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1 #if defined(CSQC)
2         #include "../dpdefs/csprogsdefs.qc"
3         #include "Defs.qc"
4         #include "../common/constants.qh"
5         #include "../common/util.qh"
6         #include "../common/buffs.qh"
7         #include "autocvars.qh"
8         #include "movetypes.qh"
9         #include "prandom.qh"
10         #include "main.qh"
11         #include "../csqcmodellib/cl_model.qh"
12         #include "../server/t_items.qh"
13 #elif defined(MENUQC)
14 #elif defined(SVQC)
15 #endif
16
17 .bool silent;
18
19 void Gib_Delete()
20 {
21         remove(self);
22 }
23
24 string species_prefix(int specnum)
25 {
26         switch(specnum)
27         {
28                 case SPECIES_HUMAN:       return "";
29                 case SPECIES_ALIEN:       return "alien_";
30                 case SPECIES_ROBOT_SHINY: return "robot_";
31                 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
32                 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
33                 case SPECIES_ANIMAL:      return "animal_";
34                 case SPECIES_RESERVED:    return "reserved_";
35                 default:         return "";
36         }
37 }
38
39 void Gib_setmodel(entity gib, string mdlname, int specnum)
40 {
41         switch(specnum)
42         {
43                 case SPECIES_ROBOT_RUSTY:
44                 case SPECIES_ROBOT_SHINY:
45                 case SPECIES_ROBOT_SOLID:
46                         if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")
47                         {
48                                 if(mdlname == "models/gibs/bloodyskull.md3")
49                                         setmodel(gib, "models/gibs/robo.md3");
50                                 else
51                                         setmodel(gib, strcat("models/gibs/robo", ftos(floor(random() * 8) + 1), ".md3"));
52                                 if(specnum == SPECIES_ROBOT_SHINY)
53                                 {
54                                         gib.skin = 1;
55                                         gib.colormod = '2 2 2';
56                                 }
57                                 gib.scale = 1;
58                                 break;
59                         }
60                 default:
61                         setmodel(gib, mdlname);
62                         gib.skin = specnum;
63                         break;
64         }
65 }
66
67 void new_te_bloodshower (int ef, vector org, float explosionspeed, int howmany)
68 {
69         float i, pmod;
70         pmod = autocvar_cl_particles_quality;
71         for (i = 0; i < 50 * pmod; ++i)
72                 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
73 }
74
75 void SUB_RemoveOnNoImpact()
76 {
77         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
78                 Gib_Delete();
79 }
80
81 void Gib_Touch()
82 {
83         // TODO maybe bounce of walls, make more gibs, etc.
84
85         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
86         {
87                 Gib_Delete();
88                 return;
89         }
90
91         if(!self.silent)
92                 sound(self, CH_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTEN_NORM);
93         pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
94
95         Gib_Delete();
96 }
97
98 void Gib_Draw()
99 {
100         vector oldorg;
101         oldorg = self.origin;
102
103         Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
104         if(wasfreed(self))
105                 return;
106
107         if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
108                 // TODO somehow make it spray in a direction dependent on self.angles
109                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
110         else
111                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
112
113         self.renderflags = 0;
114
115         // make gibs die faster at low view quality
116         // if view_quality is 0.5, we want to have them die twice as fast
117         self.nextthink -= frametime * (1 / bound(0.01, view_quality, 1.00) - 1);
118
119         self.alpha = bound(0, self.nextthink - time, 1);
120
121         if(self.alpha < ALPHA_MIN_VISIBLE)
122         {
123                 self.drawmask = 0;
124                 Gib_Delete();
125         }
126 }
127
128 void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, int specnum, bool destroyontouch, bool issilent)
129 {
130         entity gib;
131
132         // TODO remove some gibs according to cl_nogibs
133         gib = RubbleNew("gib");
134         gib.classname = "gib";
135         gib.move_movetype = MOVETYPE_BOUNCE;
136         gib.gravity = 1;
137         gib.solid = SOLID_CORPSE;
138         gib.cnt = specnum;
139         gib.silent = issilent;
140         Gib_setmodel(gib, mdlname, specnum);
141
142         setsize (gib, '-8 -8 -8', '8 8 8');
143
144         gib.draw = Gib_Draw;
145         if(destroyontouch)
146                 gib.move_touch = Gib_Touch;
147         else
148                 gib.move_touch = SUB_RemoveOnNoImpact;
149
150         // don't spawn gibs inside solid - just don't
151         if(org != safeorg)
152         {
153                 tracebox(safeorg, gib.mins, gib.maxs, org, MOVE_NOMONSTERS, gib);
154                 org = trace_endpos;
155         }
156
157         gib.move_origin = org;
158         setorigin(gib, org);
159         gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
160         gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
161         gib.move_time = time;
162         gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
163
164         gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
165         gib.drawmask = MASK_NORMAL;
166
167         RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
168 }
169
170 void Ent_GibSplash(bool isNew)
171 {
172         int amount, type, specnum;
