nuclide/src/shared/NSProjectile.qc

1390 lines
37 KiB
C++

/*
* Copyright (c) 2016-2024 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
ncProjectile::ncProjectile(void)
{
#ifdef SERVER
m_iProjectileAnimEnd = 0i;
m_iProjectileAnimStart = 0i;
m_flProjectileFramerate = 0.1f; /* default to 10 hz */
/* defAPI */
m_defDamage = __NULL__;
m_defSplashDamage = __NULL__;
m_vecLaunchVelocity = g_vec_null;
m_flThrust = 0.0f;
m_flThrustStart = 0.0f;
m_flThrustEnd = 0.0f;
m_flFrictionLinear = 0.0f;
m_flBounce = 0.0f;
m_flMass = 0.0f;
m_flGravity = 0.0f;
m_flFuse = 0.0f;
m_bDetonateOnFuse = false;
m_bDetonateOnDeath = false;
m_bDetonateOnWorld = false;
m_bDetonateOnActor = false;
m_bImpactEffect = false;
m_bImpactGib = false;
m_matDetonate = __NULL__;
m_flDecalSize = 0.0f;
m_partSmokeFly = __NULL__;
m_partFXPath = __NULL__;
m_partModelDetonate = __NULL__;
m_partSmokeDetonate = __NULL__;
m_partSmokeBounce = __NULL__;
m_partSmokeFuse = __NULL__;
m_iDebrisCount = 0i;
m_bDebrisStick = false;
m_vecDebrisOffset = g_vec_null;
m_vecDetonateOffset = g_vec_null;
m_vecDamageOffset = g_vec_null;
m_vecImpactPos = g_vec_null;
m_vecLightColor = g_vec_null;
m_flLightRadius = 0.0f;
m_flLightOffset = 0.0f;
m_vecExplodeLightColor = g_vec_null;
m_fExplodelLightRadius = 0.0f;
m_fExplodelLightFadetime = 0.0f;
m_sndFly = __NULL__;
m_sndExplode = __NULL__;
m_sndBounce = __NULL__;
m_vecSpawnMins = g_vec_null;
m_vecSpawnMaxs = g_vec_null;
m_flSpawnFrame = 0;
m_vecSpawnOrigin = g_vec_null;
/* ETQW-additions */
m_bIsBullet = false;
m_iShots = 1i;
m_vecSpread = [0.0, 0.0, 0.0];
m_strDecalGroup = __NULL__;
m_flRange = 8192.0f;
/* Nuclide additions */
m_bStickToWorld = false;
m_bStickToActor = false;
m_bThrustHoming = false;
m_bInheritVelocity = false;
m_noFX = false;
#endif
}
#ifdef SERVER
void
ncProjectile::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "def_damage": /* direct damage, upon touch */
m_defDamage = ReadString(strValue);
break;
case "def_splash_damage": /* direct damage, upon touch */
m_defSplashDamage = ReadString(strValue);
break;
case "velocity":
m_vecLaunchVelocity = ReadVector(strValue);
break;
case "health": /* amount of dmg the projectile can take */
health = ReadFloat(strValue);
break;
case "model":
model = ReadString(strValue);
break;
case "velocity":
velocity = ReadVector(strValue);
break;
case "angular_velocity": /* sets avelocity */
avelocity = ReadVector(strValue);
break;
case "thrust": /* rate of acceeleration */
m_flThrust = ReadFloat(strValue);
break;
case "thrust_start": /* when to begin accel */
m_flThrustStart = ReadFloat(strValue);
break;
case "thrust_end": /* when to stop accel */
m_flThrustEnd = ReadFloat(strValue);
break;
case "linear_friction": /* air friction */
m_flFrictionLinear = ReadFloat(strValue);
break;
case "bounce": /* bounce multiplier */
m_flBounce = ReadFloat(strValue);
break;
case "mass":
m_flMass = ReadFloat(strValue);
break;
case "gravity": /* 0 means no gravity */
m_flGravity = ReadFloat(strValue);
break;
case "fuse": /* fuse time in seconds */
m_flFuse = ReadFloat(strValue);
break;
case "detonate_on_fuse": /* should it detonate when fuse runs out? */
m_bDetonateOnFuse = ReadBool(strValue);
break;
case "detonate_on_death": /* should it detonate when it gets damaged enough? */
m_bDetonateOnDeath = ReadBool(strValue);
break;
case "detonate_on_world": /* should it detonate when touching world? */
m_bDetonateOnWorld = ReadBool(strValue);
break;
case "detonate_on_actor": /* should it detonate when touching a monster/player */
m_bDetonateOnActor = ReadBool(strValue);
break;
case "impact_damage_effect": /* blood splats? */
m_bImpactEffect = ReadBool(strValue);
break;
case "impact_gib": /* gibs */
m_bImpactGib = ReadBool(strValue);
break;
case "decal_detonate":
case "mtr_detonate":
m_matDetonate = ReadString(strValue);
break;
case "decal_size":
m_flDecalSize = ReadFloat(strValue);
break;
case "smoke_fly":
m_partSmokeFly = ReadString(strValue);
break;
case "fx_path":
m_partFXPath = ReadString(strValue);
break;
case "model_detonate":
m_partModelDetonate = ReadString(strValue);
break;
case "smoke_detonate":
m_partSmokeDetonate = ReadString(strValue);
break;
case "smoke_bounce":
m_partSmokeBounce = ReadString(strValue);
break;
case "smoke_fuse":
m_partSmokeFuse = ReadString(strValue);
break;
case "debris_count":
m_iDebrisCount = ReadInt(strValue);
break;
case "debris_stick":
m_bDebrisStick = ReadBool(strValue);
