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 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
7 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
8 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
13 // TODO maybe convert this to a TE?
14 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
16 if(g_cts) // no gibs in CTS
22 e.classname = "gibsplash";
24 e.state = type; // should stay smaller than 15
25 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
26 e.state |= 0x40; // "silence" bit
27 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
31 e.oldorigin_x = compressShortVector(e.velocity);
33 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
36 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
38 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
41 float Violence_DamageEffect_SendEntity(entity to, float sf)
43 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
44 WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
45 WriteByte(MSG_ENTITY, self.state); // species
46 WriteCoord(MSG_ENTITY, floor(self.origin_x));
47 WriteCoord(MSG_ENTITY, floor(self.origin_y));
48 WriteCoord(MSG_ENTITY, floor(self.origin_z));
52 void Violence_DamageEffect(entity pl, float type)
57 e.classname = "weapondamage";
59 e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
60 setorigin(e, pl.origin);
62 Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
66 .float player_damageeffect_active;
68 void Violence_DamageEffect_DoRepeat()
70 if(time > self.lifetime)
72 self.owner.player_damageeffect_active = FALSE;
78 Violence_DamageEffect(self.owner, self.cnt);
79 self.nextthink = time + autocvar_sv_damageeffect_tick;
82 void Violence_DamageEffect_SetRepeat(entity pl, float type)
86 // return if we already have a damage effect active, else too many damage effects get spammed
87 if(pl.player_damageeffect_active)
92 repeater.classname = "weapondamage_repeater";
94 repeater.origin = pl.origin;
96 repeater.lifetime = time + autocvar_sv_damageeffect_lifetime;
97 repeater.think = Violence_DamageEffect_DoRepeat;
98 repeater.nextthink = time;
100 pl.player_damageeffect_active = TRUE;