-
-// damage effect
-
-.float damageeffect_lifetime;
-.entity damageeffect_repeater;
-
-float Violence_DamageEffect_SendEntity(entity to, float sf)
-{
- // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
- if not(to.cvar_cl_damageeffect)
- return FALSE;
- // if the client cannot see the damaged player, avoid sending and further save bandwidth
- if not(checkpvs(to.origin + to.view_ofs, self))
- return FALSE;
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
- WriteByte(MSG_ENTITY, self.cnt); // damage weapon
- WriteByte(MSG_ENTITY, self.state); // player species
- WriteByte(MSG_ENTITY, self.team); // player entnum
- WriteByte(MSG_ENTITY, self.deadflag); // is dead body / gibbed
- WriteCoord(MSG_ENTITY, floor(self.origin_x));
- WriteCoord(MSG_ENTITY, floor(self.origin_y));
- WriteCoord(MSG_ENTITY, floor(self.origin_z));
- return TRUE;
-}
-
-void Violence_DamageEffect(entity pl, float type)
-{
- entity e;
-
- e = spawn();
- e.classname = "damageeffect";
- e.cnt = type;
- e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
-
- // if this is a copied dead body, send the num of its player instead
- if(pl.classname == "body")
- e.team = num_for_edict(pl.owner);
- else
- e.team = num_for_edict(pl);
-
- // is this a whole dead body, or a gibbed body / player?
- if(!pl.modelindex) // gibbed
- e.deadflag = 2;
- else if(pl.classname == "body")
- e.deadflag = 1;
-
- // if the player is dead, show the effect lower, else it appears floating above the body
- if(pl.health <= 0)
- setorigin(e, pl.origin - '0 0 25');
- else
- setorigin(e, pl.origin);
-
- Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
-}
-
-void Violence_DamageEffect_Remove(entity pl);
-void Violence_DamageEffect_DoRepeat()
-{
- if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
- {
- Violence_DamageEffect_Remove(self.owner);
- return;
- }
-
- Violence_DamageEffect(self.owner, self.cnt);
- self.nextthink = time + autocvar_sv_damageeffect_tick;
-}
-
-void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
-{
- if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
- return;
- if(sv_gentle || !type)
- return; // return if gentle mode is enabled or the damage was not caused by a weapon
-
- // if a repeater doesn't exist, spawn one, else update the existing one
- if(pl.damageeffect_repeater == world)
- {
- pl.damageeffect_repeater = spawn();
- pl.damageeffect_repeater.classname = "damageeffect_repeater";
- pl.damageeffect_repeater.owner = pl;
- pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
-
- pl.damageeffect_repeater.damageeffect_lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
- }
- else
- {
- // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
- // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
- pl.damageeffect_repeater.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage);
- }
-
- if(autocvar_sv_damageeffect_lifetime_max)
- pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_lifetime, time + autocvar_sv_damageeffect_lifetime_max);
-
- pl.damageeffect_repeater.cnt = type;
- pl.damageeffect_repeater.nextthink = time;
-}
-
-void Violence_DamageEffect_Remove(entity pl)
-{
- pl.damageeffect_repeater.nextthink = 0;
- remove(pl.damageeffect_repeater);
- pl.damageeffect_repeater = world;
-}
-
-void Violence_DamageEffect_Copy(entity old_pl, entity pl)
-{
- if(pl.damageeffect_repeater != world)
- Violence_DamageEffect_Remove(pl);
-
- Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
- pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime
-}