break;
case "debris_offset":
m_vecDebrisOffset = ReadVector(strValue);
break;
case "detonate_offset":
m_vecDetonateOffset = ReadVector(strValue);
break;
case "damage_offset":
m_vecDamageOffset = ReadVector(strValue);
break;
case "projectile_debris":
m_defProjectileDebris = ReadString(strValue);
break;
/*case "def_debris":
break;
case "def_shrapnel":
break;
case "mtr_light_shader":
break;*/
case "light_color":
m_vecLightColor = ReadVector(strValue);
break;
case "light_radius":
m_flLightRadius = ReadFloat(strValue);
break;
case "light_offset":
m_flLightOffset = ReadFloat(strValue);
break;
/*case "mtr_explode_light_shader":
break;*/
case "explode_light_color":
m_vecExplodeLightColor = ReadVector(strValue);
break;
case "explode_light_radius":
m_fExplodelLightRadius = ReadFloat(strValue);
break;
case "explode_light_fadetime":
m_fExplodelLightFadetime = ReadFloat(strValue);
break;
case "snd_fly":
m_sndFly = ReadString(strValue);
break;
case "snd_explode":
m_sndExplode = ReadString(strValue);
break;
case "snd_bounce":
m_sndBounce = ReadString(strValue);
break;
/* ETQW-additions */
case "is_bullet":
m_bIsBullet = ReadBool(strValue);
break;
case "hitscans":
m_iShots = ReadInt(strValue);
break;
case "spread":
m_vecSpread = ReadVector(strValue);
break;
case "spread_x":
m_vecSpread[0] = ReadFloat(strValue);
break;
case "spread_y":
m_vecSpread[1] = ReadFloat(strValue);
break;
case "decal_impact":
m_strDecalGroup = ReadString(strValue);
break;
case "range":
m_flRange = ReadFloat(strValue);
break;
/* Nuclide additions */
case "stick_to_world":
m_bStickToWorld = ReadBool(strValue);
break;
case "stick_to_actor":
m_bStickToActor = ReadBool(strValue);
break;
case "mins":
m_vecSpawnMins = ReadVector(strValue);
break;
case "maxs":
m_vecSpawnMaxs = ReadVector(strValue);
break;
case "thrust_homing":
m_bThrustHoming = ReadBool(strValue);
break;
case "frame":
m_flSpawnFrame = ReadFloat(strValue);
break;
case "inherit_velocity":
m_bInheritVelocity = ReadBool(strValue);
break;
case "offset":
m_vecSpawnOrigin = ReadVector(strValue);
break;
case "damage":
m_flDamage = ReadFloat(strValue);
break;
case "thrown":
m_bThrown = ReadBool(strValue);
break;
case "reflects":
m_bReflect = ReadBool(strValue);
break;
case "trackEnemy":
m_bTrackEnemy = ReadBool(strValue);
break;
case "trackJitter":
m_trackJitter = ReadVector(strValue);
break;
case "trackDelay":
m_trackDelay = ReadFloat(strValue);
break;
case "def_planeImpact":
m_defPlaneImpact = ReadString(strValue);
break;
case "noFX":
m_noFX = ReadBool(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
break;
}
}
void
ncProjectile::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iProjectileAnimEnd", m_iProjectileAnimEnd);
SaveInt(handle, "m_iProjectileAnimStart", m_iProjectileAnimStart);
SaveFloat(handle, "m_flProjectileFramerate", m_flProjectileFramerate);
SaveFloat(handle, "m_flDmgMultiplier", m_flDmgMultiplier);
SaveString(handle, "m_defDamage", m_defDamage);
SaveString(handle, "m_defSplashDamage", m_defSplashDamage);
SaveVector(handle, "m_vecLaunchVelocity", m_vecLaunchVelocity);
SaveFloat(handle, "m_flThrust", m_flThrust);
SaveFloat(handle, "m_flThrustStart", m_flThrustStart);
SaveFloat(handle, "m_flThrustEnd", m_flThrustEnd);
SaveFloat(handle, "m_flFrictionLinear", m_flFrictionLinear);
SaveFloat(handle, "m_flBounce", m_flBounce);
SaveFloat(handle, "m_flMass", m_flMass);
SaveFloat(handle, "m_flGravity", m_flGravity);
SaveFloat(handle, "m_flFuse", m_flFuse);
SaveBool(handle, "m_bDetonateOnFuse", m_bDetonateOnFuse);
SaveBool(handle, "m_bDetonateOnDeath", m_bDetonateOnDeath);
SaveBool(handle, "m_bDetonateOnWorld", m_bDetonateOnWorld);
SaveBool(handle, "m_bDetonateOnActor", m_bDetonateOnActor);
SaveBool(handle, "m_bImpactEffect", m_bImpactEffect);
SaveBool(handle, "m_bImpactGib", m_bImpactGib);
SaveString(handle, "m_matDetonate", m_matDetonate);
SaveFloat(handle, "m_flDecalSize", m_flDecalSize);
SaveString(handle, "m_partSmokeFly", m_partSmokeFly);
SaveString(handle, "m_partFXPath", m_partFXPath);
SaveString(handle, "m_partModelDetonate", m_partModelDetonate);
SaveString(handle, "m_partSmokeDetonate", m_partSmokeDetonate);
SaveString(handle, "m_partSmokeBounce", m_partSmokeBounce);
SaveString(handle, "m_partSmokeFuse", m_partSmokeFuse);
SaveString(handle, "m_defProjectileDebris", m_defProjectileDebris);
SaveInt(handle, "m_iDebrisCount", m_iDebrisCount);
SaveVector(handle, "m_vecLightColor", m_vecLightColor);
