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1 #include "damage.qh"
2
3 #include "gibs.qh"
4 #include "../common/deathtypes/all.qh"
5 #include "../common/movetypes/movetypes.qh"
6 #include "../common/vehicles/all.qh"
7 #include "../common/weapons/all.qh"
8
9 .entity tag_entity;
10
11 .float cnt;
12 .int state;
13 .bool isplayermodel;
14
15 void DamageEffect_Think()
16 {SELFPARAM();
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;
20         else
21                 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
22
23         if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
24         {
25                 // time is up or the player got gibbed / disconnected
26                 self.owner.total_damages = max(0, self.owner.total_damages - 1);
27                 remove(self);
28                 return;
29         }
30         if(self.state && !self.owner.csqcmodel_isdead)
31         {
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);
35                 remove(self);
36                 return;
37         }
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
41
42         // now generate the particles
43         vector org;
44         org = gettaginfo(self, 0); // origin at attached location
45         pointparticles(self.team, org, '0 0 0', 1);
46 }
47
48 void DamageEffect(vector hitorg, float thedamage, int type, int specnum)
49 {SELFPARAM();
50         // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
51
52         int nearestbone = 0;
53         float life;
54         string specstr, effectname;
55         entity e;
56
57         if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
58                 return;
59         if(!self || !self.modelindex || !self.drawmask)
60                 return;
61
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
65         FOR_EACH_TAG(self)
66         {
67                 if(!tagnum)
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
73
74                 // now choose the bone closest to impact origin
75                 if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
76                         nearestbone = tagnum;
77         }
78         gettaginfo(self, nearestbone); // set gettaginfo_name
79
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
82         if(nearestbone)
83         {
84                 if(self.total_damages >= autocvar_cl_damageeffect_bones)
85                         return; // allow multiple damages on skeletal models
86         }
87         else
88         {
89                 if(autocvar_cl_damageeffect < 2 || self.total_damages)
90                         return; // allow a single damage on non-skeletal models
91         }
92
93         life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
94
95         effectname = DEATH_WEAPONOF(type).netname;
96
97         if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
98         {
99                 if(self.isplayermodel)
100                 {
101                         specstr = species_prefix(specnum);
102                         specstr = substring(specstr, 0, strlen(specstr) - 1);
103                         effectname = strreplace("BLOOD", specstr, effectname);
104                 }
105                 else { return; } // objects don't bleed
106         }
107
108         e = spawn();
109         setmodel(e, MDL_Null); // necessary to attach and read origin
110         setattachment(e, self, gettaginfo_name); // attach to the given bone
111         e.classname = "damage";
112         e.owner = self;
113         e.cnt = time + life;
114         e.team = _particleeffectnum(effectname);
115         e.think = DamageEffect_Think;
116         e.nextthink = time;
117         self.total_damages += 1;
118 }
119
120 void Ent_DamageInfo(float isNew)
121 {SELFPARAM();
122         float thedamage, rad, edge, thisdmg;
123         bool hitplayer = false;
124         int species, forcemul;
125         vector force, thisforce;
126
127         w_deathtype = ReadShort();
128         w_issilent = (w_deathtype & 0x8000);
129         w_deathtype = (w_deathtype & 0x7FFF);
130
131         w_org.x = ReadCoord();
132         w_org.y = ReadCoord();
133         w_org.z = ReadCoord();
134
135         thedamage = ReadByte();
136         rad = ReadByte();
137         edge = ReadByte();
138         force = decompressShortVector(ReadShort());
139         species = ReadByte();
140
141         if (!isNew)
142                 return;
143
144         if(rad < 0)
145         {
146                 rad = -rad;
147                 forcemul = -1;
148         }
149         else
150                 forcemul = 1;
151
152         for(entity e = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); e; e = e.chain)
153         {
154                 setself(e);
155                 // attached ents suck
156                 if(self.tag_entity)
157                         continue;
158
159                 vector nearest = NearestPointOnBox(self, w_org);
160                 if(rad)
161                 {
162                         thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
163                         if(thisdmg >= 1)
164                                 continue;
165                         if(thisdmg < 0)
166                                 thisdmg = 0;
167                         if(thedamage)
168                         {
169                                 thisdmg = thedamage + (edge - thedamage) * thisdmg;
170                                 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(self.origin - w_org);
171                         }
172                         else
173                         {
174                                 thisdmg = 0;
175                                 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
176                         }
177                 }
178                 else
179                 {
180                         if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
181                                 continue;
182
183                         thisdmg = thedamage;
184                         thisforce = forcemul * force;
185                 }
186
187                 if(self.damageforcescale)
188                         if(vlen(thisforce))
189                         {
190                                 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
191                                 self.move_flags &= ~FL_ONGROUND;
192                         }
193
194                 if(w_issilent)
195                         self.silent = 1;
196
197                 if(self.event_damage)
198                         self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
199
200                 DamageEffect(w_org, thisdmg, w_deathtype, species);
201
202                 if(self.isplayermodel)
203                         hitplayer = true; // this impact damaged a player
204         }
205         setself(this);
206
207         if(DEATH_ISVEHICLE(w_deathtype))
208         {
209                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
210                 if(trace_plane_normal != '0 0 0')
211                         w_backoff = trace_plane_normal;
212                 else
213                         w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
214
215                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
216
217                 switch(DEATH_ENT(w_deathtype))
218                 {
219                         case DEATH_VH_CRUSH:
220                                 break;
221
222                         // spiderbot
223                         case DEATH_VH_SPID_MINIGUN:
