-#ifndef DAMAGEEFFECTS_H
-#define DAMAGEEFFECTS_H
-
-#ifdef CSQC
-#include <common/deathtypes/all.qh>
-#include <common/physics/movetypes/movetypes.qh>
-#include <client/mutators/events.qh>
-#include <common/vehicles/all.qh>
-#include <common/weapons/all.qh>
-#endif
-
-#endif
+#include "damageeffects.qh"
#ifdef IMPLEMENTATION
bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
{
WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
- WriteShort(MSG_ENTITY, self.projectiledeathtype);
- WriteCoord(MSG_ENTITY, floor(self.origin.x));
- WriteCoord(MSG_ENTITY, floor(self.origin.y));
- WriteCoord(MSG_ENTITY, floor(self.origin.z));
- WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
- WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
- WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
- WriteShort(MSG_ENTITY, self.oldorigin.x);
- WriteByte(MSG_ENTITY, self.species);
+ WriteShort(MSG_ENTITY, this.projectiledeathtype);
+ WriteCoord(MSG_ENTITY, floor(this.origin.x));
+ WriteCoord(MSG_ENTITY, floor(this.origin.y));
+ WriteCoord(MSG_ENTITY, floor(this.origin.z));
+ WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
+ WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
+ WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
+ WriteShort(MSG_ENTITY, this.oldorigin.x);
+ WriteByte(MSG_ENTITY, this.species);
return true;
}
.int state;
.bool isplayermodel;
-void DamageEffect_Think()
-{SELFPARAM();
+void DamageEffect_Think(entity this)
+{
// if particle distribution is enabled, slow ticrate by total number of damages
if(autocvar_cl_damageeffect_distribute)
- self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
+ this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
else
- self.nextthink = time + autocvar_cl_damageeffect_ticrate;
+ this.nextthink = time + autocvar_cl_damageeffect_ticrate;
- if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
+ if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
{
// time is up or the player got gibbed / disconnected
- self.owner.total_damages = max(0, self.owner.total_damages - 1);
- remove(self);
+ this.owner.total_damages = max(0, this.owner.total_damages - 1);
+ delete(this);
return;
}
- if(self.state && !self.owner.csqcmodel_isdead)
+ if(this.state && !this.owner.csqcmodel_isdead)
{
// if the player was dead but is now alive, it means he respawned
// if so, clear his damage effects, or damages from his dead body will be copied back
- self.owner.total_damages = max(0, self.owner.total_damages - 1);
- remove(self);
+ this.owner.total_damages = max(0, this.owner.total_damages - 1);
+ delete(this);
return;
}
- self.state = self.owner.csqcmodel_isdead;
- if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
+ this.state = this.owner.csqcmodel_isdead;
+ if(this.owner.isplayermodel && (this.owner.entnum == player_localentnum) && !autocvar_chase_active)
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
vector org;
- org = gettaginfo(self, 0); // origin at attached location
- __pointparticles(self.team, org, '0 0 0', 1);
+ org = gettaginfo(this, 0); // origin at attached location
+ __pointparticles(this.team, org, '0 0 0', 1);
}
string species_prefix(int specnum)
}
}
-void DamageEffect(vector hitorg, float thedamage, int type, int specnum)
-{SELFPARAM();
+void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
+{
// particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
int nearestbone = 0;
if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
- if(!self || !self.modelindex || !self.drawmask)
+ if(!this || !this.modelindex || !this.drawmask)
return;
// if this is a rigged mesh, the effect will show on the bone where damage was dealt
// we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
// if there's no skeleton, object origin will automatically be selected
- FOR_EACH_TAG(self)
+ FOR_EACH_TAG(this)
{
if(!tagnum)
continue; // skip empty bones
continue; // player model bone blacklist
// now choose the bone closest to impact origin
- if(nearestbone == 0 || vlen2(hitorg - gettaginfo(self, tagnum)) <= vlen2(hitorg - gettaginfo(self, nearestbone)))
+ if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
nearestbone = tagnum;
}
- gettaginfo(self, nearestbone); // set gettaginfo_name
+ gettaginfo(this, nearestbone); // set gettaginfo_name
// return if we reached our damage effect limit or damages are disabled
// TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
if(nearestbone)
{
- if(self.total_damages >= autocvar_cl_damageeffect_bones)
+ if(this.total_damages >= autocvar_cl_damageeffect_bones)
return; // allow multiple damages on skeletal models
}
else
{
- if(autocvar_cl_damageeffect < 2 || self.total_damages)
+ if(autocvar_cl_damageeffect < 2 || this.total_damages)
return; // allow a single damage on non-skeletal models
}
if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
{
- if(self.isplayermodel)
+ if(this.isplayermodel)
{
specstr = species_prefix(specnum);
specstr = substring(specstr, 0, strlen(specstr) - 1);
e = new(damage);
setmodel(e, MDL_Null); // necessary to attach and read origin
- setattachment(e, self, gettaginfo_name); // attach to the given bone
- e.owner = self;
+ setattachment(e, this, gettaginfo_name); // attach to the given bone
+ e.owner = this;
e.cnt = time + life;
e.team = _particleeffectnum(effectname);
- e.think = DamageEffect_Think;
+ setthink(e, DamageEffect_Think);
e.nextthink = time;
- self.total_damages += 1;
+ this.total_damages += 1;
}
NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
{
- make_pure(this);
+ const float ATTEN_LOW = 0.2;
float thedamage, rad, edge, thisdmg;
bool hitplayer = false;
int species, forcemul;
