8 string species_prefix(float specnum)
12 case SPECIES_HUMAN: return "";
13 case SPECIES_ALIEN: return "alien_";
14 case SPECIES_ROBOT_SHINY: return "robot_";
15 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
16 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
17 case SPECIES_ANIMAL: return "animal_";
18 case SPECIES_RESERVED: return "reserved_";
23 void Gib_setmodel(entity gib, string mdlname, float specnum)
27 case SPECIES_ROBOT_RUSTY:
28 case SPECIES_ROBOT_SHINY:
29 case SPECIES_ROBOT_SOLID:
30 if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")
32 if(mdlname == "models/gibs/bloodyskull.md3")
33 setmodel(gib, "models/gibs/robo.md3");
35 setmodel(gib, strcat("models/gibs/robo", ftos(floor(random() * 8) + 1), ".md3"));
36 if(specnum == SPECIES_ROBOT_SHINY)
39 gib.colormod = '2 2 2';
45 setmodel(gib, mdlname);
51 void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)
54 pmod = autocvar_cl_particles_quality;
55 for (i = 0; i < 250 * pmod; ++i)
56 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);
59 void SUB_RemoveOnNoImpact()
61 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
67 // TODO maybe bounce of walls, make more gibs, etc.
69 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
76 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
77 pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
87 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
91 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
92 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
94 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
97 self.alpha = bound(0, self.nextthink - time, 1);
99 if(self.alpha < ALPHA_MIN_VISIBLE)
106 void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent, float gibownernum)
110 // TODO remove some gibs according to cl_nogibs
111 gib = RubbleNew("gib");
112 gib.classname = "gib";
113 gib.move_movetype = MOVETYPE_BOUNCE;
115 gib.solid = SOLID_CORPSE;
117 gib.silent = issilent;
118 gib.team = gibownernum;
119 Gib_setmodel(gib, mdlname, specnum);
121 setsize (gib, '-8 -8 -8', '8 8 8');
125 gib.move_touch = Gib_Touch;
127 gib.move_touch = SUB_RemoveOnNoImpact;
129 gib.move_origin = gib.origin = org;
130 gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
131 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);
132 gib.move_time = time;
133 gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
135 gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
136 gib.drawmask = MASK_NORMAL;
138 RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
141 void Ent_GibSplash(float isNew)
143 float amount, type, specnum, entnumber;
147 string gentle_prefix;
149 float c, randomvalue;
151 type = ReadByte(); // gibbage type
152 amount = ReadByte() / 16.0; // gibbage amount
153 entnumber = ReadByte(); // player num
154 org_x = ReadShort() * 4 + 2;
155 org_y = ReadShort() * 4 + 2;
156 org_z = ReadShort() * 4 + 2;
157 vel = decompressShortVector(ReadShort());
159 float cl_gentle_gibs = autocvar_cl_gentle_gibs;
160 if(cl_gentle_gibs || autocvar_cl_gentle)
161 type |= 0x80; // set gentle bit
165 if(cl_gentle_gibs == 2)
167 else if(cl_gentle_gibs == 3)
168 gentle_prefix = "happy_";
170 gentle_prefix = "morphed_";
172 else if(autocvar_cl_particlegibs)
175 gentle_prefix = "particlegibs_";
178 if not(cl_gentle_gibs || autocvar_cl_gentle)
179 amount *= 1 - autocvar_cl_nogibs;
184 if(amount <= 0 || !isNew)
187 self.origin = org; // for the sounds
189 specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
190 issilent = (type & 0x40);
191 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
192 specstr = species_prefix(specnum);
198 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
200 if(prandom() < amount)
201 TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0, issilent, entnumber);
202 new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
203 if(prandom() < amount)
204 TossGib ("models/gibs/bloodyskull.md3", org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent, entnumber);
206 for(c = 0; c < amount; ++c)
208 randomvalue = amount - c;
210 if(prandom() < randomvalue)
211 TossGib ("models/gibs/arm.md3", org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent, entnumber);
212 if(prandom() < randomvalue)
213 TossGib ("models/gibs/arm.md3", org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent, entnumber);
214 if(prandom() < randomvalue)
215 TossGib ("models/gibs/chest.md3", org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent, entnumber);
216 if(prandom() < randomvalue)
217 TossGib ("models/gibs/smallchest.md3", org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent, entnumber);
218 if(prandom() < randomvalue)
219 TossGib ("models/gibs/leg1.md3", org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent, entnumber);
220 if(prandom() < randomvalue)
221 TossGib ("models/gibs/leg2.md3", org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent, entnumber);
223 // these splat on impact
224 if(prandom() < randomvalue)
225 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
226 if(prandom() < randomvalue)
227 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
228 if(prandom() < randomvalue)
229 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
230 if(prandom() < randomvalue)
231 TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
235 pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
238 if(prandom() < amount)
239 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent, entnumber); // TODO maybe adjust to more randomization?
242 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
245 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
248 // no gibs in gentle mode, sorry
253 void GibSplash_Precache()
255 precache_model("models/gibs/chunk.mdl");
256 precache_model("models/gibs/leg1.md3");
257 precache_model("models/gibs/leg2.md3");
258 precache_model("models/gibs/chest.md3");
259 precache_model("models/gibs/smallchest.md3");
260 precache_model("models/gibs/arm.md3");
261 precache_model("models/gibs/bloodyskull.md3");
262 precache_model("models/gibs/eye.md3");
264 precache_model("models/gibs/robo.md3");
265 precache_model("models/gibs/robo1.md3");
266 precache_model("models/gibs/robo2.md3");
267 precache_model("models/gibs/robo3.md3");
268 precache_model("models/gibs/robo4.md3");
269 precache_model("models/gibs/robo5.md3");
270 precache_model("models/gibs/robo6.md3");
271 precache_model("models/gibs/robo7.md3");
272 precache_model("models/gibs/robo8.md3");
274 precache_sound ("misc/gib.wav");
275 precache_sound ("misc/gib_splat01.wav");
276 precache_sound ("misc/gib_splat02.wav");
277 precache_sound ("misc/gib_splat03.wav");
278 precache_sound ("misc/gib_splat04.wav");
281 void Ent_DamageEffect()
283 float type, specnum1, specnum2, entnumber;
285 string specstr, effectnum;
288 type = ReadByte(); // damage weapon
289 specnum1 = ReadByte(); // player species
290 entnumber = ReadByte(); // player entnum
295 if not(autocvar_cl_damageeffect)
297 if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
299 // if we aren't in third person mode, hide our own damage effect
300 if(entnumber == player_localentnum && !autocvar_chase_active)
303 e = get_weaponinfo(type);
305 specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
306 specstr = species_prefix(specnum2);
308 effectnum = strcat("weapondamage_", e.netname);
309 // If the weapon is a bullet weapon, its damage effect is blood.
310 // Since blood is species dependent, we make this effect per-species.
311 if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_SNIPERRIFLE)
314 effectnum = strcat(effectnum, "_", specstr);
315 effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name
318 pointparticles(particleeffectnum(effectnum), org, '0 0 0', 1);