1 #include "g_violence.qh"
3 float Violence_GibSplash_SendEntity(entity to, int sf)
5 WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
6 WriteByte(MSG_ENTITY, self.state); // actually type
7 WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
8 WriteShort(MSG_ENTITY, floor(self.origin.x / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, floor(self.origin.y / 4)); // not using a coord here, as gibs don't need this accuracy
10 WriteShort(MSG_ENTITY, floor(self.origin.z / 4)); // not using a coord here, as gibs don't need this accuracy
11 WriteShort(MSG_ENTITY, self.oldorigin.x); // acrually compressed velocity
15 // TODO maybe convert this to a TE?
16 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
18 if(g_cts) // no gibs in CTS
24 e.classname = "gibsplash";
26 e.state = type; // should stay smaller than 15
27 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
28 e.state |= 0x40; // "silence" bit
29 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
31 // if this is a copied dead body, send the num of its player instead
32 // TODO: remove this field, read from model txt files
33 if(self.classname == "body")
34 e.team = num_for_edict(self.enemy);
36 e.team = num_for_edict(self);
41 e.oldorigin_x = compressShortVector(e.velocity);
43 Net_LinkEntity(e, false, 0.2, Violence_GibSplash_SendEntity);
46 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
48 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);