1 float Violence_GibSplash_SendEntity(entity to, float sf)
3 WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4 WriteByte(MSG_ENTITY, self.state); // actually type
5 WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6 WriteByte(MSG_ENTITY, self.team); // player num
7 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
8 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
10 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
14 // TODO maybe convert this to a TE?
15 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
17 if(g_cts) // no gibs in CTS
23 e.classname = "gibsplash";
25 e.state = type; // should stay smaller than 15
26 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
27 e.state |= 0x40; // "silence" bit
28 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
29 e.team = num_for_edict(self);
33 e.oldorigin_x = compressShortVector(e.velocity);
35 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
38 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
40 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
43 float Violence_DamageEffect_SendEntity(entity to, float sf)
45 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
46 WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
47 WriteByte(MSG_ENTITY, self.state); // species
48 WriteByte(MSG_ENTITY, self.team); // player entnum
49 WriteCoord(MSG_ENTITY, floor(self.origin_x));
50 WriteCoord(MSG_ENTITY, floor(self.origin_y));
51 WriteCoord(MSG_ENTITY, floor(self.origin_z));
55 void Violence_DamageEffect(entity pl, float type)
60 e.classname = "weapondamage";
62 e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
63 e.team = num_for_edict(pl);
64 setorigin(e, pl.origin);
66 Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
69 .entity damageeffect_repeater;
72 void Violence_DamageEffect_DoRepeat()
74 if(time > self.lifetime)
77 remove(self.owner.damageeffect_repeater);
78 self.owner.damageeffect_repeater = world;
82 Violence_DamageEffect(self.owner, self.cnt);
83 self.nextthink = time + autocvar_sv_damageeffect_tick;
86 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
88 if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
90 if(sv_gentle || !type)
91 return; // return if gentle mode is enabled or the damage was not caused by a weapon
93 // if a repeater doesn't exist, spawn one, else update the existing one
94 if(pl.damageeffect_repeater == world)
96 pl.damageeffect_repeater = spawn();
97 pl.damageeffect_repeater.classname = "damageeffect_repeater";
98 pl.damageeffect_repeater.owner = pl;
99 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
101 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
105 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
106 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
107 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
110 pl.damageeffect_repeater.cnt = type;
111 pl.damageeffect_repeater.nextthink = time;