1 #include "projectile.qh"
3 #include "../autocvars.qh"
6 #include "../mutators/events.qh"
8 #include "../../common/constants.qh"
9 #include "../../common/movetypes/movetypes.qh"
10 #include "../../common/nades/all.qh"
12 #include "../../lib/csqcmodel/interpolate.qh"
14 #include "../../lib/warpzone/anglestransform.qh"
23 self.move_velocity = self.move_avelocity = '0 0 0';
24 self.move_movetype = MOVETYPE_NONE;
27 void Projectile_ResetTrail(entity this, vector to)
29 this.trail_oldorigin = to;
30 this.trail_oldtime = time;
33 void Projectile_DrawTrail(entity this, vector to)
35 vector from = this.trail_oldorigin;
36 // float t0 = this.trail_oldtime;
37 this.trail_oldorigin = to;
38 this.trail_oldtime = time;
40 // force the effect even for stationary firemine
41 if (this.cnt == PROJECTILE_FIREMINE)
47 particles_alphamin = particles_alphamax = particles_fade = sqrt(this.alpha);
48 boxparticles(particleeffectnum(Effects_from(this.traileffect)), this, from, to, this.velocity, this.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
52 void Projectile_Draw(entity this)
63 if (self.count & 0x80)
65 // self.move_flags &= ~FL_ONGROUND;
66 if (self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
67 Movetype_Physics_NoMatchServer();
68 // the trivial movetypes do not have to match the
69 // server's ticrate as they are ticrate independent
70 // NOTE: this assumption is only true if MOVETYPE_FLY
71 // projectiles detonate on impact. If they continue
72 // moving, we might still be ticrate dependent.
74 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
75 if (!(self.move_flags & FL_ONGROUND))
76 if (self.velocity != '0 0 0')
77 self.move_angles = self.angles = vectoangles(self.velocity);
81 InterpolateOrigin_Do();
84 if (self.count & 0x80)
86 drawn = (time >= self.spawntime - 0.02);
87 t = max(time, self.spawntime);
91 drawn = (self.iflags & IFLAG_VALID);
95 if (!(f & FL_ONGROUND))
101 case PROJECTILE_GRENADE:
102 rot = '-2000 0 0'; // forward
105 case PROJECTILE_GRENADE_BOUNCING:
106 rot = '0 -1000 0'; // sideways
108 case PROJECTILE_HOOKBOMB:
109 rot = '1000 0 0'; // forward
115 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
116 rot = self.avelocity;
118 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
126 a = 1 - (time - self.fade_time) * self.fade_rate;
127 self.alpha = bound(0, self.alphamod * a, 1);
130 self.renderflags = 0;
132 trailorigin = self.origin;
135 case PROJECTILE_GRENADE:
136 case PROJECTILE_GRENADE_BOUNCING:
137 trailorigin += v_right * 1 + v_forward * -10;
143 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
144 trailorigin += v_up * 4;
147 Projectile_DrawTrail(self, trailorigin);
149 Projectile_ResetTrail(self, trailorigin);
158 // Possibly add dlights here.
163 self.drawmask = MASK_NORMAL;
166 void loopsound(entity e, int ch, string samp, float vol, float attn)
172 _sound(e, ch, samp, vol, attn);
176 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(self, trace_endpos);
186 NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
188 // projectile properties:
189 // kind (interpolated, or clientside)
197 // soundindex (hardcoded list)
200 // projectiles don't send angles, because they always follow the velocity
203 self.count = (f & 0x80);
204 self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
205 self.solid = SOLID_TRIGGER;
206 // self.effects = EF_NOMODELFLAGS;
208 // this should make collisions with bmodels more exact, but it leads to
209 // projectiles no longer being able to lie on a bmodel
210 self.move_nomonsters = MOVE_WORLDONLY;
212 self.move_flags |= FL_ONGROUND;
214 self.move_flags &= ~FL_ONGROUND;
218 // for some unknown reason, we don't need to care for
219 // sv_gameplayfix_delayprojectiles here.
