#pragma once int autocvar_g_projectiles_damage; int autocvar_g_projectiles_interact; bool autocvar_g_projectiles_keep_owner; float autocvar_sv_strengthsound_antispam_refire_threshold; float autocvar_sv_strengthsound_antispam_time; bool W_DualWielding(entity player); void W_GiveWeapon (entity e, float wep); void W_PlayStrengthSound(entity player); float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception); void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode); void adaptor_think2use_hittype_splash(entity this); bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher); .float misc_bulletcounter; .int projectiledeathtype; .float fade_time; .float fade_rate; .entity realowner; #define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END // FIXME: some behaviours can't be achieved or would require kludges in physics code, // eg we can't make electro bolts hit electro orbs only (without causing other problems) when g_projectiles_interact == 1, // see also WarpZone_Projectile_Touch_ImpactFilter_Callback(). // Ideally, extend engine to support any combination of 'hit a and b but not x or y' and 'take hits from c and d but not w or z'. #define PROJECTILE_MAKETRIGGER(e) \ MACRO_BEGIN \ (e).solid = SOLID_CORPSE; \ (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; \ if (!autocvar_g_projectiles_interact || (autocvar_g_projectiles_interact == 1 && (e).classname != "blasterbolt")) \ (e).clipgroup = 1; \ MACRO_END // when doing this, hagar can go through clones // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX .int missile_flags; const int MIF_SPLASH = BIT(1); const int MIF_ARC = BIT(2); const int MIF_PROXY = BIT(3); const int MIF_GUIDED_MANUAL = BIT(4); const int MIF_GUIDED_HEAT = BIT(5); const int MIF_GUIDED_LASER = BIT(6); const int MIF_GUIDED_AI = BIT(7); const int MIF_GUIDED_TAG = BIT(7); const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; IntrusiveList g_projectiles; STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }