1 #include "projectile.qh"
3 #include "../autocvars.qh"
6 #include "../mutators/events.qh"
8 #include "../../common/constants.qh"
9 #include "../../common/nades/all.qh"
10 #include "../../common/movetypes/movetypes.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(entity this, vector to)
28 this.trail_oldorigin = to;
29 this.trail_oldtime = time;
32 void Projectile_DrawTrail(entity this, vector to)
34 vector from = this.trail_oldorigin;
35 // float t0 = this.trail_oldtime;
36 this.trail_oldorigin = to;
37 this.trail_oldtime = time;
39 // force the effect even for stationary firemine
40 if(this.cnt == PROJECTILE_FIREMINE)
46 particles_alphamin = particles_alphamax = particles_fade = sqrt(this.alpha);
47 boxparticles(particleeffectnum(Effects[this.traileffect]), this, from, to, this.velocity, this.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
51 void Projectile_Draw(entity this)
64 //self.move_flags &= ~FL_ONGROUND;
65 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
66 Movetype_Physics_NoMatchServer();
67 // the trivial movetypes do not have to match the
68 // server's ticrate as they are ticrate independent
69 // NOTE: this assumption is only true if MOVETYPE_FLY
70 // projectiles detonate on impact. If they continue
71 // moving, we might still be ticrate dependent.
73 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74 if(!(self.move_flags & FL_ONGROUND))
75 if(self.velocity != '0 0 0')
76 self.move_angles = self.angles = vectoangles(self.velocity);
80 InterpolateOrigin_Do();
85 drawn = (time >= self.spawntime - 0.02);
86 t = max(time, self.spawntime);
90 drawn = (self.iflags & IFLAG_VALID);
94 if(!(f & FL_ONGROUND))
100 case PROJECTILE_GRENADE:
101 rot = '-2000 0 0'; // forward
104 case PROJECTILE_GRENADE_BOUNCING:
105 rot = '0 -1000 0'; // sideways
107 case PROJECTILE_HOOKBOMB:
108 rot = '1000 0 0'; // forward
114 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
115 rot = self.avelocity;
117 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
125 a = 1 - (time - self.fade_time) * self.fade_rate;
126 self.alpha = bound(0, self.alphamod * a, 1);
129 self.renderflags = 0;
131 trailorigin = self.origin;
134 case PROJECTILE_GRENADE:
135 case PROJECTILE_GRENADE_BOUNCING:
136 trailorigin += v_right * 1 + v_forward * -10;
142 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
143 trailorigin += v_up * 4;
146 Projectile_DrawTrail(self, trailorigin);
148 Projectile_ResetTrail(self, trailorigin);
157 // Possibly add dlights here.
162 self.drawmask = MASK_NORMAL;
165 void loopsound(entity e, int ch, string samp, float vol, float attn)
170 _sound(e, ch, samp, vol, attn);
174 void Ent_RemoveProjectile()
176 if(self.count & 0x80)
178 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
179 Projectile_DrawTrail(self, trace_endpos);
183 void Ent_Projectile()
187 // projectile properties:
188 // kind (interpolated, or clientside)
196 // soundindex (hardcoded list)
199 // projectiles don't send angles, because they always follow the velocity
202 self.count = (f & 0x80);
203 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
204 self.solid = SOLID_TRIGGER;
205 //self.effects = EF_NOMODELFLAGS;
207 // this should make collisions with bmodels more exact, but it leads to
208 // projectiles no longer being able to lie on a bmodel
209 self.move_nomonsters = MOVE_WORLDONLY;
211 self.move_flags |= FL_ONGROUND;
213 self.move_flags &= ~FL_ONGROUND;
217 // for some unknown reason, we don't need to care for
218 // sv_gameplayfix_delayprojectiles here.