SaveFloat(handle, "m_flLightRadius", m_flLightRadius);
SaveFloat(handle, "m_flLightOffset", m_flLightOffset);
SaveVector(handle, "m_vecExplodeLightColor", m_vecExplodeLightColor);
SaveFloat(handle, "m_fExplodelLightRadius", m_fExplodelLightRadius);
SaveFloat(handle, "m_fExplodelLightFadetime", m_fExplodelLightFadetime);
SaveString(handle, "m_sndFly", m_sndFly);
SaveString(handle, "m_sndExplode", m_sndExplode);
SaveString(handle, "m_sndBounce", m_sndBounce);
SaveBool(handle, "m_bIsBullet", m_bIsBullet);
SaveBool(handle, "m_bStickToWorld", m_bStickToWorld);
SaveBool(handle, "m_bStickToActor", m_bStickToActor);
SaveVector(handle, "m_vecSpawnMins", m_vecSpawnMins);
SaveVector(handle, "m_vecSpawnMaxs", m_vecSpawnMaxs);
SaveBool(handle, "m_bThrustHoming", m_bThrustHoming);
SaveEntity(handle, "m_thrustHandler", m_thrustHandler);
SaveFloat(handle, "m_flSpawnFrame", m_flSpawnFrame);
SaveBool(handle, "m_bInheritVelocity", m_bInheritVelocity);
SaveBool(handle, "m_bThrown", m_bThrown);
}
void
ncProjectile::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iProjectileAnimEnd":
m_iProjectileAnimEnd = ReadInt(strValue);
break;
case "m_iProjectileAnimStart":
m_iProjectileAnimStart = ReadInt(strValue);
break;
case "m_flProjectileFramerate":
m_flProjectileFramerate = ReadFloat(strValue);
break;
case "m_flDmgMultiplier":
m_flDmgMultiplier = ReadFloat(strValue);
break;
case "m_defDamage":
m_defDamage = ReadString(strValue);
break;
case "m_defSplashDamage":
m_defSplashDamage = ReadString(strValue);
break;
case "m_vecLaunchVelocity":
m_vecLaunchVelocity = ReadVector(strValue);
break;
case "m_flThrust":
m_flThrust = ReadFloat(strValue);
break;
case "m_flThrustStart":
m_flThrustStart = ReadFloat(strValue);
break;
case "m_flThrustEnd":
m_flThrustEnd = ReadFloat(strValue);
break;
case "m_flFrictionLinear":
m_flFrictionLinear = ReadFloat(strValue);
break;
case "m_flBounce":
m_flBounce = ReadFloat(strValue);
break;
case "m_flMass":
m_flMass = ReadFloat(strValue);
break;
case "m_flGravity":
m_flGravity = ReadFloat(strValue);
break;
case "m_flFuse":
m_flFuse = ReadFloat(strValue);
break;
case "m_bDetonateOnFuse":
m_bDetonateOnFuse = ReadBool(strValue);
break;
case "m_bDetonateOnDeath":
m_bDetonateOnDeath = ReadBool(strValue);
break;
case "m_bDetonateOnWorld":
m_bDetonateOnWorld = ReadBool(strValue);
break;
case "m_bDetonateOnActor":
m_bDetonateOnActor = ReadBool(strValue);
break;
case "m_bImpactEffect":
m_bImpactEffect = ReadBool(strValue);
break;
case "m_bImpactGib":
m_bImpactGib = ReadBool(strValue);
break;
case "m_matDetonate":
m_matDetonate = ReadString(strValue);
break;
case "m_flDecalSize":
m_flDecalSize = ReadFloat(strValue);
break;
case "m_partSmokeFly":
m_partSmokeFly = ReadString(strValue);
break;
case "m_partFXPath":
m_partFXPath = ReadString(strValue);
break;
case "m_partModelDetonate":
m_partModelDetonate = ReadString(strValue);
break;
case "m_partSmokeDetonate":
m_partSmokeDetonate = ReadString(strValue);
break;
case "m_partSmokeBounce":
m_partSmokeBounce = ReadString(strValue);
break;
case "m_partSmokeFuse":
m_partSmokeFuse = ReadString(strValue);
break;
case "m_defProjectileDebris":
m_defProjectileDebris = ReadString(strValue);
break;
case "m_iDebrisCount":
m_iDebrisCount = ReadInt(strValue);
break;
case "m_vecLightColor":
m_vecLightColor = ReadVector(strValue);
break;
case "m_flLightRadius":
m_flLightRadius = ReadFloat(strValue);
break;
case "m_flLightOffset":
m_flLightOffset = ReadFloat(strValue);
break;
case "m_vecExplodeLightColor":
m_vecExplodeLightColor = ReadVector(strValue);
break;
case "m_fExplodelLightRadius":
m_fExplodelLightRadius = ReadFloat(strValue);
break;
case "m_fExplodelLightFadetime":
m_fExplodelLightFadetime = ReadFloat(strValue);
break;
case "m_sndFly":
m_sndFly = ReadString(strValue);
break;
case "m_sndExplode":
m_sndExplode = ReadString(strValue);
break;
case "m_sndBounce":
m_sndBounce = ReadString(strValue);
break;
case "m_bIsBullet":
m_bIsBullet = ReadBool(strValue);
break;
case "m_bStickToWorld":
m_bStickToWorld = ReadBool(strValue);
break;
case "m_bStickToActor":
m_bStickToActor = ReadBool(strValue);
break;
case "m_vecSpawnMins":
m_vecSpawnMins = ReadVector(strValue);
break;
case "m_vecSpawnMaxs":
m_vecSpawnMaxs = ReadVector(strValue);
break;
case "m_bThrustHoming":
m_bThrustHoming = ReadBool(strValue);
break;
case "m_thrustHandler":
m_thrustHandler = (ncTimer)ReadEntity(strValue);
break;