224                                 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
225                                 pointparticles(particleeffectnum(EFFECT_SPIDERBOT_MINIGUN_IMPACT), self.origin, w_backoff * 1000, 1);
226                                 break;
227                         case DEATH_VH_SPID_ROCKET:
228                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
229                                 pointparticles(particleeffectnum(EFFECT_SPIDERBOT_ROCKET_EXPLODE), self.origin, w_backoff * 1000, 1);
230                                 break;
231                         case DEATH_VH_SPID_DEATH:
232                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
233                                 pointparticles(particleeffectnum(EFFECT_EXPLOSION_BIG), self.origin, w_backoff * 1000, 1);
234                                 break;
235
236                         case DEATH_VH_WAKI_GUN:
237                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
238                                 pointparticles(particleeffectnum(EFFECT_RACER_IMPACT), self.origin, w_backoff * 1000, 1);
239                                 break;
240                         case DEATH_VH_WAKI_ROCKET:
241                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
242                                 pointparticles(particleeffectnum(EFFECT_RACER_ROCKET_EXPLODE), self.origin, w_backoff * 1000, 1);
243                                 break;
244                         case DEATH_VH_WAKI_DEATH:
245                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
246                                 pointparticles(particleeffectnum(EFFECT_EXPLOSION_BIG), self.origin, w_backoff * 1000, 1);
247                                 break;
248
249                         case DEATH_VH_RAPT_CANNON:
250                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
251                                 pointparticles(particleeffectnum(EFFECT_RAPTOR_CANNON_IMPACT), self.origin, w_backoff * 1000, 1);
252                                 break;
253                         case DEATH_VH_RAPT_FRAGMENT:
254                                 float i;
255                                 vector ang, vel;
256                                 for(i = 1; i < 4; ++i)
257                                 {
258                                         vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
259                                         ang = vectoangles(vel);
260                                         RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
261                                 }
262                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
263                                 pointparticles(particleeffectnum(EFFECT_RAPTOR_BOMB_SPREAD), self.origin, w_backoff * 1000, 1);
264                                 break;
265                         case DEATH_VH_RAPT_BOMB:
266                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
267                                 pointparticles(particleeffectnum(EFFECT_RAPTOR_BOMB_IMPACT), self.origin, w_backoff * 1000, 1);
268                                 break;
269                         case DEATH_VH_RAPT_DEATH:
270                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
271                                 pointparticles(particleeffectnum(EFFECT_EXPLOSION_BIG), self.origin, w_backoff * 1000, 1);
272                                 break;
273                         case DEATH_VH_BUMB_GUN:
274                                 sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
275                                 pointparticles(particleeffectnum(EFFECT_BIGPLASMA_IMPACT), self.origin, w_backoff * 1000, 1);
276                                 break;
277                 }
278         }
279
280
281         if(DEATH_ISTURRET(w_deathtype))
282         {
283                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
284                 if(trace_plane_normal != '0 0 0')
285                         w_backoff = trace_plane_normal;
286                 else
287                         w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
288
289                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
290
291                 switch(DEATH_ENT(w_deathtype))
292                 {
293                          case DEATH_TURRET_EWHEEL:
294                                 sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
295                                 pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), self.origin, w_backoff * 1000, 1);
296                                 break;
297
298                          case DEATH_TURRET_FLAC:
299                                 pointparticles(particleeffectnum(EFFECT_HAGAR_EXPLODE), w_org, '0 0 0', 1);
300                                 sound(self, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
301                                 break;
302
303                          case DEATH_TURRET_MLRS:
304                          case DEATH_TURRET_HK:
305                          case DEATH_TURRET_WALK_ROCKET:
306                          case DEATH_TURRET_HELLION:
307                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
308                                 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), self.origin, w_backoff * 1000, 1);
309                                 break;
310
311                          case DEATH_TURRET_MACHINEGUN:
312                          case DEATH_TURRET_WALK_GUN:
313                                 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
314                                 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), self.origin, w_backoff * 1000, 1);
315                                 break;
316
317                          case DEATH_TURRET_PLASMA:
318                                 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_MIN);
319                                 pointparticles(particleeffectnum(EFFECT_ELECTRO_IMPACT), self.origin, w_backoff * 1000, 1);
320                                 break;
321
322                          case DEATH_TURRET_WALK_MELEE:
323                                 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_MIN);
324                                 pointparticles(particleeffectnum(EFFECT_TE_SPARK), self.origin, w_backoff * 1000, 1);
325                                 break;
326
327                          case DEATH_TURRET_PHASER:
328                                 break;
329
330                          case DEATH_TURRET_TESLA:
331                                 te_smallflash(self.origin);
332                                 break;
333
334                 }
335         }
336
337         // TODO spawn particle effects and sounds based on w_deathtype
338         if(!DEATH_ISSPECIAL(w_deathtype))
339         if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
340         {
341                 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
342                 w_random = prandom();
343
344                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
345                 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
346                         w_backoff = trace_plane_normal;
347                 else
348                         w_backoff = -1 * normalize(force);
349                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
350
351                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) {
352                         hitwep.wr_impacteffect(hitwep);
353                 }
354         }
355 }