219 self.move_time = time;
220 self.spawntime = time;
223 self.move_time = max(self.move_time, time);
225 if(!(self.count & 0x80))
226 InterpolateOrigin_Undo();
230 self.origin_x = ReadCoord();
231 self.origin_y = ReadCoord();
232 self.origin_z = ReadCoord();
233 setorigin(self, self.origin);
234 if(self.count & 0x80)
236 self.velocity_x = ReadCoord();
237 self.velocity_y = ReadCoord();
238 self.velocity_z = ReadCoord();
240 self.gravity = ReadCoord();
242 self.gravity = 0; // none
243 self.move_origin = self.origin;
244 self.move_velocity = self.velocity;
247 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
249 self.trail_oldorigin = self.origin;
250 if(!(self.count & 0x80))
251 InterpolateOrigin_Reset();
256 self.fade_time = time + ReadByte() * ticrate;
257 self.fade_rate = 1 / (ReadByte() * ticrate);
265 self.team = ReadByte() - 1;
270 self.cnt = ReadByte();
272 self.silent = (self.cnt & 0x80);
273 self.cnt = (self.cnt & 0x7F);
276 self.traileffect = 0;
278 #define CASE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id);
279 CASE(ELECTRO) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
280 CASE(ROCKET) self.traileffect = EFFECT_TR_ROCKET.m_id; self.scale = 2; break;
281 CASE(CRYLINK) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
282 CASE(CRYLINK_BOUNCING) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
283 CASE(ELECTRO_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
284 CASE(GRENADE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
285 CASE(GRENADE_BOUNCING) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
286 CASE(MINE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
287 CASE(BLASTER) self.traileffect = EFFECT_Null.m_id; break;
288 CASE(HLAC) self.traileffect = EFFECT_Null.m_id; break;
289 CASE(PORTO_RED) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
290 CASE(PORTO_BLUE) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
291 CASE(HOOKBOMB) self.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
292 CASE(HAGAR) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
293 CASE(HAGAR_BOUNCING) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
294 CASE(NAPALM_FOUNTAIN) // fallthrough // sself.modelindex = 0; self.traileffect = _particleeffectnum("torch_small"); break;
295 CASE(FIREBALL) self.modelindex = 0; self.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
296 CASE(FIREMINE) self.modelindex = 0; self.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
297 CASE(TAG) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
298 CASE(FLAC) self.scale = 0.4; self.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
299 CASE(SEEKER) self.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
301 CASE(MAGE_SPIKE) self.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
302 CASE(SHAMBLER_LIGHTNING) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
304 CASE(RAPTORBOMB) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
305 CASE(RAPTORBOMBLET) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
306 CASE(RAPTORCANNON) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
308 CASE(SPIDERROCKET) self.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
309 CASE(WAKIROCKET) self.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
310 CASE(WAKICANNON) self.traileffect = EFFECT_Null.m_id; break;
312 CASE(BUMBLE_GUN) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
313 CASE(BUMBLE_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
315 CASE(RPC) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
317 CASE(ROCKETMINSTA_LASER) self.traileffect = EFFECT_ROCKETMINSTA_LASER(self.team).m_id; break;
320 if(MUTATOR_CALLHOOK(Ent_Projectile, self))
323 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
325 setmodel(self, MDL_PROJECTILE_NADE);
326 entity trail = Nade_TrailEffect(self.cnt, self.team);
327 if (trail.eent_eff_name) self.traileffect = trail.m_id;
330 error("Received invalid CSQC projectile, can't work with this!");
336 self.colormod = '0 0 0';
337 self.move_touch = SUB_Stop;
338 self.move_movetype = MOVETYPE_TOSS;
343 case PROJECTILE_ELECTRO:
344 // only new engines support sound moving with object
345 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
346 self.mins = '0 0 -4';
347 self.maxs = '0 0 -4';
348 self.move_movetype = MOVETYPE_BOUNCE;
349 self.move_touch = func_null;
350 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
351 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
354 case PROJECTILE_ROCKET:
355 loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
356 self.mins = '-3 -3 -3';
359 case PROJECTILE_GRENADE:
360 self.mins = '-3 -3 -3';
363 case PROJECTILE_GRENADE_BOUNCING:
364 self.mins = '-3 -3 -3';
366 self.move_movetype = MOVETYPE_BOUNCE;
367 self.move_touch = func_null;
368 self.move_bounce_factor = g_balance_mortar_bouncefactor;
369 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
371 case PROJECTILE_SHAMBLER_LIGHTNING:
372 self.mins = '-8 -8 -8';
375 self.avelocity = randomvec() * 720;
377 case PROJECTILE_MINE:
378 self.mins = '-4 -4 -4';
381 case PROJECTILE_PORTO_RED:
382 self.colormod = '2 1 1';
384 self.move_movetype = MOVETYPE_BOUNCE;
385 self.move_touch = func_null;
387 case PROJECTILE_PORTO_BLUE:
388 self.colormod = '1 1 2';
390 self.move_movetype = MOVETYPE_BOUNCE;
391 self.move_touch = func_null;
393 case PROJECTILE_HAGAR_BOUNCING:
394 self.move_movetype = MOVETYPE_BOUNCE;
395 self.move_touch = func_null;
397 case PROJECTILE_CRYLINK_BOUNCING:
398 self.move_movetype = MOVETYPE_BOUNCE;
399 self.move_touch = func_null;
401 case PROJECTILE_NAPALM_FOUNTAIN:
402 case PROJECTILE_FIREBALL:
403 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
404 self.mins = '-16 -16 -16';
405 self.maxs = '16 16 16';
407 case PROJECTILE_FIREMINE:
408 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
409 self.move_movetype = MOVETYPE_BOUNCE;
410 self.move_touch = func_null;
411 self.mins = '-4 -4 -4';
415 self.mins = '-2 -2 -2';
418 case PROJECTILE_FLAC:
419 self.mins = '-2 -2 -2';
422 case PROJECTILE_SEEKER:
423 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
424 self.mins = '-4 -4 -4';
427 case PROJECTILE_RAPTORBOMB:
428 self.mins = '-3 -3 -3';
431 case PROJECTILE_RAPTORBOMBLET:
433 case PROJECTILE_RAPTORCANNON:
435 case PROJECTILE_SPIDERROCKET:
436 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
438 case PROJECTILE_WAKIROCKET:
439 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
442 case PROJECTILE_WAKICANNON:
444 case PROJECTILE_BUMBLE_GUN:
445 // only new engines support sound moving with object
446 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
447 self.mins = '0 0 -4';
448 self.maxs = '0 0 -4';
449 self.move_movetype = MOVETYPE_BOUNCE;
450 self.move_touch = func_null;
451 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
452 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
459 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
461 entity nade_type = Nade_FromProjectile(self.cnt);
462 self.mins = '-16 -16 -16';
463 self.maxs = '16 16 16';
464 self.colormod = nade_type.m_color;
465 self.move_movetype = MOVETYPE_BOUNCE;
466 self.move_touch = func_null;
468 self.avelocity = randomvec() * 720;
470 if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
471 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
473 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
476 MUTATOR_CALLHOOK(EditProjectile, self);
478 setsize(self, self.mins, self.maxs);
483 if(self.move_movetype == MOVETYPE_FLY)
484 self.move_movetype = MOVETYPE_TOSS;
485 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
486 self.move_movetype = MOVETYPE_BOUNCE;
490 if(self.move_movetype == MOVETYPE_TOSS)
491 self.move_movetype = MOVETYPE_FLY;
492 if(self.move_movetype == MOVETYPE_BOUNCE)
493 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
496 if(!(self.count & 0x80))
497 InterpolateOrigin_Note();
499 self.classname = "csqcprojectile";
500 self.draw = Projectile_Draw;
501 self.entremove = Ent_RemoveProjectile;
504 void Projectile_Precache()
506 MUTATOR_CALLHOOK(PrecacheProjectiles);