X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_violence.qc;h=34d384c2833ad502a2c164992e2d68ac57481e35;hb=e46955aa359b3a9b0399b572ebd34e3770c283b7;hp=d1c1982d0341987a24acc15d00e4c61ba6063b39;hpb=2579e5e423785cb7b77488f0f7e633a587f81ddd;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index d1c1982d0..34d384c28 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -3,7 +3,6 @@ float Violence_GibSplash_SendEntity(entity to, float sf) WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH); WriteByte(MSG_ENTITY, self.state); // actually type WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier - WriteByte(MSG_ENTITY, self.team); // player num WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy @@ -28,8 +27,9 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent e.state |= 8 * self.species; // gib type, ranges from 0 to 15 // if this is a copied dead body, send the num of its player instead + // TODO: remove this field, read from model txt files if(self.classname == "body") - e.team = num_for_edict(self.owner); + e.team = num_for_edict(self.enemy); else e.team = num_for_edict(self); @@ -45,104 +45,3 @@ void Violence_GibSplash(entity source, float type, float amount, entity attacker { Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker); } - -// damage effect - -.float lifetime; -.entity damageeffect_repeater; - -float Violence_DamageEffect_SendEntity(entity to, float sf) -{ - // if the client cannot see the damaged player, don't send to him and waste bandwidth - if not(checkpvs(to.origin + to.view_ofs, self)) - return FALSE; - - WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); - WriteByte(MSG_ENTITY, self.cnt); // the damage weapon - WriteByte(MSG_ENTITY, self.state); // species - WriteByte(MSG_ENTITY, self.team); // player entnum - 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); - - 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.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.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.lifetime += (autocvar_sv_damageeffect_lifetime * damage); - } - - if(autocvar_sv_damageeffect_lifetime_max) - pl.damageeffect_repeater.lifetime = bound(0, pl.damageeffect_repeater.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.lifetime = old_pl.damageeffect_repeater.lifetime; // copy the lifetime -}