220 self.move_time = time;
221 self.spawntime = time;
225 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;
282 #define HANDLE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id);
283 HANDLE(ELECTRO) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
284 HANDLE(ROCKET) self.traileffect = EFFECT_TR_ROCKET.m_id; self.scale = 2; break;
285 HANDLE(CRYLINK) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
286 HANDLE(CRYLINK_BOUNCING) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
287 HANDLE(ELECTRO_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
288 HANDLE(GRENADE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
289 HANDLE(GRENADE_BOUNCING) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
290 HANDLE(MINE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
291 HANDLE(BLASTER) self.traileffect = EFFECT_Null.m_id; break;
292 HANDLE(HLAC) self.traileffect = EFFECT_Null.m_id; break;
293 HANDLE(PORTO_RED) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
294 HANDLE(PORTO_BLUE) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
295 HANDLE(HOOKBOMB) self.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
296 HANDLE(HAGAR) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
297 HANDLE(HAGAR_BOUNCING) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
298 HANDLE(NAPALM_FOUNTAIN) // fallthrough // sself.modelindex = 0; self.traileffect = _particleeffectnum("torch_small"); break;
299 HANDLE(FIREBALL) self.modelindex = 0; self.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
300 HANDLE(FIREMINE) self.modelindex = 0; self.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
301 HANDLE(TAG) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
302 HANDLE(FLAC) self.scale = 0.4; self.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
303 HANDLE(SEEKER) self.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
305 HANDLE(MAGE_SPIKE) self.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
306 HANDLE(SHAMBLER_LIGHTNING) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
308 HANDLE(RAPTORBOMB) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
309 HANDLE(RAPTORBOMBLET) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
310 HANDLE(RAPTORCANNON) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
312 HANDLE(SPIDERROCKET) self.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
313 HANDLE(WAKIROCKET) self.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
314 HANDLE(WAKICANNON) self.traileffect = EFFECT_Null.m_id; break;
316 HANDLE(BUMBLE_GUN) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
317 HANDLE(BUMBLE_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
319 HANDLE(RPC) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
321 HANDLE(ROCKETMINSTA_LASER) self.traileffect = EFFECT_ROCKETMINSTA_LASER(self.team).m_id; break;
324 if (MUTATOR_CALLHOOK(Ent_Projectile, self))
327 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
329 setmodel(self, MDL_PROJECTILE_NADE);
330 entity trail = Nade_TrailEffect(self.cnt, self.team);
331 if (trail.eent_eff_name) self.traileffect = trail.m_id;
334 error("Received invalid CSQC projectile, can't work with this!");
340 self.colormod = '0 0 0';
341 self.move_touch = SUB_Stop;
342 self.move_movetype = MOVETYPE_TOSS;
347 case PROJECTILE_ELECTRO:
348 // only new engines support sound moving with object
349 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
350 self.mins = '0 0 -4';
351 self.maxs = '0 0 -4';
352 self.move_movetype = MOVETYPE_BOUNCE;
353 self.move_touch = func_null;
354 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
355 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
358 case PROJECTILE_ROCKET:
359 loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
360 self.mins = '-3 -3 -3';
363 case PROJECTILE_GRENADE:
364 self.mins = '-3 -3 -3';
367 case PROJECTILE_GRENADE_BOUNCING:
368 self.mins = '-3 -3 -3';
370 self.move_movetype = MOVETYPE_BOUNCE;
371 self.move_touch = func_null;
372 self.move_bounce_factor = g_balance_mortar_bouncefactor;
373 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
375 case PROJECTILE_SHAMBLER_LIGHTNING:
376 self.mins = '-8 -8 -8';
379 self.avelocity = randomvec() * 720;
381 case PROJECTILE_MINE:
382 self.mins = '-4 -4 -4';
385 case PROJECTILE_PORTO_RED:
386 self.colormod = '2 1 1';
388 self.move_movetype = MOVETYPE_BOUNCE;
389 self.move_touch = func_null;
391 case PROJECTILE_PORTO_BLUE:
392 self.colormod = '1 1 2';
394 self.move_movetype = MOVETYPE_BOUNCE;
395 self.move_touch = func_null;
397 case PROJECTILE_HAGAR_BOUNCING:
398 self.move_movetype = MOVETYPE_BOUNCE;
399 self.move_touch = func_null;
401 case PROJECTILE_CRYLINK_BOUNCING:
402 self.move_movetype = MOVETYPE_BOUNCE;
403 self.move_touch = func_null;
405 case PROJECTILE_NAPALM_FOUNTAIN:
406 case PROJECTILE_FIREBALL:
407 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
408 self.mins = '-16 -16 -16';
409 self.maxs = '16 16 16';
411 case PROJECTILE_FIREMINE:
412 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
413 self.move_movetype = MOVETYPE_BOUNCE;
414 self.move_touch = func_null;
415 self.mins = '-4 -4 -4';
419 self.mins = '-2 -2 -2';
422 case PROJECTILE_FLAC:
423 self.mins = '-2 -2 -2';
426 case PROJECTILE_SEEKER:
427 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
428 self.mins = '-4 -4 -4';
431 case PROJECTILE_RAPTORBOMB:
432 self.mins = '-3 -3 -3';
435 case PROJECTILE_RAPTORBOMBLET:
437 case PROJECTILE_RAPTORCANNON:
439 case PROJECTILE_SPIDERROCKET:
440 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
442 case PROJECTILE_WAKIROCKET:
443 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
446 case PROJECTILE_WAKICANNON:
448 case PROJECTILE_BUMBLE_GUN:
449 // only new engines support sound moving with object
450 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
451 self.mins = '0 0 -4';
452 self.maxs = '0 0 -4';
453 self.move_movetype = MOVETYPE_BOUNCE;
454 self.move_touch = func_null;
455 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
456 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
463 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
465 entity nade_type = Nade_FromProjectile(self.cnt);
466 self.mins = '-16 -16 -16';
467 self.maxs = '16 16 16';
468 self.colormod = nade_type.m_color;
469 self.move_movetype = MOVETYPE_BOUNCE;
470 self.move_touch = func_null;
472 self.avelocity = randomvec() * 720;
474 if (nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
475 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
477 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
480 MUTATOR_CALLHOOK(EditProjectile, self);
482 setsize(self, self.mins, self.maxs);
489 if (self.move_movetype == MOVETYPE_FLY)
490 self.move_movetype = MOVETYPE_TOSS;
491 if (self.move_movetype == MOVETYPE_BOUNCEMISSILE)
492 self.move_movetype = MOVETYPE_BOUNCE;
496 if (self.move_movetype == MOVETYPE_TOSS)
497 self.move_movetype = MOVETYPE_FLY;
498 if (self.move_movetype == MOVETYPE_BOUNCE)
499 self.move_movetype = MOVETYPE_BOUNCEMISSILE;
502 if (!(self.count & 0x80))
503 InterpolateOrigin_Note();
505 self.classname = "csqcprojectile";
506 self.draw = Projectile_Draw;
507 self.entremove = Ent_RemoveProjectile;
510 PRECACHE(Projectiles)
512 MUTATOR_CALLHOOK(PrecacheProjectiles);