case "m_flSpawnFrame":
m_flSpawnFrame = ReadFloat(strValue);
break;
case "m_bInheritVelocity":
m_bInheritVelocity = ReadBool(strValue);
break;
case "m_bThrown":
m_bThrown = ReadBool(strValue);
break;
default:
super::Restore(strKey, strValue);
break;
}
}
void
ncProjectile::Trigger(entity theActivator, triggermode_t theMode)
{
_Explode(this);
}
void
ncProjectile::Spawned(void)
{
super::Spawned();
SetMovetype(MOVETYPE_FLYMISSILE);
SetSolid(SOLID_BBOX);
SetSize(m_vecSpawnMins, m_vecSpawnMaxs);
}
void
ncProjectile::Touch(entity eToucher)
{
m_vecImpactPos = trace_endpos;
if (eToucher == world && m_bReflect) {
vector currentAngle = GetAngles();
currentAngle[0] *= -1;
vector currentVelocity = anglesToForward(currentAngle);
SetMovetype(MOVETYPE_FLYMISSILE);
SetVelocity(reflect(currentVelocity, trace_plane_normal) * m_vecLaunchVelocity[0]);
SetAngles(vectoangles(GetVelocity()));
SetOrigin(GetOrigin() + (anglesToForward(GetAngles() * 2.0f)));
StartSoundDef(m_sndBounce, CHAN_BODY, true);
return;
}
if (eToucher.takedamage != DAMAGE_NO) {
m_hitLocation = m_vecImpactPos;
m_eMultiTarget = eToucher;
m_iMultiValue = GetSubDefInt(m_defDamage, "damage");
_ApplyDamage();
}
if (m_bDetonateOnWorld) {
if (eToucher == world || eToucher.takedamage == DAMAGE_NO) {
_Explode(eToucher);
return;
}
}
if (m_bDetonateOnActor) {
if (eToucher.takedamage != DAMAGE_NO) {
_Explode(eToucher);
return;
}
}
if (m_bStickToWorld && eToucher == world) {
SetMovetype(MOVETYPE_NONE);
} else if (m_bStickToActor && eToucher.takedamage != DAMAGE_NO) {
SetMovetype(MOVETYPE_NONE);
}
if (m_partSmokeBounce)
pointparticles(particleeffectnum(m_partSmokeBounce), origin, velocity, 1);
StartSoundDef(m_sndBounce, CHAN_BODY, true);
}
void
ncProjectile::Pain(entity inflictor, entity attacker, int damage, vector dir, vector absImpactPos, int hitBody)
{
/* do nothing. */
}
void
ncProjectile::Death(entity inflictor, entity attacker, int damage, vector dir, vector absImpactPos, int hitBody)
{
if (m_bDetonateOnDeath) {
_Explode(this);
return;
}
/* whatever else comes otherwise? */
Destroy();
}
void
ncProjectile::SetLightColor(vector newColor)
{
m_vecLightColor = newColor;
}
void
ncProjectile::SetLightRadius(float newRadius)
{
m_flLightRadius = newRadius;
}
void
ncProjectile::SetWeaponOwner(ncWeapon weaponOwner)
{
m_weaponOwner = weaponOwner;
}
ncWeapon
ncProjectile::GetWeaponOwner(void)
{
return (m_weaponOwner);
}
void
ncProjectile::EnableDetonateOnFuse(bool enabled)
{
m_bDetonateOnFuse = enabled;
}
void
ncProjectile::EnableDetonateOnDeath(bool enabled)
{
m_bDetonateOnDeath = enabled;
}
void
ncProjectile::EnableDetonateOnWorld(bool enabled)
{
m_bDetonateOnWorld = enabled;
}
void
ncProjectile::EnableDetonateOnActor(bool enabled)
{
m_bDetonateOnActor = enabled;
}
void
ncProjectile::EnableStickToWorld(bool enabled)
{
m_bStickToWorld = enabled;
}
void
ncProjectile::EnableStickToActor(bool enabled)
{
m_bStickToActor = enabled;
}
void
ncProjectile::EnableThrustHoming(bool enabled)
{
m_bThrustHoming = enabled;
}
void
ncProjectile::EnableInheritVelocity(bool enabled)
{
m_bInheritVelocity = enabled;
}
void
ncProjectile::SetImpact(void(entity a,entity b) func)
{
m_pImpact = func;
Spawned();
}
void
ncProjectile::_AnimateThink(void)
{
SetFrame(frame + 1);
if (frame > (float)m_iProjectileAnimEnd) {
SetFrame(m_iProjectileAnimStart);
}
ScheduleThink(_AnimateThink, m_flProjectileFramerate);
}
void
ncProjectile::_AnimateThinkDead(void)
{
SetFrame(frame + 1);
if (frame > (float)m_iProjectileAnimEnd) {
Destroy();
return;
}
ScheduleThink(_AnimateThinkDead, m_flProjectileFramerate);
}
void
ncProjectile::Animate(int startframe, int endframe, float framerate)
{
m_iProjectileAnimStart = startframe;
m_iProjectileAnimEnd = endframe;
m_flProjectileFramerate = framerate;
SetFrame(startframe);
ScheduleThink(_AnimateThink, m_flProjectileFramerate);
}
void
ncProjectile::AnimateOnce(int startframe, int endframe, float framerate)
{
m_iProjectileAnimStart = startframe;
m_iProjectileAnimEnd = endframe;
m_flProjectileFramerate = framerate;
SetFrame(startframe);
ScheduleThink(_AnimateThinkDead, m_flProjectileFramerate);
}
void
ncProjectile::_FuseEnded(void)
{
if (m_bDetonateOnFuse) {
_Explode(this);
return;
}
if (m_partSmokeFuse) {
pointparticles(particleeffectnum(m_partSmokeFuse), origin, velocity, 1);
}
Destroy();
}
void
ncProjectile::HasExploded(void)
{
}
void
ncProjectile::_Explode(entity explodedOn)
{
