5 #include "movetypes.qh"
8 #include "vehicles/all.qh"
10 #include "../common/constants.qh"
11 #include "../common/deathtypes.qh"
12 #include "../common/util.qh"
14 #include "../common/weapons/all.qh"
22 void DamageEffect_Think()
24 // if particle distribution is enabled, slow ticrate by total number of damages
25 if(autocvar_cl_damageeffect_distribute)
26 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
28 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
30 if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
32 // time is up or the player got gibbed / disconnected
33 self.owner.total_damages = max(0, self.owner.total_damages - 1);
37 if(self.state && !self.owner.csqcmodel_isdead)
39 // if the player was dead but is now alive, it means he respawned
40 // if so, clear his damage effects, or damages from his dead body will be copied back
41 self.owner.total_damages = max(0, self.owner.total_damages - 1);
45 self.state = self.owner.csqcmodel_isdead;
46 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
47 return; // if we aren't using a third person camera, hide our own effects
49 // now generate the particles
51 org = gettaginfo(self, 0); // origin at attached location
52 pointparticles(self.team, org, '0 0 0', 1);
55 void DamageEffect(vector hitorg, float dmg, int type, int specnum)
57 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
61 string specstr, effectname;
64 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
66 if(!self || !self.modelindex || !self.drawmask)
69 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
70 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
71 // if there's no skeleton, object origin will automatically be selected
75 continue; // skip empty bones
76 // blacklist bones positioned outside the mesh, or the effect will be floating
77 // TODO: Do we have to do it this way? Why do these bones exist at all?
78 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
79 continue; // player model bone blacklist
81 // now choose the bone closest to impact origin
82 if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
85 gettaginfo(self, nearestbone); // set gettaginfo_name
87 // return if we reached our damage effect limit or damages are disabled
88 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
91 if(self.total_damages >= autocvar_cl_damageeffect_bones)
92 return; // allow multiple damages on skeletal models
96 if(autocvar_cl_damageeffect < 2 || self.total_damages)
97 return; // allow a single damage on non-skeletal models
100 life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
102 effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname;
104 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
106 if(self.isplayermodel)
108 specstr = species_prefix(specnum);
109 specstr = substring(specstr, 0, strlen(specstr) - 1);
110 effectname = strreplace("BLOOD", specstr, effectname);
112 else { return; } // objects don't bleed
116 setmodel(e, "null"); // necessary to attach and read origin
117 setattachment(e, self, gettaginfo_name); // attach to the given bone
118 e.classname = "damage";
121 e.team = particleeffectnum(effectname);
122 e.think = DamageEffect_Think;
124 self.total_damages += 1;
127 void Ent_DamageInfo(float isNew)
129 float dmg, rad, edge, thisdmg;
130 bool hitplayer = false;
131 int species, forcemul;
132 vector force, thisforce;
137 w_deathtype = ReadShort();
138 w_issilent = (w_deathtype & 0x8000);
139 w_deathtype = (w_deathtype & 0x7FFF);
141 w_org.x = ReadCoord();
142 w_org.y = ReadCoord();
143 w_org.z = ReadCoord();
148 force = decompressShortVector(ReadShort());
149 species = ReadByte();
162 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
164 // attached ents suck
168 vector nearest = NearestPointOnBox(self, w_org);
171 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
178 thisdmg = dmg + (edge - dmg) * thisdmg;
179 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
184 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
189 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
193 thisforce = forcemul * force;
196 if(self.damageforcescale)
199 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
200 self.move_flags &= ~FL_ONGROUND;
206 if(self.event_damage)
207 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
209 DamageEffect(w_org, thisdmg, w_deathtype, species);
211 if(self.isplayermodel)
212 hitplayer = true; // this impact damaged a player
217 if(DEATH_ISVEHICLE(w_deathtype))
219 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
220 if(trace_plane_normal != '0 0 0')
221 w_backoff = trace_plane_normal;
223 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
225 setorigin(self, w_org + w_backoff * 2); // for sound() calls
233 case DEATH_VH_SPID_MINIGUN:
235 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
236 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
237 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
239 case DEATH_VH_SPID_ROCKET:
240 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
241 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
243 case DEATH_VH_SPID_DEATH:
244 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
245 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
248 case DEATH_VH_WAKI_GUN:
249 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
250 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
252 case DEATH_VH_WAKI_ROCKET:
253 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
254 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
256 case DEATH_VH_WAKI_DEATH:
257 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
258 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
261 case DEATH_VH_RAPT_CANNON:
262 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
263 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
265 case DEATH_VH_RAPT_FRAGMENT:
268 for(i = 1; i < 4; ++i)
270 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
271 ang = vectoangles(vel);
272 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
274 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
275 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
277 case DEATH_VH_RAPT_BOMB:
278 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
279 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
281 case DEATH_VH_RAPT_DEATH:
282 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
283 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
285 case DEATH_VH_BUMB_GUN:
286 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM);
287 pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1);
293 if(DEATH_ISTURRET(w_deathtype))
296 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
297 if(trace_plane_normal != '0 0 0')
298 w_backoff = trace_plane_normal;
300 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
302 setorigin(self, w_org + w_backoff * 2); // for sound() calls
306 case DEATH_TURRET_EWHEEL:
307 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
308 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
311 case DEATH_TURRET_FLAC:
312 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
313 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
314 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
317 case DEATH_TURRET_MLRS:
318 case DEATH_TURRET_HK:
319 case DEATH_TURRET_WALK_ROCKET:
320 case DEATH_TURRET_HELLION:
321 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
322 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
325 case DEATH_TURRET_MACHINEGUN:
326 case DEATH_TURRET_WALK_GUN:
327 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
328 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
329 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
332 case DEATH_TURRET_PLASMA:
333 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_MIN);
334 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
337 case DEATH_TURRET_WALK_MEELE:
338 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
339 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
342 case DEATH_TURRET_PHASER:
345 case DEATH_TURRET_TESLA:
346 te_smallflash(self.origin);
352 // TODO spawn particle effects and sounds based on w_deathtype
353 if(!DEATH_ISSPECIAL(w_deathtype))
354 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
356 int hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
357 w_random = prandom();
359 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
360 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
361 w_backoff = trace_plane_normal;
363 w_backoff = -1 * normalize(force);
364 setorigin(self, w_org + w_backoff * 2); // for sound() calls
366 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); }