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Update Luma simple items. Minor color changes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / projectile.qc
1 .vector iorigin1, iorigin2;
2 .float spawntime;
3 .vector trail_oldorigin;
4 .float trail_oldtime;
5 .float fade_time, fade_rate;
6
7 void SUB_Stop()
8 {
9         self.move_velocity = self.move_avelocity = '0 0 0';
10         self.move_movetype = MOVETYPE_NONE;
11 }
12
13 .float alphamod;
14 .float count; // set if clientside projectile
15 .float cnt; // sound index
16 .float gravity;
17 .float snd_looping;
18 .float silent;
19
20 void Projectile_ResetTrail(vector to)
21 {
22         self.trail_oldorigin = to;
23         self.trail_oldtime = time;
24 }
25
26 void Projectile_DrawTrail(vector to)
27 {
28         vector from;
29         float t0;
30
31         from = self.trail_oldorigin;
32         t0 = self.trail_oldtime;
33         self.trail_oldorigin = to;
34         self.trail_oldtime = time;
35
36         // force the effect even for stationary firemine
37         if(self.cnt == PROJECTILE_FIREMINE)
38                 if(from == to)
39                         from_z += 1;
40
41         if (self.traileffect)
42         {
43                 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
44                 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
45         }
46 }
47
48 void Projectile_Draw()
49 {
50         vector rot;
51         vector trailorigin;
52         float f;
53         float drawn;
54         float t;
55         float a;
56
57         f = self.move_flags;
58
59         if(self.count & 0x80)
60         {
61                 //self.move_flags &= ~FL_ONGROUND;
62                 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
63                         Movetype_Physics_NoMatchServer();
64                         // the trivial movetypes do not have to match the
65                         // server's ticrate as they are ticrate independent
66                         // NOTE: this assumption is only true if MOVETYPE_FLY
67                         // projectiles detonate on impact. If they continue
68                         // moving, we might still be ticrate dependent.
69                 else
70                         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
71                 if(!(self.move_flags & FL_ONGROUND))
72                         if(self.velocity != '0 0 0')
73                                 self.move_angles = self.angles = vectoangles(self.velocity);
74         }
75         else
76         {
77                 InterpolateOrigin_Do();
78         }
79
80         if(self.count & 0x80)
81         {
82                 drawn = (time >= self.spawntime - 0.02);
83                 t = max(time, self.spawntime);
84         }
85         else
86         {
87                 drawn = (self.iflags & IFLAG_VALID);
88                 t = time;
89         }
90
91         if(!(f & FL_ONGROUND))
92         {
93                 rot = '0 0 0';
94                 switch(self.cnt)
95                 {
96                         /*
97                         case PROJECTILE_GRENADE:
98                                 rot = '-2000 0 0'; // forward
99                                 break;
100                         */
101                         case PROJECTILE_GRENADE_BOUNCING:
102                                 rot = '0 -1000 0'; // sideways
103                                 break;
104                         case PROJECTILE_NADE_RED_BURN:
105                         case PROJECTILE_NADE_RED:
106                         case PROJECTILE_NADE_BLUE_BURN:
107                         case PROJECTILE_NADE_BLUE:
108                         case PROJECTILE_NADE_YELLOW_BURN:
109                         case PROJECTILE_NADE_YELLOW:
110                         case PROJECTILE_NADE_PINK_BURN:
111                         case PROJECTILE_NADE_PINK:
112                         case PROJECTILE_NADE_BURN:
113                         case PROJECTILE_NADE:
114                                 rot = self.avelocity;
115                                 break;
116                         case PROJECTILE_HOOKBOMB:
117                                 rot = '1000 0 0'; // forward
118                                 break;
119                         default:
120                                 break;
121                 }
122                 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
123         }
124
125         vector ang;
126         ang = self.angles;
127         ang_x = -ang_x;
128         makevectors(ang);
129
130         a = 1 - (time - self.fade_time) * self.fade_rate;
131         self.alpha = bound(0, self.alphamod * a, 1);
132         if(self.alpha <= 0)
133                 drawn = 0;
134         self.renderflags = 0;
135
136         trailorigin = self.origin;
137         switch(self.cnt)
138         {
139             case PROJECTILE_NADE_RED_BURN:
140                 case PROJECTILE_NADE_RED:
141                 case PROJECTILE_NADE_BLUE_BURN:
142                 case PROJECTILE_NADE_BLUE:
143                 case PROJECTILE_NADE_YELLOW_BURN:
144                 case PROJECTILE_NADE_YELLOW:
145                 case PROJECTILE_NADE_PINK_BURN:
146                 case PROJECTILE_NADE_PINK:
147                 case PROJECTILE_NADE_BURN:
148                 case PROJECTILE_NADE:
149                         trailorigin += v_up * 4;
150                         break;
151                 case PROJECTILE_GRENADE:
152                 case PROJECTILE_GRENADE_BOUNCING:
153                         trailorigin += v_right * 1 + v_forward * -10;
154                         break;
155                 default:
156                         break;
157         }
158         if(drawn)
159                 Projectile_DrawTrail(trailorigin);
160         else
161                 Projectile_ResetTrail(trailorigin);
162
163         self.drawmask = 0;
164
165         if(!drawn)
166                 return;
167
168         switch(self.cnt)
169         {
170                 // Possibly add dlights here.
