1 #include "projectile.qh"
3 #include "../autocvars.qh"
7 #include "../../common/constants.qh"
8 #include "../../common/nades.qh"
9 #include "../../common/movetypes/movetypes.qh"
10 #include "../../common/util.qh"
12 #include "../../csqcmodellib/interpolate.qh"
14 #include "../../warpzonelib/anglestransform.qh"
22 self.move_velocity = self.move_avelocity = '0 0 0';
23 self.move_movetype = MOVETYPE_NONE;
26 void Projectile_ResetTrail(vector to)
28 self.trail_oldorigin = to;
29 self.trail_oldtime = time;
32 void Projectile_DrawTrail(vector to)
37 from = self.trail_oldorigin;
38 t0 = self.trail_oldtime;
39 self.trail_oldorigin = to;
40 self.trail_oldtime = time;
42 // force the effect even for stationary firemine
43 if(self.cnt == PROJECTILE_FIREMINE)
49 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
50 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
54 void Projectile_Draw()
67 //self.move_flags &= ~FL_ONGROUND;
68 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
69 Movetype_Physics_NoMatchServer();
70 // the trivial movetypes do not have to match the
71 // server's ticrate as they are ticrate independent
72 // NOTE: this assumption is only true if MOVETYPE_FLY
73 // projectiles detonate on impact. If they continue
74 // moving, we might still be ticrate dependent.
76 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
77 if(!(self.move_flags & FL_ONGROUND))
78 if(self.velocity != '0 0 0')
79 self.move_angles = self.angles = vectoangles(self.velocity);
83 InterpolateOrigin_Do();
88 drawn = (time >= self.spawntime - 0.02);
89 t = max(time, self.spawntime);
93 drawn = (self.iflags & IFLAG_VALID);
97 if(!(f & FL_ONGROUND))
103 case PROJECTILE_GRENADE:
104 rot = '-2000 0 0'; // forward
107 case PROJECTILE_GRENADE_BOUNCING:
108 rot = '0 -1000 0'; // sideways
110 case PROJECTILE_HOOKBOMB:
111 rot = '1000 0 0'; // forward
117 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
118 rot = self.avelocity;
120 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
128 a = 1 - (time - self.fade_time) * self.fade_rate;
129 self.alpha = bound(0, self.alphamod * a, 1);
132 self.renderflags = 0;
134 trailorigin = self.origin;
137 case PROJECTILE_GRENADE:
138 case PROJECTILE_GRENADE_BOUNCING:
139 trailorigin += v_right * 1 + v_forward * -10;
145 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
146 trailorigin += v_up * 4;
149 Projectile_DrawTrail(trailorigin);
151 Projectile_ResetTrail(trailorigin);
160 // Possibly add dlights here.
165 self.drawmask = MASK_NORMAL;
168 void loopsound(entity e, int ch, string samp, float vol, float attn)
173 _sound(e, ch, samp, vol, attn);
177 void Ent_RemoveProjectile()
179 if(self.count & 0x80)
181 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
182 Projectile_DrawTrail(trace_endpos);
186 void Ent_Projectile()
190 // projectile properties:
191 // kind (interpolated, or clientside)
199 // soundindex (hardcoded list)
202 // projectiles don't send angles, because they always follow the velocity
205 self.count = (f & 0x80);
206 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
207 self.solid = SOLID_TRIGGER;
208 //self.effects = EF_NOMODELFLAGS;
210 // this should make collisions with bmodels more exact, but it leads to
211 // projectiles no longer being able to lie on a bmodel
212 self.move_nomonsters = MOVE_WORLDONLY;
214 self.move_flags |= FL_ONGROUND;
216 self.move_flags &= ~FL_ONGROUND;
220 // for some unknown reason, we don't need to care for
221 // sv_gameplayfix_delayprojectiles here.
