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 < 50 * pmod; ++i)
56 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
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, CH_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 // TODO somehow make it spray in a direction dependent on self.angles
93 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
95 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
99 // make gibs die faster at low view quality
100 // if view_quality is 0.5, we want to have them die twice as fast
101 self.nextthink -= frametime * (1 / bound(0.01, view_quality, 1.00) - 1);
103 self.alpha = bound(0, self.nextthink - time, 1);
105 if(self.alpha < ALPHA_MIN_VISIBLE)
112 void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent, float gibownernum)
116 // TODO remove some gibs according to cl_nogibs
117 gib = RubbleNew("gib");
118 gib.classname = "gib";
119 gib.move_movetype = MOVETYPE_BOUNCE;
121 gib.solid = SOLID_CORPSE;
123 gib.silent = issilent;
124 gib.team = gibownernum - 1;
125 Gib_setmodel(gib, mdlname, specnum);
127 setsize (gib, '-8 -8 -8', '8 8 8');
131 gib.move_touch = Gib_Touch;
133 gib.move_touch = SUB_RemoveOnNoImpact;
135 // don't spawn gibs inside solid - just don't
138 tracebox(safeorg, gib.mins, gib.maxs, org, MOVE_NOMONSTERS, gib);
142 gib.move_origin = gib.origin = org;
143 gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
144 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
145 gib.move_time = time;
146 gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
148 gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
149 gib.drawmask = MASK_NORMAL;
151 RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
154 void Ent_GibSplash(float isNew)
156 float amount, type, specnum, entnumber;
160 string gentle_prefix;
162 float c, randomvalue;
164 type = ReadByte(); // gibbage type
165 amount = ReadByte() / 16.0; // gibbage amount
166 entnumber = ReadByte(); // player num
167 org_x = ReadShort() * 4 + 2;
168 org_y = ReadShort() * 4 + 2;
169 org_z = ReadShort() * 4 + 2;
170 vel = decompressShortVector(ReadShort());
172 float cl_gentle_gibs = autocvar_cl_gentle_gibs;
173 if(cl_gentle_gibs || autocvar_cl_gentle)
174 type |= 0x80; // set gentle bit
178 if(cl_gentle_gibs == 2)
180 else if(cl_gentle_gibs == 3)
181 gentle_prefix = "happy_";
183 gentle_prefix = "morphed_";
185 else if(autocvar_cl_particlegibs)
188 gentle_prefix = "particlegibs_";
191 if not(cl_gentle_gibs || autocvar_cl_gentle)
192 amount *= 1 - autocvar_cl_nogibs;
197 if(amount <= 0 || !isNew)
200 self.origin = org; // for the sounds
202 specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
203 issilent = (type & 0x40);
204 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
205 specstr = species_prefix(specnum);
211 sound (self, CH_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
213 if(prandom() < amount)
214 TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent, entnumber);
215 new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
216 if(prandom() < amount)
217 TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent, entnumber);
219 for(c = 0; c < amount; ++c)
221 randomvalue = amount - c;
223 if(prandom() < randomvalue)
224 TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent, entnumber);
225 if(prandom() < randomvalue)
226 TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent, entnumber);
227 if(prandom() < randomvalue)
228 TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent, entnumber);
229 if(prandom() < randomvalue)
230 TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent, entnumber);
231 if(prandom() < randomvalue)
232 TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent, entnumber);
233 if(prandom() < randomvalue)
234 TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent, entnumber);
236 // these splat on impact
237 if(prandom() < randomvalue)
238 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
239 if(prandom() < randomvalue)
240 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
241 if(prandom() < randomvalue)
242 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
243 if(prandom() < randomvalue)
244 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
248 pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
251 if(prandom() < amount)
252 TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent, entnumber); // TODO maybe adjust to more randomization?
255 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
258 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
261 // no gibs in gentle mode, sorry
266 void GibSplash_Precache()
268 precache_model("models/gibs/chunk.mdl");
269 precache_model("models/gibs/leg1.md3");
270 precache_model("models/gibs/leg2.md3");
271 precache_model("models/gibs/chest.md3");
272 precache_model("models/gibs/smallchest.md3");
273 precache_model("models/gibs/arm.md3");
274 precache_model("models/gibs/bloodyskull.md3");
275 precache_model("models/gibs/eye.md3");
277 precache_model("models/gibs/robo.md3");
278 precache_model("models/gibs/robo1.md3");
279 precache_model("models/gibs/robo2.md3");
280 precache_model("models/gibs/robo3.md3");
281 precache_model("models/gibs/robo4.md3");
282 precache_model("models/gibs/robo5.md3");
283 precache_model("models/gibs/robo6.md3");
284 precache_model("models/gibs/robo7.md3");
285 precache_model("models/gibs/robo8.md3");
287 precache_sound ("misc/gib.wav");
288 precache_sound ("misc/gib_splat01.wav");
289 precache_sound ("misc/gib_splat02.wav");
290 precache_sound ("misc/gib_splat03.wav");
291 precache_sound ("misc/gib_splat04.wav");