BOUNCING:
58 trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
60 case PROJECTILE_BULLET:
61 case PROJECTILE_BULLET_GLOWING:
62 trailparticles(self, particleeffectnum("tr_bullet"), from, to);
70 void Projectile_Draw()
82 //self.move_flags &~= FL_ONGROUND;
83 Movetype_Physics_MatchServer();
84 if(!(self.move_flags & FL_ONGROUND))
85 self.angles = vectoangles(self.velocity);
89 InterpolateOrigin_Do();
94 drawn = (time >= self.spawntime - 0.02);
95 t = max(time, self.spawntime);
99 drawn = (self.iflags & IFLAG_VALID);
103 if(!(f & FL_ONGROUND))
109 case PROJECTILE_GRENADE:
110 rot = '-2000 0 0'; // forward
113 case PROJECTILE_GRENADE_BOUNCING:
114 rot = '0 -1000 0'; // sideways
116 case PROJECTILE_HOOKBOMB:
117 rot = '1000 0 0'; // forward
122 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
124 fixedmakevectors(self.angles);
126 trailorigin = self.origin;
129 case PROJECTILE_GRENADE:
130 case PROJECTILE_GRENADE_BOUNCING:
131 trailorigin += v_right * 1 + v_forward * -10;
137 Projectile_DrawTrail(trailorigin);
139 self.trail_oldorigin = trailorigin;
147 case PROJECTILE_BULLET_GLOWING:
148 R_AddDynamicLight(self.origin, 50, '1 1 0');
154 self.renderflags = 0;
159 void loopsound(entity e, float ch, string samp, float vol, float attn)
164 sound(e, ch, samp, vol, attn);
168 void Ent_RemoveProjectile()
171 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
173 if(self.count & 0x80)
175 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
176 Projectile_DrawTrail(trace_endpos);
180 void Ent_Projectile()
184 // projectile properties:
185 // kind (interpolated, or clientside)
193 // soundindex (hardcoded list)
196 // projectiles don't send angles, because they always follow the velocity
199 self.count = (f & 0x80);
200 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
201 self.solid = SOLID_TRIGGER;
202 //self.effects = EF_NOMODELFLAGS;
204 // this should make collisions with bmodels more exact, but it leads to
205 // projectiles no longer being able to lie on a bmodel
206 self.move_nomonsters = MOVE_WORLDONLY;
208 self.move_flags |= FL_ONGROUND;
210 self.move_flags &~= FL_ONGROUND;
214 // for some unknown reason, we don't need to care for
215 // sv_gameplayfix_delayprojectiles here.
216 self.move_time = time;
217 self.spawntime = time;
220 self.move_time = max(self.move_time, time);
222 if(!(self.count & 0x80))
223 InterpolateOrigin_Undo();
227 self.origin_x = ReadCoord();
228 self.origin_y = ReadCoord();
229 self.origin_z = ReadCoord();
230 if(self.count & 0x80)
232 self.velocity_x = ReadCoord();
233 self.velocity_y = ReadCoord();
234 self.velocity_z = ReadCoord();
235 self.gravity = ReadCoord();
237 self.move_origin = self.origin;
238 self.move_velocity = self.velocity;
241 self.trail_oldorigin = self.origin;
246 self.cnt = ReadByte();
248 self.silent = (self.cnt & 0x80);
249 self.cnt = (self.cnt & 0x7F);
254 case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
255 case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
256 case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
257 case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
258 case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
259 case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break;
260 case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
261 case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
262 case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
263 case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
264 case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
265 case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
266 case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
267 case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
268 case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
269 case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
271 error("Received invalid CSQC projectile, can't work with this!");
277 self.colormod = '0 0 0';
278 self.move_touch = SUB_Stop;
279 self.move_movetype = MOVETYPE_TOSS;
283 case PROJECTILE_ELECTRO:
284 // only new engines support sound moving with object
285 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
286 self.mins = '0 0 -3';
287 self.maxs = '0 0 -3';
288 self.move_movetype = MOVETYPE_BOUNCE;
289 self.move_touch = SUB_Null;
291 case PROJECTILE_ROCKET:
292 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
293 self.mins = '-3 -3 -3';
296 case PROJECTILE_GRENADE:
297 self.mins = '0 0 -3';
298 self.maxs = '0 0 -3';
300 case PROJECTILE_GRENADE_BOUNCING:
301 self.mins = '0 0 -3';
302 self.maxs = '0 0 -3';
303 self.move_movetype = MOVETYPE_BOUNCE;
304 self.move_touch = SUB_Null;
306 case PROJECTILE_PORTO_RED:
307 self.colormod = '2 1 1';
309 self.move_movetype = MOVETYPE_BOUNCE;
310 self.move_touch = SUB_Null;
312 case PROJECTILE_PORTO_BLUE:
313 self.colormod = '1 1 2';
315 self.move_movetype = MOVETYPE_BOUNCE;
316 self.move_touch = SUB_Null;
318 case PROJECTILE_HAGAR_BOUNCING:
319 self.move_movetype = MOVETYPE_BOUNCE;
320 self.move_touch = SUB_Null;
322 case PROJECTILE_CRYLINK_BOUNCING:
323 self.move_movetype = MOVETYPE_BOUNCE;
324 self.move_touch = SUB_Null;
333 if(self.move_movetype == MOVETYPE_FLY)
334 self.move_movetype = MOVETYPE_TOSS;
335 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
336 self.move_movetype = MOVETYPE_BOUNCE;
340 if(self.move_movetype == MOVETYPE_TOSS)
341 self.move_movetype = MOVETYPE_FLY;
342 if(self.move_movetype == MOVETYPE_BOUNCE)
343 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
346 if(!(self.count & 0x80))
347 InterpolateOrigin_Note();
349 self.draw = Projectile_Draw;
350 self.entremove = Ent_RemoveProjectile;
353 void Projectile_Precache()
355 precache_model("models/ebomb.mdl");
356 precache_model("models/elaser.mdl");
357 precache_model("models/grenademodel.md3");
358 precache_model("models/hagarmissile.mdl");
359 precache_model("models/hlac_bullet.md3");
360 precache_model("models/laser.mdl");
361 precache_model("models/plasmatrail.mdl");
362 precache_model("models/rocket.md3");
363 precache_model("models/tracer.mdl");
364 precache_sound("weapons/electro_fly.wav");
365 precache_sound("weapons/rocket_fly.wav");