vector newAngles, aimFwd, aimRgt, aimUp;
vector debrisPos;
vector damagePos;
vector detonatePos;
vector debrisOffset = g_vec_null;
vector detonateOffset = g_vec_null;
vector damageOffset = g_vec_null;
vector debrisAngle = GetAngles();
if (length(trace_plane_normal) == 0) {
newAngles = vectorToAngles(GetVelocity());
} else {
newAngles = vectorToAngles(trace_plane_normal);
}
aimFwd = anglesToForward(newAngles);
aimRgt = anglesToRight(newAngles);
aimUp = anglesToUp(newAngles);
debrisOffset = (aimFwd * m_vecDebrisOffset[0]);
debrisOffset += (aimRgt * m_vecDebrisOffset[1]);
debrisOffset += (aimUp * m_vecDebrisOffset[2]);
detonateOffset = (aimFwd * m_vecDetonateOffset[0]);
detonateOffset += (aimRgt * m_vecDetonateOffset[1]);
detonateOffset += (aimUp * m_vecDetonateOffset[2]);
damageOffset = (aimFwd * m_vecDamageOffset[0]);
damageOffset += (aimRgt * m_vecDamageOffset[1]);
damageOffset += (aimUp * m_vecDamageOffset[2]);
debrisPos = m_vecImpactPos + debrisOffset;
detonatePos = m_vecImpactPos + detonateOffset;
damagePos = m_vecImpactPos + damageOffset;
if (m_fExplodelLightRadius > 0.0f) {
te_customflash(detonatePos, m_fExplodelLightRadius, m_fExplodelLightFadetime, m_vecExplodeLightColor);
}
if (STRING_SET(m_matDetonate)) {
DecalGroups_Place(m_matDetonate, m_vecImpactPos);
}
if (STRING_SET(m_partModelDetonate)) {
pointparticles(particleeffectnum(m_partModelDetonate), detonatePos, trace_plane_normal, 1);
}
if (STRING_SET(m_defSplashDamage)) {
float flDamage = GetSubDefFloat(m_defSplashDamage, "damage");
float flMinDamage = GetSubDefFloat(m_defSplashDamage, "damage_min");
float flRadius = GetSubDefFloat(m_defSplashDamage, "radius");
float flPushForce = 0.0f;
if (m_flDmgMultiplier >= 0.0) {
flDamage *= m_flDmgMultiplier;
}
combat.RadiusDamage(damagePos, flRadius, (int)flMinDamage, (int)flDamage, owner, m_defSplashDamage);
}
/* another def that'll be spawned when this one detonates */
if (STRING_SET(m_defProjectileDebris) && !explodedOn && explodedOn != this) {
float movementAmount = 360.0f / (float)m_iDebrisCount;
for (int i = 0; i < m_iDebrisCount; i++) {
ncProjectile_SpawnDefAtPosition(m_defProjectileDebris, (ncActor)owner, debrisPos, debrisAngle);
debrisAngle[1] += movementAmount;
}
}
if (STRING_SET(m_defPlaneImpact)) {
vector portalAngle;
vector coPlanar;
makevectors(GetAngles());
coPlanar = v_forward -(v_forward * trace_plane_normal) * trace_plane_normal;
/* quick fix */
if (trace_plane_normal[2] == 0) {
coPlanar = '0 0 1';
}
portalAngle = vectoangles(trace_plane_normal, coPlanar);
#if 1
prop_portal_spawn(trace_endpos, portalAngle, owner, m_defPlaneImpact == "portal_red" ? true : false);
#else
ncEntity rocket = EntityDef_NewClassname(m_defPlaneImpact);
rocket.SetOrigin(trace_endpos);
rocket.SetAngles(portalAngle);
rocket.owner = this;
rocket.Spawn();
#endif
}
HasExploded();
StartSoundDef(m_sndExplode, CHAN_VOICE, true);
Destroy();
}
void
ncProjectile::_LaunchHitscan(vector startPos, vector launchDir, float dmgMultiplier)
{
vector vecDir;
m_eMultiTarget = __NULL__;
m_iMultiValue = 0;
if (STRING_SET(m_defDamage)) {
m_flDamage = GetSubDefFloat(m_defDamage, "damage");
}
while (m_iShots > 0) {
vecDir = anglesToForward(launchDir);
vecDir += random(-1,1) * m_vecSpread[0] * anglesToRight(launchDir);
vecDir += random(-1,1) * m_vecSpread[1] * anglesToUp(launchDir);
_FireSingle(startPos, vecDir, m_flDamage, m_flRange);
m_iShots--;
}
if (m_eMultiTarget) {
angles = launchDir;
_ApplyDamage();
}
Destroy();
}
void
ncProjectile::_ApplyDamage(void)
{
/* may not be defined yet */
if (m_eMultiTarget == __NULL__) {
return;
}
/* the location _could_ be more accurate... */
if (m_eMultiTarget.CanBleed() == true) {
ncSurfacePropEntity targetEnt = (ncSurfacePropEntity)m_eMultiTarget;
if (targetEnt.HasSurfaceData()) {
SurfData_ImpactOfType(targetEnt.m_iMaterial, m_hitLocation, trace_plane_normal);
}
}
trace_surface_id = m_iMultiBody;
ncDict damageDecl;
if (STRING_SET(m_defDamage)) {
int declID = EntityDef_IDFromName(m_defDamage);
damageDecl = ncDict::InitWithSpawnData(EntityDef_GetSpawnData(declID));
} else {
damageDecl = spawn(ncDict);
}
string weaponName = GetWeaponOwner().classname;
damageDecl.AddKey("hitbody", itos(trace_surface_id));
damageDecl.AddKey("damage", itos(m_iMultiValue));
if (STRING_SET(weaponName)) {
damageDecl.AddKey("weapon", GetWeaponOwner().classname);
}
string pushString = GetSubDefString(m_defDamage, "push");
float pushForce = 0.0f;