else
forcemul = 1;
- for(entity e = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); e; e = e.chain)
- {
- setself(e);
- // attached ents suck
- if(self.tag_entity)
- continue;
-
- vector nearest = NearestPointOnBox(self, w_org);
- if(rad)
+ FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
+ vector nearest = NearestPointOnBox(it, w_org);
+ if (rad)
{
- thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
if(thisdmg >= 1)
continue;
if(thisdmg < 0)
if(thedamage)
{
thisdmg = thedamage + (edge - thedamage) * thisdmg;
- thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(self.origin - w_org);
+ thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
}
else
{
thisdmg = 0;
- thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
+ thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
}
}
else
{
- if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
+ if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
continue;
thisdmg = thedamage;
thisforce = forcemul * force;
}
- if(self.damageforcescale)
+ if(it.damageforcescale)
if(vdist(thisforce, !=, 0))
{
- self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
- self.move_flags &= ~FL_ONGROUND;
+ it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, autocvar_g_balance_damagepush_speedfactor);
+ UNSET_ONGROUND(it);
}
if(w_issilent)
- self.silent = 1;
+ it.silent = 1;
- if(self.event_damage)
- self.event_damage(self, thisdmg, w_deathtype, w_org, thisforce);
+ if(it.event_damage)
+ it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
- DamageEffect(w_org, thisdmg, w_deathtype, species);
+ DamageEffect(it, w_org, thisdmg, w_deathtype, species);
- if(self.isplayermodel)
+ if(it.isplayermodel)
hitplayer = true; // this impact damaged a player
- }
- setself(this);
+ });
if(DEATH_ISVEHICLE(w_deathtype))
{
- traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
+ traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
if(trace_plane_normal != '0 0 0')
w_backoff = trace_plane_normal;
else
w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
- setorigin(self, w_org + w_backoff * 2); // for sound() calls
+ setorigin(this, w_org + w_backoff * 2); // for sound() calls
switch(DEATH_ENT(w_deathtype))
{
// spiderbot
case DEATH_VH_SPID_MINIGUN:
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_SPID_ROCKET:
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_SPID_DEATH:
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_WAKI_GUN:
- sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_RACER_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_WAKI_ROCKET:
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_RACER_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_WAKI_DEATH:
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_RAPT_CANNON:
- sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_RAPT_FRAGMENT:
float i;
ang = vectoangles(vel);
RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
}
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_RAPT_BOMB:
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_RAPT_DEATH:
- sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
break;
case DEATH_VH_BUMB_GUN:
- sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_BIGPLASMA_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
break;
}
}
if(DEATH_ISTURRET(w_deathtype))
{
- traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
+ traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
if(trace_plane_normal != '0 0 0')
w_backoff = trace_plane_normal;
else
w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
- setorigin(self, w_org + w_backoff * 2); // for sound() calls
+ setorigin(this, w_org + w_backoff * 2); // for sound() calls
switch(DEATH_ENT(w_deathtype))
{
case DEATH_TURRET_EWHEEL:
- sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_BLASTER_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_TURRET_FLAC:
pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
- sound(self, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
+ sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
break;
case DEATH_TURRET_MLRS:
case DEATH_TURRET_HK:
case DEATH_TURRET_WALK_ROCKET:
case DEATH_TURRET_HELLION:
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
break;
case DEATH_TURRET_MACHINEGUN:
case DEATH_TURRET_WALK_GUN:
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
- pointparticles(EFFECT_MACHINEGUN_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_TURRET_PLASMA:
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_ELECTRO_IMPACT, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
break;
case DEATH_TURRET_WALK_MELEE:
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_MIN);
- pointparticles(EFFECT_TE_SPARK, self.origin, w_backoff * 1000, 1);
+ sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
+ pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
break;
case DEATH_TURRET_PHASER:
break;
case DEATH_TURRET_TESLA:
- te_smallflash(self.origin);
+ te_smallflash(this.origin);
break;
}
Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
w_random = prandom();
- traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
+ traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
w_backoff = trace_plane_normal;
else
w_backoff = -1 * normalize(force);
- setorigin(self, w_org + w_backoff * 2); // for sound() calls
+ setorigin(this, w_org + w_backoff * 2); // for sound() calls
if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
{
- if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep))
- hitwep.wr_impacteffect(hitwep);
+ if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
+ hitwep.wr_impacteffect(hitwep, this);
}
}
}