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1 .float silent;\r
2 \r
3 void Gib_Delete()\r
4 {\r
5         remove(self);\r
6 }\r
7 \r
8 string species_prefix(float specnum)\r
9 {\r
10         switch(specnum)\r
11         {\r
12                 case SPECIES_HUMAN:       return "";\r
13                 case SPECIES_ALIEN:       return "alien_";\r
14                 case SPECIES_ROBOT_SHINY: return "robot_";\r
15                 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs\r
16                 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs\r
17                 case SPECIES_ANIMAL:      return "animal_";\r
18                 case SPECIES_RESERVED:    return "reserved_";\r
19                 default:         return "";\r
20         }\r
21 }\r
22 \r
23 void Gib_setmodel(entity gib, string mdlname, float specnum)\r
24 {\r
25         switch(specnum)\r
26         {\r
27                 case SPECIES_ROBOT_RUSTY:\r
28                 case SPECIES_ROBOT_SHINY:\r
29                 case SPECIES_ROBOT_SOLID:\r
30                         if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")\r
31                         {\r
32                                 if(mdlname == "models/gibs/bloodyskull.md3")\r
33                                         setmodel(gib, "models/gibs/robo.md3");\r
34                                 else\r
35                                         setmodel(gib, strcat("models/gibs/robo", ftos(floor(random() * 8) + 1), ".md3"));\r
36                                 if(specnum == SPECIES_ROBOT_SHINY)\r
37                                 {\r
38                                         gib.skin = 1;\r
39                                         gib.colormod = '2 2 2';\r
40                                 }\r
41                                 gib.scale = 1;\r
42                                 break;\r
43                         }\r
44                 default:\r
45                         setmodel(gib, mdlname);\r
46                         gib.skin = specnum;\r
47                         break;\r
48         }\r
49 }\r
50 \r
51 void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)\r
52 {\r
53         float i, pmod;\r
54         pmod = cvar("cl_particles_quality");\r
55         for (i = 0; i < 250 * pmod; ++i)\r
56                 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);\r
57 }\r
58 \r
59 void SUB_RemoveOnNoImpact()\r
60 {\r
61         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
62                 Gib_Delete();\r
63 }\r
64 \r
65 void Gib_Touch()\r
66 {\r
67         // TODO maybe bounce of walls, make more gibs, etc.\r
68 \r
69         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)\r
70         {\r
71                 Gib_Delete();\r
72                 return;\r
73         }\r
74 \r
75         if(!self.silent)\r
76                 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);\r
77         pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);\r
78 \r
79         Gib_Delete();\r
80 }\r
81 \r
82 void Gib_Draw()\r
83 {\r
84         vector oldorg;\r
85         oldorg = self.origin;\r
86 \r
87         Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);\r
88         if(wasfreed(self))\r
89                 return;\r
90 \r
91         if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...\r
92                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);\r
93         else\r
94                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);\r
95 \r
96         self.renderflags = 0;\r
97         self.alpha = bound(0, self.nextthink - time, 1);\r
98 \r
99         if(self.alpha < ALPHA_MIN_VISIBLE)\r
100                 Gib_Delete();\r
101         else\r
102                 R_AddEntity(self);\r
103 }\r
104 \r
105 void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent)\r
106 {\r
107         entity gib;\r
108 \r
109         // TODO remove some gibs according to cl_nogibs\r
110         gib = RubbleNew("gib");\r
111         gib.move_movetype = MOVETYPE_BOUNCE;\r
112         gib.gravity = 1;\r
113         gib.solid = SOLID_CORPSE;\r
114         gib.cnt = specnum;\r
115         gib.silent = issilent;\r
116         Gib_setmodel(gib, mdlname, specnum);\r
117 \r
118         setsize (gib, '-8 -8 -8', '8 8 8');\r
119 \r
120         gib.draw = Gib_Draw;\r
121         if(destroyontouch)\r
122                 gib.move_touch = Gib_Touch;\r
123         else\r
124                 gib.move_touch = SUB_RemoveOnNoImpact;\r
125 \r
126         gib.move_origin = gib.origin = org;\r
127         gib.move_velocity = vconst * cvar_or("cl_gibs_velocity_scale", 1) + vrand * cvar_or("cl_gibs_velocity_random", 1) + '0 0 1' * cvar("cl_gibs_velocity_up");\r
128         gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);\r
129         gib.move_time = time;\r
130         gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5);\r
131 \r
132         gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15);\r
133 \r
134         RubbleLimit("gib", cvar_or("cl_gibs_maxcount",100), Gib_Delete);\r
135 }\r
136 \r
137 void Ent_GibSplash(float isNew)\r
138 {\r
139         float amount, type, specnum;\r
140         vector org, vel;\r
141         string specstr;\r
142         float issilent;\r
143         string gentle_prefix;\r
144 \r
145         float c, randomvalue;\r
146 \r
147         type = ReadByte(); // gibbage type\r
148         amount = ReadByte() / 16.0; // gibbage amount\r
149         org_x = ReadShort() * 4 + 2;\r
150         org_y = ReadShort() * 4 + 2;\r
151         org_z = ReadShort() * 4 + 2;\r
152         vel = decompressShortVector(ReadShort());\r
153 \r
154         if(cvar("cl_gentle"))\r
155                 type |= 0x80; // set gentle bit\r
156 \r
157         if(type & 0x80)\r
158         {\r
159                 if(cvar("cl_gentle") > 1)\r