222 self.move_time = time;
223 self.spawntime = time;
226 self.move_time = max(self.move_time, time);
228 if(!(self.count & 0x80))
229 InterpolateOrigin_Undo();
233 self.origin_x = ReadCoord();
234 self.origin_y = ReadCoord();
235 self.origin_z = ReadCoord();
236 setorigin(self, self.origin);
237 if(self.count & 0x80)
239 self.velocity_x = ReadCoord();
240 self.velocity_y = ReadCoord();
241 self.velocity_z = ReadCoord();
243 self.gravity = ReadCoord();
245 self.gravity = 0; // none
246 self.move_origin = self.origin;
247 self.move_velocity = self.velocity;
250 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
252 self.trail_oldorigin = self.origin;
253 if(!(self.count & 0x80))
254 InterpolateOrigin_Reset();
259 self.fade_time = time + ReadByte() * ticrate;
260 self.fade_rate = 1 / (ReadByte() * ticrate);
268 self.team = ReadByte() - 1;
273 self.cnt = ReadByte();
275 self.silent = (self.cnt & 0x80);
276 self.cnt = (self.cnt & 0x7F);
279 self.traileffect = 0;
281 #define CASE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id);
282 CASE(ELECTRO) self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); break;
283 CASE(ROCKET) self.traileffect = particleeffectnum(EFFECT_TR_ROCKET); self.scale = 2; break;
284 CASE(CRYLINK) self.traileffect = particleeffectnum(EFFECT_TR_CRYLINKPLASMA); break;
285 CASE(CRYLINK_BOUNCING) self.traileffect = particleeffectnum(EFFECT_TR_CRYLINKPLASMA); break;
286 CASE(ELECTRO_BEAM) self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); break;
287 CASE(GRENADE) self.traileffect = particleeffectnum(EFFECT_TR_GRENADE); break;
288 CASE(GRENADE_BOUNCING) self.traileffect = particleeffectnum(EFFECT_TR_GRENADE); break;
289 CASE(MINE) self.traileffect = particleeffectnum(EFFECT_TR_GRENADE); break;
290 CASE(BLASTER) self.traileffect = particleeffectnum(EFFECT_Null); break;
291 CASE(HLAC) self.traileffect = particleeffectnum(EFFECT_Null); break;
292 CASE(PORTO_RED) self.traileffect = particleeffectnum(EFFECT_TR_WIZSPIKE); self.scale = 4; break;
293 CASE(PORTO_BLUE) self.traileffect = particleeffectnum(EFFECT_TR_WIZSPIKE); self.scale = 4; break;
294 CASE(HOOKBOMB) self.traileffect = particleeffectnum(EFFECT_TR_KNIGHTSPIKE); break;
295 CASE(HAGAR) self.traileffect = particleeffectnum(EFFECT_HAGAR_ROCKET); self.scale = 0.75; break;
296 CASE(HAGAR_BOUNCING) self.traileffect = particleeffectnum(EFFECT_HAGAR_ROCKET); self.scale = 0.75; break;
297 CASE(NAPALM_FOUNTAIN) // fallthrough // sself.modelindex = 0; self.traileffect = _particleeffectnum("torch_small"); break;
298 CASE(FIREBALL) self.modelindex = 0; self.traileffect = particleeffectnum(EFFECT_FIREBALL); break; // particle effect is good enough
299 CASE(FIREMINE) self.modelindex = 0; self.traileffect = particleeffectnum(EFFECT_FIREMINE); break; // particle effect is good enough
300 CASE(TAG) self.traileffect = particleeffectnum(EFFECT_TR_ROCKET); break;
301 CASE(FLAC) self.scale = 0.4; self.traileffect = particleeffectnum(EFFECT_FLAC_TRAIL); break;
302 CASE(SEEKER) self.traileffect = particleeffectnum(EFFECT_SEEKER_TRAIL); break;
304 CASE(MAGE_SPIKE) self.traileffect = particleeffectnum(EFFECT_TR_VORESPIKE); break;
305 CASE(SHAMBLER_LIGHTNING) self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); break;
307 CASE(RAPTORBOMB) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(EFFECT_Null); break;
308 CASE(RAPTORBOMBLET) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(EFFECT_Null); break;
309 CASE(RAPTORCANNON) self.traileffect = particleeffectnum(EFFECT_TR_CRYLINKPLASMA); break;
311 CASE(SPIDERROCKET) self.traileffect = particleeffectnum(EFFECT_SPIDERBOT_ROCKET_TRAIL); break;
312 CASE(WAKIROCKET) self.traileffect = particleeffectnum(EFFECT_RACER_ROCKET_TRAIL); break;
313 CASE(WAKICANNON) self.traileffect = particleeffectnum(EFFECT_Null); break;
315 CASE(BUMBLE_GUN) self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); break;
316 CASE(BUMBLE_BEAM) self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); break;
318 CASE(RPC) self.traileffect = particleeffectnum(EFFECT_TR_ROCKET); break;
320 CASE(ROCKETMINSTA_LASER) self.traileffect = particleeffectnum(EFFECT_ROCKETMINSTA_LASER(self.team)); break;
323 if(MUTATOR_CALLHOOK(Ent_Projectile, self))
326 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