if (STRING_SET(pushString)) {
pushForce = stof(pushString);
} else {
pushForce = (float)m_iMultiValue * 25.0f;
}
damageDecl.AddKey("push", ftos(pushForce));
damageDecl.AddKey("location", vtos(m_hitLocation));
vector dmgDir = anglesToForward(angles);
m_eMultiTarget.Damage(this, owner, damageDecl, m_flDmgMultiplier, vectorNormalize(angles), m_hitLocation);
remove(damageDecl);
m_eMultiTarget = __NULL__;
m_iMultiValue = 0;
m_iMultiBody = 0;
}
void
ncProjectile::_FireSingle(vector vecPos, vector vecAngles, float flDamage, float flRange)
{
vector range;
vector planeNormal;
bool skipFX = m_noFX;
if (flRange <= 0) {
return;
}
if (flDamage < 1) {
return;
}
#warning TODO: add bubble trail when underwater
range = (vecAngles * m_flRange);
owner.dimension_solid = 255;
owner.dimension_hit = 255;
/* make sure we can gib corpses */
int oldhitcontents = owner.hitcontentsmaski;
owner.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE | CONTENTBIT_WATER | CONTENTBIT_SLIME | CONTENTBIT_LAVA | CONTENTBIT_PROJECTILE;
traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, owner);
owner.hitcontentsmaski = oldhitcontents;
planeNormal = trace_plane_normal;
m_hitLocation = trace_endpos;
flRange -= distance(vecPos, m_hitLocation);
owner.dimension_solid = 254;
owner.dimension_hit = 254;
m_iMultiBody |= trace_surface_id;
if (STRING_SET(m_partFXPath)) {
trailparticles(particleeffectnum(m_partFXPath), world, vecPos, trace_endpos);
}
if (trace_fraction >= 1.0f) {
return;
}
/* water impact */
if (trace_endcontentsi & CONTENTBIT_WATER) {
SurfData_ImpactOfNamedType("water", m_hitLocation, planeNormal);
_FireSingle(m_hitLocation + ((vecAngles) * 2), vecAngles, flDamage / 2, flRange);
skipFX = true;
} else if (trace_endcontentsi & CONTENTBIT_SLIME) {
SurfData_ImpactOfNamedType("slime", m_hitLocation, planeNormal);
_FireSingle(m_hitLocation + ((vecAngles) * 2), vecAngles, flDamage / 2, flRange);
skipFX = true;
} else if (trace_endcontentsi & CONTENTBIT_LAVA) {
SurfData_ImpactOfNamedType("lava", m_hitLocation, planeNormal);
_FireSingle(m_hitLocation + ((vecAngles) * 2), vecAngles, flDamage / 2, flRange);
skipFX = true;
}
if (trace_ent.takedamage != DAMAGE_NO && trace_ent.iBleeds) {
Sound_Play(trace_ent, CHAN_BODY, "damage_bullet.hit");
/* only headshots count in HL */
if (trace_surface_id == BODY_HEAD)
flDamage *= 3;
}
#ifdef WASTES
TWPlayer pl1 = (TWPlayer)owner;
if (pl1.m_iWillpowerValue > 0) {
FX_Crit(m_hitLocation, vectoangles(m_hitLocation - pl1.origin), 0);
}
#endif
/* impact per bullet */
if (m_bDetonateOnWorld == true && trace_ent.iBleeds == 0 && skipFX == false) {
StartSoundDef(m_sndExplode, CHAN_VOICE, true);
if (m_strDecalGroup)
DecalGroups_Place(m_strDecalGroup, m_hitLocation + (vecAngles * -2));
SurfData_Impact(trace_ent, m_hitLocation, planeNormal);
}
/* combine them into one single Damage_Apply call later */
if (trace_ent.takedamage != DAMAGE_NO) {
if (trace_ent != m_eMultiTarget) {
angles = vecAngles;
_ApplyDamage();
m_eMultiTarget = (ncSurfacePropEntity)trace_ent;
m_iMultiValue = flDamage;
} else {
m_iMultiValue += flDamage;
}
}
}
void
ncProjectile::_ThrustThink(void)
{
vector currentVelocity;
float currentSpeed;
float newSpeed;
vector newVelocity;
currentVelocity = GetVelocity();
currentSpeed = vlen(currentVelocity);
newSpeed = (currentSpeed + (m_flThrust * frametime));
/* homing mode */
if (m_bThrustHoming) {
vector ownerPos;
vector endPos;
ncSurfacePropEntity projectileOwner = (ncSurfacePropEntity)GetOwner();
ownerPos = projectileOwner.GetEyePos();
makevectors(projectileOwner.GetViewAngle());
endPos = ownerPos + (v_forward * 4096.0f);
traceline(ownerPos, endPos, MOVE_NORMAL, projectileOwner);
SetAngles(vectoangles(trace_endpos - GetOrigin()));
} else if (m_bTrackEnemy) {
if (m_trackDelayTime > time) {
ncMonster monOwner = (ncMonster)owner;
vector angleToTarget = vectoangles(monOwner.m_eEnemy.origin - GetOrigin());
angleToTarget[0] += random(-m_trackJitter[0],m_trackJitter[0]);
angleToTarget[1] += random(-m_trackJitter[1],m_trackJitter[1]);
angleToTarget[2] += random(-m_trackJitter[2],m_trackJitter[2]);
SetAngles(angleToTarget);
}
m_trackDelayTime = time + m_trackDelay;
}
makevectors(GetAngles());
newVelocity = v_forward * (newSpeed);
/* prevent thrusting early */
if ((m_flThrustStart > 0) && GetSpawnAge() < m_flThrustStart) {
return;
}
/* stop thrusting when we reach the end time */
if ((m_flThrustEnd > 0) && (GetSpawnAge() > m_flThrustEnd)) {