171                 default:
172                         break;
173         }
174
175         self.drawmask = MASK_NORMAL;
176 }
177
178 void loopsound(entity e, float ch, string samp, float vol, float attn)
179 {
180         if(self.silent)
181                 return;
182
183         sound(e, ch, samp, vol, attn);
184         e.snd_looping = ch;
185 }
186
187 void Ent_RemoveProjectile()
188 {
189         if(self.count & 0x80)
190         {
191                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
192                 Projectile_DrawTrail(trace_endpos);
193         }
194 }
195
196 void Ent_Projectile()
197 {
198         float f;
199
200         // projectile properties:
201         //   kind (interpolated, or clientside)
202         //
203         //   modelindex
204         //   origin
205         //   scale
206         //   if clientside:
207         //     velocity
208         //     gravity
209         //   soundindex (hardcoded list)
210         //   effects
211         //
212         // projectiles don't send angles, because they always follow the velocity
213
214         f = ReadByte();
215         self.count = (f & 0x80);
216         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
217         self.solid = SOLID_TRIGGER;
218         //self.effects = EF_NOMODELFLAGS;
219
220         // this should make collisions with bmodels more exact, but it leads to
221         // projectiles no longer being able to lie on a bmodel
222         self.move_nomonsters = MOVE_WORLDONLY;
223         if(f & 0x40)
224                 self.move_flags |= FL_ONGROUND;
225         else
226                 self.move_flags &= ~FL_ONGROUND;
227
228         if(!self.move_time)
229         {
230                 // for some unknown reason, we don't need to care for
231                 // sv_gameplayfix_delayprojectiles here.
232                 self.move_time = time;
233                 self.spawntime = time;
234         }
235         else
236                 self.move_time = max(self.move_time, time);
237
238         if(!(self.count & 0x80))
239                 InterpolateOrigin_Undo();
240
241         if(f & 1)
242         {
243                 self.origin_x = ReadCoord();
244                 self.origin_y = ReadCoord();
245                 self.origin_z = ReadCoord();
246                 setorigin(self, self.origin);
247                 if(self.count & 0x80)
248                 {
249                         self.velocity_x = ReadCoord();
250                         self.velocity_y = ReadCoord();
251                         self.velocity_z = ReadCoord();
252                         if(f & 0x10)
253                                 self.gravity = ReadCoord();
254                         else
255                                 self.gravity = 0; // none
256                         self.move_origin = self.origin;
257                         self.move_velocity = self.velocity;
258                 }
259
260                 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
261                 {
262                         self.trail_oldorigin = self.origin;
263                         if(!(self.count & 0x80))
264                                 InterpolateOrigin_Reset();
265                 }
266
267                 if(f & 0x20)
268                 {
269                         self.fade_time = time + ReadByte() * ticrate;
270                         self.fade_rate = 1 / (ReadByte() * ticrate);
271                 }
272                 else
273                 {
274                         self.fade_time = 0;
275                         self.fade_rate = 0;
276                 }
277         }
278
279         if(f & 2)
280         {
281                 self.cnt = ReadByte();
282
283                 self.silent = (self.cnt & 0x80);
284                 self.cnt = (self.cnt & 0x7F);
285
286                 self.scale = 1;
287                 self.traileffect = 0;
288                 switch(self.cnt)
289                 {
290                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
291                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
292                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
293                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
294                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
295                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
296                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
297                         case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
298                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
299                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
300                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
301                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
302                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
303                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
304                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
305                         case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
306                         case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
307                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
308                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
309                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
310
311                         case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
312                         case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
313
314                         case PROJECTILE_RAPTORBOMB:    setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
315                         case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3");     self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
316                         case PROJECTILE_RAPTORCANNON:  setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
317
318                         case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
