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
30 // if this is a copied dead body, send the num of its player instead
31 if(self.classname == "body")
32 e.team = num_for_edict(self.owner);
34 e.team = num_for_edict(self);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
44 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
46 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
52 .entity damageeffect_repeater;
54 float Violence_DamageEffect_SendEntity(entity to, float sf)
56 // if the client cannot see the damaged player, don't send to him and waste bandwidth
57 if not(checkpvs(to.origin + to.view_ofs, self.owner))
60 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
61 WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
62 WriteByte(MSG_ENTITY, self.state); // species
63 WriteByte(MSG_ENTITY, self.team); // player entnum
64 WriteCoord(MSG_ENTITY, floor(self.origin_x));
65 WriteCoord(MSG_ENTITY, floor(self.origin_y));
66 WriteCoord(MSG_ENTITY, floor(self.origin_z));
70 void Violence_DamageEffect(entity pl, float type)
75 e.classname = "damageeffect";
77 e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
80 // if this is a copied dead body, send the num of its player instead
81 if(pl.classname == "body")
82 e.team = num_for_edict(pl.owner);
84 e.team = num_for_edict(pl);
86 setorigin(e, pl.origin);
88 Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
91 void Violence_DamageEffect_Remove(entity pl);
92 void Violence_DamageEffect_DoRepeat()
94 if(time > self.lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
96 Violence_DamageEffect_Remove(self.owner);
100 Violence_DamageEffect(self.owner, self.cnt);
101 self.nextthink = time + autocvar_sv_damageeffect_tick;
104 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
106 if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
108 if(sv_gentle || !type)
109 return; // return if gentle mode is enabled or the damage was not caused by a weapon
111 // if a repeater doesn't exist, spawn one, else update the existing one
112 if(pl.damageeffect_repeater == world)
114 pl.damageeffect_repeater = spawn();
115 pl.damageeffect_repeater.classname = "damageeffect_repeater";
116 pl.damageeffect_repeater.owner = pl;
117 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
119 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
123 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
124 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
125 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
128 if(autocvar_sv_damageeffect_lifetime_max)
129 pl.damageeffect_repeater.lifetime = bound(0, pl.damageeffect_repeater.lifetime, time + autocvar_sv_damageeffect_lifetime_max);
131 pl.damageeffect_repeater.cnt = type;
132 pl.damageeffect_repeater.nextthink = time;
135 void Violence_DamageEffect_Remove(entity pl)
137 pl.damageeffect_repeater.nextthink = 0;
138 remove(pl.damageeffect_repeater);
139 pl.damageeffect_repeater = world;
142 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
144 if(pl.damageeffect_repeater != world)
145 Violence_DamageEffect_Remove(pl);
147 Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
148 pl.damageeffect_repeater.lifetime = old_pl.damageeffect_repeater.lifetime; // copy the lifetime