4 #include "../common/deathtypes/all.qh"
5 #include "../common/movetypes/movetypes.qh"
6 #include "../common/vehicles/all.qh"
7 #include "../common/weapons/all.qh"
15 void DamageEffect_Think()
17 // if particle distribution is enabled, slow ticrate by total number of damages
18 if(autocvar_cl_damageeffect_distribute)
19 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
21 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
23 if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
25 // time is up or the player got gibbed / disconnected
26 self.owner.total_damages = max(0, self.owner.total_damages - 1);
30 if(self.state && !self.owner.csqcmodel_isdead)
32 // if the player was dead but is now alive, it means he respawned
33 // if so, clear his damage effects, or damages from his dead body will be copied back
34 self.owner.total_damages = max(0, self.owner.total_damages - 1);
38 self.state = self.owner.csqcmodel_isdead;
39 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
40 return; // if we aren't using a third person camera, hide our own effects
42 // now generate the particles
44 org = gettaginfo(self, 0); // origin at attached location
45 __pointparticles(self.team, org, '0 0 0', 1);
48 void DamageEffect(vector hitorg, float thedamage, int type, int specnum)
50 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
54 string specstr, effectname;
57 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
59 if(!self || !self.modelindex || !self.drawmask)
62 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
63 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
64 // if there's no skeleton, object origin will automatically be selected
68 continue; // skip empty bones
69 // blacklist bones positioned outside the mesh, or the effect will be floating
70 // TODO: Do we have to do it this way? Why do these bones exist at all?
71 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
72 continue; // player model bone blacklist
74 // now choose the bone closest to impact origin
75 if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
78 gettaginfo(self, nearestbone); // set gettaginfo_name
80 // return if we reached our damage effect limit or damages are disabled
81 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
84 if(self.total_damages >= autocvar_cl_damageeffect_bones)
85 return; // allow multiple damages on skeletal models
89 if(autocvar_cl_damageeffect < 2 || self.total_damages)
90 return; // allow a single damage on non-skeletal models
93 life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
95 effectname = DEATH_WEAPONOF(type).netname;
97 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
99 if(self.isplayermodel)
101 specstr = species_prefix(specnum);
102 specstr = substring(specstr, 0, strlen(specstr) - 1);
103 effectname = strreplace("BLOOD", specstr, effectname);
105 else { return; } // objects don't bleed
110 setmodel(e, MDL_Null); // necessary to attach and read origin
111 setattachment(e, self, gettaginfo_name); // attach to the given bone
114 e.team = _particleeffectnum(effectname);
115 e.think = DamageEffect_Think;
117 self.total_damages += 1;
120 void Ent_DamageInfo(float isNew)
123 float thedamage, rad, edge, thisdmg;
124 bool hitplayer = false;
125 int species, forcemul;
126 vector force, thisforce;
128 w_deathtype = ReadShort();
129 w_issilent = (w_deathtype & 0x8000);
130 w_deathtype = (w_deathtype & 0x7FFF);
132 w_org.x = ReadCoord();
133 w_org.y = ReadCoord();
134 w_org.z = ReadCoord();
136 thedamage = ReadByte();
139 force = decompressShortVector(ReadShort());
140 species = ReadByte();
153 for(entity e = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); e; e = e.chain)
156 // attached ents suck
160 vector nearest = NearestPointOnBox(self, w_org);
163 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
170 thisdmg = thedamage + (edge - thedamage) * thisdmg;
171 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(self.origin - w_org);
176 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
181 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
185 thisforce = forcemul * force;
188 if(self.damageforcescale)
191 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
192 self.move_flags &= ~FL_ONGROUND;
198 if(self.event_damage)
199 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
201 DamageEffect(w_org, thisdmg, w_deathtype, species);
203 if(self.isplayermodel)
204 hitplayer = true; // this impact damaged a player
208 if(DEATH_ISVEHICLE(w_deathtype))
210 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
211 if(trace_plane_normal != '0 0 0')
212 w_backoff = trace_plane_normal;
214 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
216 setorigin(self, w_org + w_backoff * 2); // for sound() calls
218 switch(DEATH_ENT(w_deathtype))
224 case DEATH_VH_SPID_MINIGUN:
225 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
226 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, self.origin, w_backoff * 1000, 1);
228 case DEATH_VH_SPID_ROCKET:
229 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
230 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
232 case DEATH_VH_SPID_DEATH:
233 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
234 pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
237 case DEATH_VH_WAKI_GUN:
238 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
239 pointparticles(EFFECT_RACER_IMPACT, self.origin, w_backoff * 1000, 1);
241 case DEATH_VH_WAKI_ROCKET:
242 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
243 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
245 case DEATH_VH_WAKI_DEATH:
246 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
247 pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
250 case DEATH_VH_RAPT_CANNON:
251 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
252 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, self.origin, w_backoff * 1000, 1);
254 case DEATH_VH_RAPT_FRAGMENT:
257 for(i = 1; i < 4; ++i)
259 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
260 ang = vectoangles(vel);
261 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
263 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
264 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, self.origin, w_backoff * 1000, 1);
266 case DEATH_VH_RAPT_BOMB:
267 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
268 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, self.origin, w_backoff * 1000, 1);
270 case DEATH_VH_RAPT_DEATH:
271 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
272 pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
274 case DEATH_VH_BUMB_GUN:
275 sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
276 pointparticles(EFFECT_BIGPLASMA_IMPACT, self.origin, w_backoff * 1000, 1);
282 if(DEATH_ISTURRET(w_deathtype))
284 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
285 if(trace_plane_normal != '0 0 0')
286 w_backoff = trace_plane_normal;
288 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
290 setorigin(self, w_org + w_backoff * 2); // for sound() calls
292 switch(DEATH_ENT(w_deathtype))
294 case DEATH_TURRET_EWHEEL:
295 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
296 pointparticles(EFFECT_BLASTER_IMPACT, self.origin, w_backoff * 1000, 1);
299 case DEATH_TURRET_FLAC:
300 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
301 sound(self, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
304 case DEATH_TURRET_MLRS:
305 case DEATH_TURRET_HK:
306 case DEATH_TURRET_WALK_ROCKET:
307 case DEATH_TURRET_HELLION:
308 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
309 pointparticles(EFFECT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
312 case DEATH_TURRET_MACHINEGUN:
313 case DEATH_TURRET_WALK_GUN:
314 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
315 pointparticles(EFFECT_MACHINEGUN_IMPACT, self.origin, w_backoff * 1000, 1);
318 case DEATH_TURRET_PLASMA:
319 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_MIN);
320 pointparticles(EFFECT_ELECTRO_IMPACT, self.origin, w_backoff * 1000, 1);
323 case DEATH_TURRET_WALK_MELEE:
324 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_MIN);
325 pointparticles(EFFECT_TE_SPARK, self.origin, w_backoff * 1000, 1);
328 case DEATH_TURRET_PHASER:
331 case DEATH_TURRET_TESLA:
332 te_smallflash(self.origin);
338 // TODO spawn particle effects and sounds based on w_deathtype
339 if(!DEATH_ISSPECIAL(w_deathtype))
340 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
342 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
343 w_random = prandom();
345 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
346 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
347 w_backoff = trace_plane_normal;
349 w_backoff = -1 * normalize(force);
350 setorigin(self, w_org + w_backoff * 2); // for sound() calls
352 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) {
353 hitwep.wr_impacteffect(hitwep);