173         vector org, vel;
174         string specstr;
175         bool issilent;
176         string gentle_prefix = "morphed_";
177
178         float randomvalue;
179         int c;
180
181         type = ReadByte(); // gibbage type
182         amount = ReadByte() / 16.0; // gibbage amount
183         org_x = ReadShort() * 4 + 2;
184         org_y = ReadShort() * 4 + 2;
185         org_z = ReadShort() * 4 + 2;
186         vel = decompressShortVector(ReadShort());
187
188         float cl_gentle_gibs = autocvar_cl_gentle_gibs;
189         if(cl_gentle_gibs || autocvar_cl_gentle)
190                 type |= 0x80; // set gentle bit
191
192         if(type & 0x80)
193         {
194                 if(cl_gentle_gibs == 2)
195                         gentle_prefix = "";
196                 else if(cl_gentle_gibs == 3)
197                         gentle_prefix = "happy_";
198         }
199         else if(autocvar_cl_particlegibs)
200         {
201                 type |= 0x80;
202                 gentle_prefix = "particlegibs_";
203         }
204
205         if (!(cl_gentle_gibs || autocvar_cl_gentle))
206                 amount *= 1 - autocvar_cl_nogibs;
207
208         if(autocvar_ekg)
209                 amount *= 5;
210
211         if(amount <= 0 || !isNew)
212                 return;
213
214         setorigin(self, org); // for the sounds
215
216         specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
217         issilent = (type & 0x40);
218         type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
219         specstr = species_prefix(specnum);
220
221         switch(type)
222         {
223                 case 0x01:
224                         if(!issilent)
225                                 sound (self, CH_PAIN, "misc/gib.wav", VOL_BASE, ATTEN_NORM);
226
227                         if(prandom() < amount)
228                                 TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent);
229                         new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
230                         if(prandom() < amount)
231                                 TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
232
233                         for(c = 0; c < amount; ++c)
234                         {
235                                 randomvalue = amount - c;
236
237                                 if(prandom() < randomvalue)
238                                         TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
239                                 if(prandom() < randomvalue)
240                                         TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
241                                 if(prandom() < randomvalue)
242                                         TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
243                                 if(prandom() < randomvalue)
244                                         TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
245                                 if(prandom() < randomvalue)
246                                         TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
247                                 if(prandom() < randomvalue)
248                                         TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
249
250                                 // these splat on impact
251                                 if(prandom() < randomvalue)
252                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
253                                 if(prandom() < randomvalue)
254                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
255                                 if(prandom() < randomvalue)
256                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
257                                 if(prandom() < randomvalue)
258                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
259                         }
260                         break;
261                 case 0x02:
262                         pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
263                         break;
264                 case 0x03:
265                         if(prandom() < amount)
266                                 TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
267                         break;
268                 case 0x81:
269                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
270                         break;
271                 case 0x82:
272                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
273                         break;
274                 case 0x83:
275                         // no gibs in gentle mode, sorry
276                         break;
277         }
278 }
279
280 void GibSplash_Precache()
281 {
282         precache_model("models/gibs/chunk.mdl");
283         precache_model("models/gibs/leg1.md3");
284         precache_model("models/gibs/leg2.md3");
285         precache_model("models/gibs/chest.md3");
286         precache_model("models/gibs/smallchest.md3");
287         precache_model("models/gibs/arm.md3");
288         precache_model("models/gibs/bloodyskull.md3");
289         precache_model("models/gibs/eye.md3");
290
291         precache_model("models/gibs/robo.md3");
292         precache_model("models/gibs/robo1.md3");
293         precache_model("models/gibs/robo2.md3");
294         precache_model("models/gibs/robo3.md3");
295         precache_model("models/gibs/robo4.md3");
296         precache_model("models/gibs/robo5.md3");
297         precache_model("models/gibs/robo6.md3");
298         precache_model("models/gibs/robo7.md3");
299         precache_model("models/gibs/robo8.md3");
300
301         precache_sound ("misc/gib.wav");
302     precache_sound ("misc/gib_splat01.wav");
303     precache_sound ("misc/gib_splat02.wav");
304     precache_sound ("misc/gib_splat03.wav");
305     precache_sound ("misc/gib_splat04.wav");
306 }