nuclide/src/shared/NSProjectile.qc

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/*
* Copyright (c) 2016-2022 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
NSProjectile::NSProjectile(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 = 0.0f;
m_bDetonateOnDeath = 0.0f;
m_bDetonateOnWorld = 0.0f;
m_bDetonateOnActor = 0.0f;
m_bImpactEffect = false;
m_bImpactGib = false;
m_matDetonate = __NULL__;
m_flDecalSize = 0.0f;
m_partSmokeFly = __NULL__;
m_partModelDetonate = __NULL__;
m_partSmokeDetonate = __NULL__;
m_partSmokeBounce = __NULL__;
m_partSmokeFuse = __NULL__;
m_iDebrisCount = 0i;
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__;
/* ETQW-additions */
m_bIsBullet = false;
#endif
}
#ifdef SERVER
void
NSProjectile::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);
m_oldModel = model;
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 "mtr_detonate":
m_matDetonate = ReadString(strValue);
break;
case "decal_size":
m_flDecalSize = ReadFloat(strValue);
break;
case "smoke_fly":
m_partSmokeFly = 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 "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_radus":
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;
default:
super::SpawnKey(strKey, strValue);
}
}
void
NSProjectile::Spawned(void)
{
super::Spawned();
SetMovetype(MOVETYPE_FLYMISSILE);
SetRenderColor([1,1,1]);
SetRenderAmt(1.0);
SetSolid(SOLID_BBOX);
SetRenderAmt(1.0f);
SetRenderColor([1.0,1.0,1.0]);
SetSize([0,0,0], [0,0,0]);
}
void
NSProjectile::Touch(entity eToucher)
{
if (m_defDamage)
if (eToucher.takedamage != DAMAGE_NO) {
float damageVal;
float baseDamage = Skill_GetDefValue(EntityDef_GetKeyValue(m_defDamage, "damage"));
float randomDamage = Skill_GetDefValue(EntityDef_GetKeyValue(m_defDamage, "damage_random"));
damageVal = (baseDamage + randomDamage);
if (m_flDmgMultiplier >= 0.0)
damageVal *= m_flDmgMultiplier;
Damage_Apply(eToucher, owner, damageVal, WEAPON_NONE, DMG_BLUNT);
}
if (m_bDetonateOnWorld) {
if (eToucher == world || eToucher.takedamage == DAMAGE_NO) {
_Explode();
return;
}
}
if (m_bDetonateOnActor) {
if (eToucher.takedamage != DAMAGE_NO) {
_Explode();
return;
}
}
if (m_partSmokeBounce)
pointparticles(particleeffectnum(m_partSmokeBounce), origin, velocity, 1);
StartSoundDef(m_sndBounce, CHAN_BODY, true);
}
void
NSProjectile::Pain(void)
{
/* do nothing. */
}
void
NSProjectile::Death(void)
{
if (m_bDetonateOnDeath) {
_Explode();
return;
}
/* whatever else comes otherwise? */
Destroy();
}
void
NSProjectile::SetImpact(void(entity a,entity b) func)
{
m_pImpact = func;
Spawned();
}
void
NSProjectile::_AnimateThink(void)
{
SetFrame(frame + 1);
if (frame > (float)m_iProjectileAnimEnd)
SetFrame(m_iProjectileAnimStart);
think = _AnimateThink;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::_AnimateThinkDead(void)
{
SetFrame(frame + 1);
if (frame > (float)m_iProjectileAnimEnd) {
Destroy();
return;
}
think = _AnimateThinkDead;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::Animate(int startframe, int endframe, float framerate)
{
m_iProjectileAnimStart = startframe;
m_iProjectileAnimEnd = endframe;
m_flProjectileFramerate = framerate;
frame = startframe;
think = _AnimateThink;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::AnimateOnce(int startframe, int endframe, float framerate)
{
m_iProjectileAnimStart = startframe;
m_iProjectileAnimEnd = endframe;