m_thrustHandler.Destroy(); /* invalidate */
return;
}
SetVelocity(newVelocity);
}
void
ncProjectile::OnRemoveEntity(void)
{
}
void
ncProjectile::Launch(vector startPos, vector launchDir, float fuseOffset, float powerMultiplier, float dmgMultiplier)
{
vector moveVel = g_vec_null;
vector projPos = g_vec_null;
SetAngles(launchDir);
SetSize(m_vecSpawnMins, m_vecSpawnMaxs);
if (dmgMultiplier <= 0.0) {
dmgMultiplier = 1.0f;
}
if (powerMultiplier <= 0.0) {
powerMultiplier = 1.0f;
}
m_flDmgMultiplier = dmgMultiplier;
/* convert absolute vel from def into relative */
moveVel = (m_vecLaunchVelocity[0] * powerMultiplier) * anglesToForward(launchDir);
moveVel += (m_vecLaunchVelocity[1] * powerMultiplier) * anglesToRight(launchDir);
moveVel += (m_vecLaunchVelocity[2] * powerMultiplier) * anglesToUp(launchDir);
projPos = startPos;
projPos += v_forward * m_vecSpawnOrigin[0];
projPos += v_right * m_vecSpawnOrigin[1];
projPos += v_up * m_vecSpawnOrigin[2];
/* prevent from spawning in-walls */
traceline(startPos, projPos, MOVE_NORMAL, owner);
startPos = trace_endpos;
SetOrigin(startPos);
if (m_bIsBullet) {
_LaunchHitscan(startPos, launchDir, dmgMultiplier);
return;
}
if (m_bInheritVelocity == true) {
moveVel += owner.velocity;
}
if (m_bThrown) {
vector throwDirection;
float throwingStrength;
throwDirection = launchDir;
throwDirection[0] = -10.0f; /* always aim a bit up */
/* diminish when aiming up */
if (launchDir[0] < 0) {
throwDirection[0] += (launchDir[0] * 0.9f);
} else { /* increase when aiming down */
throwDirection[0] += (launchDir[0] * 1.1f);
}
throwingStrength = bound(0, (90 - throwDirection[0]) * 5.0f, 1000);
moveVel = (v_forward * throwingStrength) + owner.velocity;
}
/* fire slower underwater */
if (pointcontents(startPos) == CONTENT_WATER) {
SetVelocity(moveVel / 10);
} else {
SetVelocity(moveVel);
}
SetAngularVelocity(avelocity);
SetHealth(health);
SetSolid(SOLID_BBOX);
//SetRenderMode(RM_ADDITIVE);
if (m_flBounce > 0) {
SetMovetype(MOVETYPE_BOUNCE);
} else {
SetMovetype(MOVETYPE_FLYMISSILE);
}
if (STRING_SET(m_partSmokeFly)) {
traileffectnum = particleeffectnum(m_partSmokeFly);
}
if (GetHealth() > 0) {
MakeVulnerable();
} else {
MakeInvulnerable();
}
if (m_flFuse > 0.0f) {
/* quit early */
if ((m_flFuse - fuseOffset)<= 0.0f) {
m_vecImpactPos = startPos;
_Explode(owner);
return;
}
ScheduleThink(_FuseEnded, m_flFuse - fuseOffset);
}
if (m_flThrust != 0 || m_bTrackEnemy == true) {
m_thrustHandler = ncTimer::TemporaryTimer(this, _ThrustThink, 0.0, true);
}
string startFrame = GetSpawnString("animStartFrame");
if (STRING_SET(startFrame)) {
int iStartFrame = stoi(startFrame);
int iEndFrame = GetSpawnInt("animEndFrame");
float flFrameRate = (1 / GetSpawnFloat("animFrameRate"));
bool animEndRemoves = GetSpawnInt("animEndRemoves");
SetFrame((float)iStartFrame);
if (animEndRemoves) {
AnimateOnce(iStartFrame, iEndFrame, flFrameRate);
} else {
Animate(iStartFrame, iEndFrame, flFrameRate);
}
} else {
SetFrame(m_flSpawnFrame);
}
SetGravity(m_flGravity);
StartSoundDef(m_sndFly, CHAN_BODY, true);
SendFlags = (-1);
//SendEntity = 0; /* HACK: remove this once Spike fixes CSQC-set traileffectnum etc. */
}
void
ncProjectile::EvaluateEntity(void)
{
EVALUATE_VECTOR(origin, 0, PROJ_CHANGED_ORIGIN_X)
EVALUATE_VECTOR(origin, 1, PROJ_CHANGED_ORIGIN_Y)
EVALUATE_VECTOR(origin, 2, PROJ_CHANGED_ORIGIN_Z)
EVALUATE_VECTOR(angles, 0, PROJ_CHANGED_ANGLES_X)
EVALUATE_VECTOR(angles, 1, PROJ_CHANGED_ANGLES_Y)
EVALUATE_VECTOR(angles, 2, PROJ_CHANGED_ANGLES_Z)
EVALUATE_FIELD(modelindex, PROJ_CHANGED_MODELINDEX)
EVALUATE_FIELD(frame, PROJ_CHANGED_MODELINDEX)
EVALUATE_FIELD(traileffectnum, PROJ_CHANGED_MODELINDEX)
EVALUATE_FIELD(m_iRenderMode, PROJ_CHANGED_RENDERMODE)
EVALUATE_FIELD(m_iRenderFX, PROJ_CHANGED_RENDERMODE)
EVALUATE_VECTOR(m_vecRenderColor, 0, PROJ_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 1, PROJ_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 2, PROJ_CHANGED_RENDERCOLOR)
EVALUATE_FIELD(m_flRenderAmt, PROJ_CHANGED_RENDERAMT)
EVALUATE_VECTOR(m_vecLightColor, 0, PROJ_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecLightColor, 1, PROJ_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecLightColor, 2, PROJ_CHANGED_RENDERCOLOR)
EVALUATE_FIELD(m_flLightRadius, PROJ_CHANGED_RENDERAMT)
}
/* Make sure StartFrame calls this */
float
ncProjectile::SendEntity(entity ePEnt, float flChanged)
{
if (m_bIsBullet == true) {
return (false);
