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one step towards making the rifle the "standard sniper gun" instead of the Nex: on...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / damage.qc
1 void Ent_DamageInfo(float isNew)
2 {
3         float dmg, rad, edge, thisdmg, forcemul;
4         vector force, thisforce;
5         entity oldself;
6
7         oldself = self;
8
9         w_deathtype = ReadShort();
10         w_issilent = (w_deathtype & 0x8000);
11         w_deathtype = (w_deathtype & 0x7FFF);
12
13         w_org_x = ReadCoord();
14         w_org_y = ReadCoord();
15         w_org_z = ReadCoord();
16
17         dmg = ReadByte();
18         rad = ReadByte();
19         edge = ReadByte();
20         force = decompressShortVector(ReadShort());
21
22         if not(isNew)
23                 return;
24
25         if(rad < 0)
26         {
27                 rad = -rad;
28                 forcemul = -1;
29         }
30         else
31                 forcemul = 1;
32         
33         for(self = findradius(w_org, rad); self; self = self.chain)
34         {
35                 if(rad)
36                 {
37                         thisdmg = vlen(self.origin - w_org) / rad;
38                         if(thisdmg >= 1)
39                                 continue;
40                         if(dmg)
41                         {
42                                 thisdmg = dmg + (edge - dmg) * thisdmg;
43                                 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
44                         }
45                         else
46                         {
47                                 thisdmg = 0;
48                                 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
49                         }
50                 }
51                 else
52                 {
53                         thisdmg = dmg;
54                         thisforce = forcemul * force;
55                 }
56
57                 //print("check ", ftos(num_for_edict(self)), " ", self.classname, "\n");
58                 //print(ftos(self.damageforcescale), "\n");
59                 //print(vtos(thisforce), "\n");
60                 if(self.damageforcescale)
61                         if(vlen(thisforce))
62                         {
63                                 self.move_velocity = self.move_velocity + self.damageforcescale * thisforce;
64                                 self.move_flags &~= FL_ONGROUND;
65                                 //print("pushed ", ftos(num_for_edict(self)), " loose\n");
66                         }
67
68                 if(w_issilent)
69                         self.silent = 1;
70
71                 if(self.event_damage)
72                         self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
73         }
74
75         self = oldself;
76
77         // TODO spawn particle effects and sounds based on w_deathtype
78         
79         if(!DEATH_ISSPECIAL(w_deathtype))
80         {
81                 float hitwep;
82
83                 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
84                 w_random = prandom();
85
86                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
87                 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
88                         w_backoff = trace_plane_normal;
89                 else
90                         w_backoff = -1 * normalize(force);
91                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
92
93                 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
94         }
95 }
96
97 void DamageInfo_Precache()
98 {
99         float i;
100         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
101                 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
102 }