m_flProjectileFramerate = framerate;
frame = startframe;
think = _AnimateThinkDead;
nextthink = time + m_flProjectileFramerate;
}
void
NSProjectile::_FuseEnded(void)
{
if (m_bDetonateOnFuse) {
_Explode();
return;
}
if (m_partSmokeFuse)
pointparticles(particleeffectnum(m_partSmokeFuse), origin, velocity, 1);
Destroy();
}
void
NSProjectile::_Explode(void)
{
makevectors(vectoangles(velocity));
vector explodePos = origin - (v_forward * 32);
if (m_partModelDetonate)
pointparticles(particleeffectnum(m_partModelDetonate), explodePos, velocity, 1);
//print(sprintf("%S\n", m_defSplashDamage));
if (m_defSplashDamage) {
float flDamage = Skill_GetDefValue(EntityDef_GetKeyValue(m_defSplashDamage, "damage"));
float flRadius = Skill_GetDefValue(EntityDef_GetKeyValue(m_defSplashDamage, "radius"));
if (m_flDmgMultiplier >= 0.0)
flDamage *= m_flDmgMultiplier;
//print(sprintf("Damage: %d; Radius: %d\n", flDamage, flRadius));
Damage_Radius(origin, owner, flDamage, flRadius, TRUE, WEAPON_NONE);
}
StartSoundDef(m_sndExplode, CHAN_VOICE, true);
Destroy();
}
void
NSProjectile::_LaunchHitscan(vector startPos, vector launchDir, float dmgMultiplier)
{
}
void
NSProjectile::Launch(vector startPos, vector launchDir, float fuseOffset, float powerMultiplier, float dmgMultiplier)
{
vector moveVel = g_vec_null;
if (m_bIsBullet) {
_LaunchHitscan(startPos, launchDir, dmgMultiplier);
return;
}
SetOrigin(startPos);
SetAngles(launchDir);
SetModel(m_oldModel);
if (dmgMultiplier <= 0.0)
dmgMultiplier = 1.0f;
if (powerMultiplier <= 0.0)
powerMultiplier = 1.0f;
m_flDmgMultiplier = dmgMultiplier;
/* convert absolute vel from def into relative */
makevectors(launchDir);
moveVel = (m_vecLaunchVelocity[0] * powerMultiplier) * v_forward;
moveVel += (m_vecLaunchVelocity[1] * powerMultiplier) * v_right;
moveVel += (m_vecLaunchVelocity[2] * powerMultiplier) * v_up;
/* fire slower underwater */
if (pointcontents(startPos) == CONTENT_WATER) {
SetVelocity(moveVel / 10);
} else {
SetVelocity(moveVel);
}
SetAngularVelocity(avelocity);
SetHealth(health);
SetSolid(SOLID_BBOX);
if (m_flBounce > 0) {
SetMovetype(MOVETYPE_BOUNCE);
} else {
SetMovetype(MOVETYPE_FLYMISSILE);
}
if (m_partSmokeFly) {
traileffectnum = particleeffectnum(m_partSmokeFly);
}
if (GetHealth() > 0) {
SetTakedamage(DAMAGE_YES);
} else {
SetTakedamage(DAMAGE_NO);
}
if (m_flFuse > 0) {
ScheduleThink(_FuseEnded, m_flFuse + fuseOffset);
}
StartSoundDef(m_sndFly, CHAN_BODY, true);
SendFlags = (-1);
SendEntity = 0; /* HACK: remove this once Spike fixes CSQC-set traileffectnum etc. */
}
void
NSProjectile::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(traileffectnum, PROJ_CHANGED_MODELINDEX)
}
/* Make sure StartFrame calls this */
float
NSProjectile::SendEntity(entity ePEnt, float flChanged)
{
if (!modelindex)
return (0);
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
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_FLOAT(traileffectnum, PROJ_CHANGED_MODELINDEX)
return (1);
}
#endif
.float emiteffectnum;
#ifdef CLIENT
void
NSProjectile::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_FLOAT(traileffectnum, PROJ_CHANGED_MODELINDEX)
setmodelindex(this, modelindex);
setorigin(this, origin);
}
#endif
#ifdef CLIENT
void
NSProjectile_ReadEntity(bool new)
{
float fl;
NSProjectile rend = (NSProjectile)self;
if (new) {
spawnfunc_NSProjectile();
}
fl = readfloat();
rend.ReceiveEntity(new, fl);
}
#endif