328 setmodel(self, MDL_PROJECTILE_NADE);
329 self.traileffect = _particleeffectnum(Nade_TrailEffect(self.cnt, self.team));
332 error("Received invalid CSQC projectile, can't work with this!");
338 self.colormod = '0 0 0';
339 self.move_touch = SUB_Stop;
340 self.move_movetype = MOVETYPE_TOSS;
345 case PROJECTILE_ELECTRO:
346 // only new engines support sound moving with object
347 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
348 self.mins = '0 0 -4';
349 self.maxs = '0 0 -4';
350 self.move_movetype = MOVETYPE_BOUNCE;
351 self.move_touch = func_null;
352 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
353 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
356 case PROJECTILE_ROCKET:
357 loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
358 self.mins = '-3 -3 -3';
361 case PROJECTILE_GRENADE:
362 self.mins = '-3 -3 -3';
365 case PROJECTILE_GRENADE_BOUNCING:
366 self.mins = '-3 -3 -3';
368 self.move_movetype = MOVETYPE_BOUNCE;
369 self.move_touch = func_null;
370 self.move_bounce_factor = g_balance_mortar_bouncefactor;
371 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
373 case PROJECTILE_SHAMBLER_LIGHTNING:
374 self.mins = '-8 -8 -8';
377 self.avelocity = randomvec() * 720;
379 case PROJECTILE_MINE:
380 self.mins = '-4 -4 -4';
383 case PROJECTILE_PORTO_RED:
384 self.colormod = '2 1 1';
386 self.move_movetype = MOVETYPE_BOUNCE;
387 self.move_touch = func_null;
389 case PROJECTILE_PORTO_BLUE:
390 self.colormod = '1 1 2';
392 self.move_movetype = MOVETYPE_BOUNCE;
393 self.move_touch = func_null;
395 case PROJECTILE_HAGAR_BOUNCING:
396 self.move_movetype = MOVETYPE_BOUNCE;
397 self.move_touch = func_null;
399 case PROJECTILE_CRYLINK_BOUNCING:
400 self.move_movetype = MOVETYPE_BOUNCE;
401 self.move_touch = func_null;
403 case PROJECTILE_NAPALM_FOUNTAIN:
404 case PROJECTILE_FIREBALL:
405 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
406 self.mins = '-16 -16 -16';
407 self.maxs = '16 16 16';
409 case PROJECTILE_FIREMINE:
410 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
411 self.move_movetype = MOVETYPE_BOUNCE;
412 self.move_touch = func_null;
413 self.mins = '-4 -4 -4';
417 self.mins = '-2 -2 -2';
420 case PROJECTILE_FLAC:
421 self.mins = '-2 -2 -2';
424 case PROJECTILE_SEEKER:
425 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
426 self.mins = '-4 -4 -4';
429 case PROJECTILE_RAPTORBOMB:
430 self.mins = '-3 -3 -3';
433 case PROJECTILE_RAPTORBOMBLET:
435 case PROJECTILE_RAPTORCANNON:
437 case PROJECTILE_SPIDERROCKET:
438 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
440 case PROJECTILE_WAKIROCKET:
441 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
444 case PROJECTILE_WAKICANNON:
446 case PROJECTILE_BUMBLE_GUN:
447 // only new engines support sound moving with object
448 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
449 self.mins = '0 0 -4';
450 self.maxs = '0 0 -4';
451 self.move_movetype = MOVETYPE_BOUNCE;
452 self.move_touch = func_null;
453 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
454 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
461 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
463 entity nade_type = Nade_FromProjectile(self.cnt);
464 self.mins = '-16 -16 -16';
465 self.maxs = '16 16 16';
466 self.colormod = nade_type.m_color;
467 self.move_movetype = MOVETYPE_BOUNCE;
468 self.move_touch = func_null;
470 self.avelocity = randomvec() * 720;
472 if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
473 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
475 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
478 MUTATOR_CALLHOOK(EditProjectile, self);
480 setsize(self, self.mins, self.maxs);
485 if(self.move_movetype == MOVETYPE_FLY)
486 self.move_movetype = MOVETYPE_TOSS;
487 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
488 self.move_movetype = MOVETYPE_BOUNCE;
492 if(self.move_movetype == MOVETYPE_TOSS)
493 self.move_movetype = MOVETYPE_FLY;
494 if(self.move_movetype == MOVETYPE_BOUNCE)
495 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
498 if(!(self.count & 0x80))
499 InterpolateOrigin_Note();
501 self.classname = "csqcprojectile";
502 self.draw = Projectile_Draw;
503 self.entremove = Ent_RemoveProjectile;
506 void Projectile_Precache()
508 MUTATOR_CALLHOOK(PrecacheProjectiles);