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