160                         gentle_prefix = "";\r
161                 else\r
162                         gentle_prefix = "morphed_";\r
163         }\r
164         else if(cvar("cl_particlegibs"))\r
165         {\r
166                 type |= 0x80;\r
167                 gentle_prefix = "particlegibs_";\r
168         }\r
169 \r
170         if not(cvar("cl_gentle"))\r
171                 amount *= 1 - cvar("cl_nogibs");\r
172 \r
173         if(cvar("ekg"))\r
174                 amount *= 5;\r
175 \r
176         if(amount <= 0 || !isNew)\r
177                 return;\r
178 \r
179         self.origin = org; // for the sounds\r
180 \r
181         specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)\r
182         issilent = (type & 0x40);\r
183         type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib\r
184         specstr = species_prefix(specnum);\r
185 \r
186         switch(type)\r
187         {\r
188                 case 0x01:\r
189                         if(!issilent)\r
190                                 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);\r
191 \r
192                         if(prandom() < amount)\r
193                                 TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0, issilent);\r
194                         new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);\r
195                         if(prandom() < amount)\r
196                                 TossGib ("models/gibs/bloodyskull.md3", org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);\r
197 \r
198                         for(c = 0; c < amount; ++c)\r
199                         {\r
200                                 randomvalue = amount - c;\r
201 \r
202                                 if(prandom() < randomvalue)\r
203                                         TossGib ("models/gibs/arm.md3", org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);\r
204                                 if(prandom() < randomvalue)\r
205                                         TossGib ("models/gibs/arm.md3", org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);\r
206                                 if(prandom() < randomvalue)\r
207                                         TossGib ("models/gibs/chest.md3", org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);\r
208                                 if(prandom() < randomvalue)\r
209                                         TossGib ("models/gibs/smallchest.md3", org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);\r
210                                 if(prandom() < randomvalue)\r
211                                         TossGib ("models/gibs/leg1.md3", org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);\r
212                                 if(prandom() < randomvalue)\r
213                                         TossGib ("models/gibs/leg2.md3", org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);\r
214 \r
215                                 // these splat on impact\r
216                                 if(prandom() < randomvalue)\r
217                                         TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);\r
218                                 if(prandom() < randomvalue)\r
219                                         TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);\r
220                                 if(prandom() < randomvalue)\r
221                                         TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);\r
222                                 if(prandom() < randomvalue)\r
223                                         TossGib ("models/gibs/chunk.mdl", org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);\r
224                         }\r
225                         break;\r
226                 case 0x02:\r
227                         pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);\r
228                         break;\r
229                 case 0x03:\r
230                         if(prandom() < amount)\r
231                                 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?\r
232                         break;\r
233                 case 0x81:\r
234                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);\r
235                         break;\r
236                 case 0x82:\r
237                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);\r
238                         break;\r
239                 case 0x83:\r
240                         // no gibs in gentle mode, sorry\r
241                         break;\r
242         }\r
243 }\r
244 \r
245 void GibSplash_Precache()\r
246 {\r
247         precache_model("models/gibs/chunk.mdl");\r
248         precache_model("models/gibs/leg1.md3");\r
249         precache_model("models/gibs/leg2.md3");\r
250         precache_model("models/gibs/chest.md3");\r
251         precache_model("models/gibs/smallchest.md3");\r
252         precache_model("models/gibs/arm.md3");\r
253         precache_model("models/gibs/bloodyskull.md3");\r
254         precache_model("models/gibs/eye.md3");\r
255 \r
256         precache_model("models/gibs/robo.md3");\r
257         precache_model("models/gibs/robo1.md3");\r
258         precache_model("models/gibs/robo2.md3");\r
259         precache_model("models/gibs/robo3.md3");\r
260         precache_model("models/gibs/robo4.md3");\r
261         precache_model("models/gibs/robo5.md3");\r
262         precache_model("models/gibs/robo6.md3");\r
263         precache_model("models/gibs/robo7.md3");\r
264         precache_model("models/gibs/robo8.md3");\r
265 \r
266         precache_sound ("misc/gib.wav");\r
267     precache_sound ("misc/gib_splat01.wav");\r
268     precache_sound ("misc/gib_splat02.wav");\r
269     precache_sound ("misc/gib_splat03.wav");\r
270     precache_sound ("misc/gib_splat04.wav");\r
271 }\r