319                         case PROJECTILE_WAKIROCKET:   setmodel(self, "models/vehicles/rocket01.md3");  self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
320                         case PROJECTILE_WAKICANNON:   setmodel(self, "models/laser.mdl");  self.traileffect = particleeffectnum(""); break;
321
322                         case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
323                         case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
324
325                         case PROJECTILE_NADE_RED: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red"); break;
326                         case PROJECTILE_NADE_RED_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red_burn"); break;
327                         case PROJECTILE_NADE_BLUE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue"); break;
328                         case PROJECTILE_NADE_BLUE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue_burn"); break;
329                         case PROJECTILE_NADE_YELLOW: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow"); break;
330                         case PROJECTILE_NADE_YELLOW_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow_burn"); break;
331                         case PROJECTILE_NADE_PINK: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink"); break;
332                         case PROJECTILE_NADE_PINK_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink_burn"); break;
333                         case PROJECTILE_NADE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade"); break;
334                         case PROJECTILE_NADE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_burn"); break;
335
336                         default:
337                                 error("Received invalid CSQC projectile, can't work with this!");
338                                 break;
339                 }
340
341                 self.mins = '0 0 0';
342                 self.maxs = '0 0 0';
343                 self.colormod = '0 0 0';
344                 self.move_touch = SUB_Stop;
345                 self.move_movetype = MOVETYPE_TOSS;
346                 self.alphamod = 1;
347
348                 switch(self.cnt)
349                 {
350                         case PROJECTILE_ELECTRO:
351                                 // only new engines support sound moving with object
352                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
353                                 self.mins = '0 0 -4';
354                                 self.maxs = '0 0 -4';
355                                 self.move_movetype = MOVETYPE_BOUNCE;
356                                 self.move_touch = func_null;
357                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
358                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
359                                 break;
360                         case PROJECTILE_ROCKET:
361                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
362                                 self.mins = '-3 -3 -3';
363                                 self.maxs = '3 3 3';
364                                 break;
365                         case PROJECTILE_GRENADE:
366                                 self.mins = '-3 -3 -3';
367                                 self.maxs = '3 3 3';
368                                 break;
369                         case PROJECTILE_NADE_RED_BURN:
370                         case PROJECTILE_NADE_RED:
371                         case PROJECTILE_NADE_BLUE_BURN:
372                         case PROJECTILE_NADE_BLUE:
373                                 self.mins = '-3 -3 -3';
374                                 self.maxs = '3 3 3';
375                                 self.move_movetype = MOVETYPE_BOUNCE;
376                                 self.move_touch = func_null;
377                                 self.scale = 1.5;
378                                 self.avelocity = randomvec() * 720;
379                                 break;
380                         case PROJECTILE_GRENADE_BOUNCING:
381                                 self.mins = '-3 -3 -3';
382                                 self.maxs = '3 3 3';
383                                 self.move_movetype = MOVETYPE_BOUNCE;
384                                 self.move_touch = func_null;
385                                 self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
386                                 self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
387                                 break;
388                         case PROJECTILE_NADE_RED_BURN:
389                         case PROJECTILE_NADE_RED:
390                         case PROJECTILE_NADE_BLUE_BURN:
391                         case PROJECTILE_NADE_BLUE:
392                         case PROJECTILE_NADE_YELLOW_BURN:
393                         case PROJECTILE_NADE_YELLOW:
394                         case PROJECTILE_NADE_PINK_BURN:
395                         case PROJECTILE_NADE_PINK:
396                         case PROJECTILE_NADE_BURN:
397                         case PROJECTILE_NADE:
398                                 self.mins = '-16 -16 -16';
399                                 self.maxs = '16 16 16';
400                                 self.move_movetype = MOVETYPE_BOUNCE;
401                                 self.move_touch = func_null;
402                                 self.scale = 1.5;
403                                 self.avelocity = randomvec() * 720;
404                                 break;
405                         case PROJECTILE_SHAMBLER_LIGHTNING:
406                                 self.mins = '-8 -8 -8';
407                                 self.maxs = '8 8 8';
408                                 self.scale = 2.5;
409                                 self.avelocity = randomvec() * 720;
410                                 break;
411                         case PROJECTILE_MINE:
412                                 self.mins = '-4 -4 -4';
413                                 self.maxs = '4 4 4';
