1 void DamageEffect_Think()
3 // if particle distribution is enabled, slow ticrate by total number of damages
4 if(autocvar_cl_damageeffect_distribute)
5 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
7 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
9 if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
11 // time is up or the player got gibbed / disconnected
12 self.owner.total_damages = max(0, self.owner.total_damages - 1);
16 if(self.state && !self.owner.csqcmodel_isdead)
18 // if the player was dead but is now alive, it means he respawned
19 // if so, clear his damage effects, or damages from his dead body will be copied back
20 self.owner.total_damages = max(0, self.owner.total_damages - 1);
24 self.state = self.owner.csqcmodel_isdead;
25 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
26 return; // if we aren't using a third person camera, hide our own effects
28 // now generate the particles
30 org = gettaginfo(self, 0); // origin at attached location
31 pointparticles(self.team, org, '0 0 0', 1);
34 void DamageEffect(vector hitorg, float dmg, int type, int specnum)
36 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
40 string specstr, effectname;
43 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
45 if(!self || !self.modelindex || !self.drawmask)
48 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
49 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
50 // if there's no skeleton, object origin will automatically be selected
54 continue; // skip empty bones
55 // blacklist bones positioned outside the mesh, or the effect will be floating
56 // TODO: Do we have to do it this way? Why do these bones exist at all?
57 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
58 continue; // player model bone blacklist
60 // now choose the bone closest to impact origin
61 if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
64 gettaginfo(self, nearestbone); // set gettaginfo_name
66 // return if we reached our damage effect limit or damages are disabled
67 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
70 if(self.total_damages >= autocvar_cl_damageeffect_bones)
71 return; // allow multiple damages on skeletal models
75 if(autocvar_cl_damageeffect < 2 || self.total_damages)
76 return; // allow a single damage on non-skeletal models
79 life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
81 effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname;
83 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
85 if(self.isplayermodel)
87 specstr = species_prefix(specnum);
88 specstr = substring(specstr, 0, strlen(specstr) - 1);
89 effectname = strreplace("BLOOD", specstr, effectname);
91 else { return; } // objects don't bleed
95 setmodel(e, "null"); // necessary to attach and read origin
96 setattachment(e, self, gettaginfo_name); // attach to the given bone
97 e.classname = "damage";
100 e.team = particleeffectnum(effectname);
101 e.think = DamageEffect_Think;
103 self.total_damages += 1;
106 void Ent_DamageInfo(float isNew)
108 float dmg, rad, edge, thisdmg;
109 bool hitplayer = false;
110 int species, forcemul;
111 vector force, thisforce;
116 w_deathtype = ReadShort();
117 w_issilent = (w_deathtype & 0x8000);
118 w_deathtype = (w_deathtype & 0x7FFF);
120 w_org_x = ReadCoord();
121 w_org_y = ReadCoord();
122 w_org_z = ReadCoord();
127 force = decompressShortVector(ReadShort());
128 species = ReadByte();
141 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
143 // attached ents suck
147 vector nearest = NearestPointOnBox(self, w_org);
150 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
157 thisdmg = dmg + (edge - dmg) * thisdmg;
158 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
163 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
168 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
172 thisforce = forcemul * force;
175 if(self.damageforcescale)
178 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
179 self.move_flags &= ~FL_ONGROUND;
185 if(self.event_damage)
186 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
188 DamageEffect(w_org, thisdmg, w_deathtype, species);
190 if(self.isplayermodel)
191 hitplayer = true; // this impact damaged a player
196 if(DEATH_ISVEHICLE(w_deathtype))
198 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
199 if(trace_plane_normal != '0 0 0')
200 w_backoff = trace_plane_normal;
202 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
204 setorigin(self, w_org + w_backoff * 2); // for sound() calls
212 case DEATH_VH_SPID_MINIGUN:
214 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
215 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
216 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
218 case DEATH_VH_SPID_ROCKET:
219 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
220 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
222 case DEATH_VH_SPID_DEATH:
223 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
224 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
227 case DEATH_VH_WAKI_GUN:
228 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
229 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
231 case DEATH_VH_WAKI_ROCKET:
232 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
233 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
235 case DEATH_VH_WAKI_DEATH:
236 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
237 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
240 case DEATH_VH_RAPT_CANNON:
241 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
242 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
244 case DEATH_VH_RAPT_FRAGMENT:
247 for(i = 1; i < 4; ++i)
249 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
250 ang = vectoangles(vel);
251 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
253 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
254 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
256 case DEATH_VH_RAPT_BOMB:
257 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
258 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
260 case DEATH_VH_RAPT_DEATH:
261 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
262 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
264 case DEATH_VH_BUMB_GUN:
265 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM);
266 pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1);
272 if(DEATH_ISTURRET(w_deathtype))
275 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
276 if(trace_plane_normal != '0 0 0')
277 w_backoff = trace_plane_normal;
279 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
281 setorigin(self, w_org + w_backoff * 2); // for sound() calls
285 case DEATH_TURRET_EWHEEL:
286 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
287 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
290 case DEATH_TURRET_FLAC:
291 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
292 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
293 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
296 case DEATH_TURRET_MLRS:
297 case DEATH_TURRET_HK:
298 case DEATH_TURRET_WALK_ROCKET:
299 case DEATH_TURRET_HELLION:
300 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
301 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
304 case DEATH_TURRET_MACHINEGUN:
305 case DEATH_TURRET_WALK_GUN:
306 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
307 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
308 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
311 case DEATH_TURRET_PLASMA:
312 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_MIN);
313 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
316 case DEATH_TURRET_WALK_MEELE:
317 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
318 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
321 case DEATH_TURRET_PHASER:
324 case DEATH_TURRET_TESLA:
325 te_smallflash(self.origin);
331 // TODO spawn particle effects and sounds based on w_deathtype
332 if(!DEATH_ISSPECIAL(w_deathtype))
333 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
335 int hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
336 w_random = prandom();
338 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
339 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
340 w_backoff = trace_plane_normal;
342 w_backoff = -1 * normalize(force);
343 setorigin(self, w_org + w_backoff * 2); // for sound() calls
345 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); }