}
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
return (false);
}
WriteByte(MSG_ENTITY, ENT_ENTITYPROJECTILE);
/* broadcast how much data is expected to be read */
WriteFloat(MSG_ENTITY, flChanged);
SENDENTITY_COORD(origin[0], PROJ_CHANGED_ORIGIN_X)
SENDENTITY_COORD(origin[1], PROJ_CHANGED_ORIGIN_Y)
SENDENTITY_COORD(origin[2], PROJ_CHANGED_ORIGIN_Z)
SENDENTITY_ANGLE(angles[0], PROJ_CHANGED_ANGLES_X)
SENDENTITY_ANGLE(angles[1], PROJ_CHANGED_ANGLES_Y)
SENDENTITY_ANGLE(angles[2], PROJ_CHANGED_ANGLES_Z)
SENDENTITY_SHORT(modelindex, PROJ_CHANGED_MODELINDEX)
SENDENTITY_BYTE(frame, PROJ_CHANGED_MODELINDEX)
SENDENTITY_FLOAT(traileffectnum, PROJ_CHANGED_MODELINDEX)
SENDENTITY_BYTE(m_iRenderMode, PROJ_CHANGED_RENDERMODE)
SENDENTITY_BYTE(m_iRenderFX, PROJ_CHANGED_RENDERMODE)
SENDENTITY_BYTE(m_vecRenderColor[0], PROJ_CHANGED_RENDERCOLOR)
SENDENTITY_BYTE(m_vecRenderColor[1], PROJ_CHANGED_RENDERCOLOR)
SENDENTITY_BYTE(m_vecRenderColor[2], PROJ_CHANGED_RENDERCOLOR)
SENDENTITY_BYTE(m_flRenderAmt, PROJ_CHANGED_RENDERAMT)
SENDENTITY_COLOR(m_vecLightColor[0], PROJ_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_vecLightColor[1], PROJ_CHANGED_RENDERCOLOR)
SENDENTITY_COLOR(m_vecLightColor[2], PROJ_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(m_flLightRadius, PROJ_CHANGED_RENDERAMT)
return (1);
}
#endif
.float emiteffectnum;
#ifdef CLIENT
void
ncProjectile::ReceiveEntity(float flNew, float flChanged)
{
READENTITY_COORD(origin[0], PROJ_CHANGED_ORIGIN_X)
READENTITY_COORD(origin[1], PROJ_CHANGED_ORIGIN_Y)
READENTITY_COORD(origin[2], PROJ_CHANGED_ORIGIN_Z)
READENTITY_ANGLE(angles[0], PROJ_CHANGED_ANGLES_X)
READENTITY_ANGLE(angles[1], PROJ_CHANGED_ANGLES_Y)
READENTITY_ANGLE(angles[2], PROJ_CHANGED_ANGLES_Z)
READENTITY_SHORT(modelindex, PROJ_CHANGED_MODELINDEX)
READENTITY_BYTE(frame, PROJ_CHANGED_MODELINDEX)
READENTITY_FLOAT(traileffectnum, PROJ_CHANGED_MODELINDEX)
READENTITY_BYTE(m_iRenderMode, PROJ_CHANGED_RENDERMODE)
READENTITY_BYTE(m_iRenderFX, PROJ_CHANGED_RENDERMODE)
READENTITY_BYTE(m_vecRenderColor[0], PROJ_CHANGED_RENDERCOLOR)
READENTITY_BYTE(m_vecRenderColor[1], PROJ_CHANGED_RENDERCOLOR)
READENTITY_BYTE(m_vecRenderColor[2], PROJ_CHANGED_RENDERCOLOR)
READENTITY_BYTE(m_flRenderAmt, PROJ_CHANGED_RENDERAMT)
READENTITY_COLOR(m_vecLightColor[0], PROJ_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_vecLightColor[1], PROJ_CHANGED_RENDERCOLOR)
READENTITY_COLOR(m_vecLightColor[2], PROJ_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(m_flLightRadius, PROJ_CHANGED_RENDERAMT)
setmodelindex(this, modelindex);
drawmask = MASK_ENGINE;
}
void
ncProjectile::postdraw(void)
{
#if 1
if (m_flLightRadius > 0.0) {
env_sun_lensflare(origin, 1.0f, m_vecLightColor, false);
}
#endif
}
float
ncProjectile::predraw(void)
{
if (m_flLightRadius > 0.0f) {
dynamiclight_add(origin, m_flLightRadius, m_vecLightColor);
}
if (traileffectnum) {
if (oldorigin != g_vec_null)
trailparticles(traileffectnum, this, oldorigin, origin);
}
oldorigin = origin;
return ncRenderableEntity::predraw();
}
#endif
#ifdef SERVER
ncProjectile
ncProjectile_SpawnDef(string entityDef, ncActor theOwner)
{
entity oldself = self;
ncProjectile rocket = spawn(ncProjectile);
rocket.owner = theOwner;
self = rocket;
EntityDef_SpawnClassname(entityDef);
self = oldself;
rocket.SetWeaponOwner(theOwner.m_activeWeapon);
rocket.Launch(theOwner.GetEyePos(), theOwner.GetViewAngle(), 0.0f, 0.0f, 0.0f);
return rocket;
}
ncProjectile
ncProjectile_SpawnDefAtPosition(string entityDef, ncActor theOwner, vector vecOrigin, vector vecAngles)
{
entity oldself = self;
ncProjectile rocket = spawn(ncProjectile);
rocket.owner = theOwner;
self = rocket;
EntityDef_SpawnClassname(entityDef);
self = oldself;
rocket.SetWeaponOwner(theOwner.m_activeWeapon);
rocket.Launch(vecOrigin, vecAngles, 0.0f, 0.0f, 0.0f);
return rocket;
}
ncProjectile
ncProjectile_SpawnDefAttachment(string entityDef, ncActor theOwner, int attachmentID)
{
entity oldself = self;
float skeletonIndex = skel_create(theOwner.modelindex);
vector attachmentPos = gettaginfo(theOwner, skel_get_numbones(skeletonIndex) + attachmentID);
skel_delete(skeletonIndex);
ncProjectile rocket = spawn(ncProjectile);
rocket.owner = theOwner;
self = rocket;
EntityDef_SpawnClassname(entityDef);
self = oldself;
rocket.SetWeaponOwner(theOwner.m_activeWeapon);
rocket.Launch(attachmentPos, theOwner.GetViewAngle(), 0.0f, 0.0f, 0.0f);
return rocket;
}
#endif