414                                 break;
415                         case PROJECTILE_PORTO_RED:
416                                 self.colormod = '2 1 1';
417                                 self.alphamod = 0.5;
418                                 self.move_movetype = MOVETYPE_BOUNCE;
419                                 self.move_touch = func_null;
420                                 break;
421                         case PROJECTILE_PORTO_BLUE:
422                                 self.colormod = '1 1 2';
423                                 self.alphamod = 0.5;
424                                 self.move_movetype = MOVETYPE_BOUNCE;
425                                 self.move_touch = func_null;
426                                 break;
427                         case PROJECTILE_HAGAR_BOUNCING:
428                                 self.move_movetype = MOVETYPE_BOUNCE;
429                                 self.move_touch = func_null;
430                                 break;
431                         case PROJECTILE_CRYLINK_BOUNCING:
432                                 self.move_movetype = MOVETYPE_BOUNCE;
433                                 self.move_touch = func_null;
434                                 break;
435                         case PROJECTILE_FIREBALL:
436                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
437                                 self.mins = '-16 -16 -16';
438                                 self.maxs = '16 16 16';
439                                 break;
440                         case PROJECTILE_FIREMINE:
441                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
442                                 self.move_movetype = MOVETYPE_BOUNCE;
443                                 self.move_touch = func_null;
444                                 self.mins = '-4 -4 -4';
445                                 self.maxs = '4 4 4';
446                                 break;
447                         case PROJECTILE_TAG:
448                                 self.mins = '-2 -2 -2';
449                                 self.maxs = '2 2 2';
450                                 break;
451                         case PROJECTILE_FLAC:
452                                 self.mins = '-2 -2 -2';
453                                 self.maxs = '2 2 2';
454                                 break;
455                         case PROJECTILE_SEEKER:
456                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
457                                 self.mins = '-4 -4 -4';
458                                 self.maxs = '4 4 4';
459                                 break;
460             case PROJECTILE_RAPTORBOMB:
461                                 self.mins = '-3 -3 -3';
462                                 self.maxs = '3 3 3';
463                                 break;
464             case PROJECTILE_RAPTORBOMBLET:
465                                 break;
466             case PROJECTILE_RAPTORCANNON:
467                                 break;
468             case PROJECTILE_SPIDERROCKET:
469                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
470                                 break;
471             case PROJECTILE_WAKIROCKET:
472                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
473                                 break;
474             /*
475             case PROJECTILE_WAKICANNON:
476                                 break;
477                         case PROJECTILE_BUMBLE_GUN:
478                                 // only new engines support sound moving with object
479                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
480                                 self.mins = '0 0 -4';
481                                 self.maxs = '0 0 -4';
482                                 self.move_movetype = MOVETYPE_BOUNCE;
483                                 self.move_touch = func_null;
484                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
485                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
486                                 break;
487                         */
488                         default:
489                                 break;
490                 }
491                 setsize(self, self.mins, self.maxs);
492         }
493
494         if(self.gravity)
495         {
496                 if(self.move_movetype == MOVETYPE_FLY)
497                         self.move_movetype = MOVETYPE_TOSS;
498                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
499                         self.move_movetype = MOVETYPE_BOUNCE;
500         }
501         else
502         {
503                 if(self.move_movetype == MOVETYPE_TOSS)
504                         self.move_movetype = MOVETYPE_FLY;
505                 if(self.move_movetype == MOVETYPE_BOUNCE)
506                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
507         }
508
509         if(!(self.count & 0x80))
510                 InterpolateOrigin_Note();
511
512         self.draw = Projectile_Draw;
513         self.entremove = Ent_RemoveProjectile;
514 }
515
516 void Projectile_Precache()
517 {
518         precache_model("models/ebomb.mdl");
519         precache_model("models/elaser.mdl");
520         precache_model("models/grenademodel.md3");
521         precache_model("models/mine.md3");
522         precache_model("models/hagarmissile.mdl");
523         precache_model("models/hlac_bullet.md3");
524         precache_model("models/laser.mdl");
525         precache_model("models/plasmatrail.mdl");
526         precache_model("models/rocket.md3");
527         precache_model("models/tagrocket.md3");
528         precache_model("models/tracer.mdl");
529
530         precache_model("models/weapons/v_ok_grenade.md3");
531
532         precache_sound("weapons/electro_fly.wav");
533         precache_sound("weapons/rocket_fly.wav");
534         precache_sound("weapons/fireball_fly.wav");
535         precache_sound("weapons/fireball_fly2.wav");
536         precache_sound("weapons/tag_rocket_fly.wav");
537
538 }