1 #include "damageeffects.qh"
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
7 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
9 vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
10 WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
11 WriteShort(MSG_ENTITY, this.projectiledeathtype);
12 WriteVector(MSG_ENTITY, org);
13 WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, this.oldorigin.x);
17 WriteByte(MSG_ENTITY, this.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
49 /** number of effects which currently are attached to a player */
58 void DamageEffect_Think(entity this)
60 // if particle distribution is enabled, slow ticrate by total number of damages
61 if(autocvar_cl_damageeffect_distribute)
62 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
64 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
66 if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
68 // time is up or the player got gibbed / disconnected
69 this.owner.total_damages = max(0, this.owner.total_damages - 1);
73 if(this.state && !this.owner.csqcmodel_isdead)
75 // if the player was dead but is now alive, it means he respawned
76 // if so, clear his damage effects, or damages from his dead body will be copied back
77 this.owner.total_damages = max(0, this.owner.total_damages - 1);
81 this.state = this.owner.csqcmodel_isdead;
82 if(this.owner.isplayermodel && (this.owner.entnum == player_localentnum) && !autocvar_chase_active)
83 return; // if we aren't using a third person camera, hide our own effects
85 // now generate the particles
87 org = gettaginfo(this, 0); // origin at attached location
88 __pointparticles(this.team, org, '0 0 0', 1);
91 string species_prefix(int specnum)
95 case SPECIES_HUMAN: return "";
96 case SPECIES_ALIEN: return "alien_";
97 case SPECIES_ROBOT_SHINY: return "robot_";
98 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
99 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
100 case SPECIES_ANIMAL: return "animal_";
101 case SPECIES_RESERVED: return "reserved_";
106 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
108 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
112 string specstr, effectname;
115 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
117 if(!this || !this.modelindex || !this.drawmask)
120 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
121 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
122 // if there's no skeleton, object origin will automatically be selected
126 continue; // skip empty bones
127 // blacklist bones positioned outside the mesh, or the effect will be floating
128 // TODO: Do we have to do it this way? Why do these bones exist at all?
129 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
130 continue; // player model bone blacklist
132 // now choose the bone closest to impact origin
133 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
134 nearestbone = tagnum;
136 gettaginfo(this, nearestbone); // set gettaginfo_name
138 // return if we reached our damage effect limit or damages are disabled
139 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
142 if(this.total_damages >= autocvar_cl_damageeffect_bones)
143 return; // allow multiple damages on skeletal models
147 if(autocvar_cl_damageeffect < 2 || this.total_damages)
148 return; // allow a single damage on non-skeletal models
151 life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
153 effectname = DEATH_WEAPONOF(type).netname;
155 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
157 if(this.isplayermodel)
159 specstr = species_prefix(specnum);
160 specstr = substring(specstr, 0, strlen(specstr) - 1);
161 effectname = strreplace("BLOOD", specstr, effectname);
163 else { return; } // objects don't bleed
167 setmodel(e, MDL_Null); // necessary to attach and read origin
168 setattachment(e, this, gettaginfo_name); // attach to the given bone
171 e.team = _particleeffectnum(effectname);
172 setthink(e, DamageEffect_Think);
174 this.total_damages += 1;
177 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
179 const float ATTEN_LOW = 0.2;
180 float thedamage, rad, edge, thisdmg;
181 bool hitplayer = false;
182 int species, forcemul;
183 vector force, thisforce;
185 w_deathtype = ReadShort();
186 w_issilent = (w_deathtype & 0x8000);
187 w_deathtype = (w_deathtype & 0x7FFF);
189 w_org = ReadVector();
191 thedamage = ReadByte();
194 force = decompressShortVector(ReadShort());
195 species = ReadByte();
210 FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
211 vector nearest = NearestPointOnBox(it, w_org);
214 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
221 thisdmg = thedamage + (edge - thedamage) * thisdmg;
222 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
227 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
232 if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
236 thisforce = forcemul * force;
239 if(it.damageforcescale)
240 if(vdist(thisforce, !=, 0))
242 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
250 it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
252 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
255 hitplayer = true; // this impact damaged a player
258 if(DEATH_ISVEHICLE(w_deathtype))
260 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
261 if(trace_plane_normal != '0 0 0')
262 w_backoff = trace_plane_normal;
264 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
266 setorigin(this, w_org + w_backoff * 2); // for sound() calls
268 switch(DEATH_ENT(w_deathtype))
274 case DEATH_VH_SPID_MINIGUN:
275 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
276 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
278 case DEATH_VH_SPID_ROCKET:
279 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
280 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
282 case DEATH_VH_SPID_DEATH:
283 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
284 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
287 case DEATH_VH_WAKI_GUN:
288 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
289 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
291 case DEATH_VH_WAKI_ROCKET:
292 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
293 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
295 case DEATH_VH_WAKI_DEATH:
296 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
297 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
300 case DEATH_VH_RAPT_CANNON:
301 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
302 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
304 case DEATH_VH_RAPT_FRAGMENT:
307 for(i = 1; i < 4; ++i)
309 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
310 ang = vectoangles(vel);
311 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
313 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
314 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
316 case DEATH_VH_RAPT_BOMB:
317 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
318 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
320 case DEATH_VH_RAPT_DEATH:
321 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
322 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
324 case DEATH_VH_BUMB_GUN:
325 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
326 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
332 if(DEATH_ISTURRET(w_deathtype))
334 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
335 if(trace_plane_normal != '0 0 0')
336 w_backoff = trace_plane_normal;
338 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
340 setorigin(this, w_org + w_backoff * 2); // for sound() calls
342 switch(DEATH_ENT(w_deathtype))
344 case DEATH_TURRET_EWHEEL:
345 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
346 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
349 case DEATH_TURRET_FLAC:
350 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
351 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
354 case DEATH_TURRET_MLRS:
355 case DEATH_TURRET_HK:
356 case DEATH_TURRET_WALK_ROCKET:
357 case DEATH_TURRET_HELLION:
358 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
359 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
362 case DEATH_TURRET_MACHINEGUN:
363 case DEATH_TURRET_WALK_GUN:
364 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
365 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
368 case DEATH_TURRET_PLASMA:
369 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
370 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
373 case DEATH_TURRET_WALK_MELEE:
374 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
375 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
378 case DEATH_TURRET_PHASER:
381 case DEATH_TURRET_TESLA:
382 te_smallflash(this.origin);
388 MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
390 // TODO spawn particle effects and sounds based on w_deathtype
391 if(!DEATH_ISSPECIAL(w_deathtype))
392 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
394 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
395 w_random = prandom();
397 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
398 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
399 w_backoff = trace_plane_normal;
401 w_backoff = -1 * normalize(force);
402 setorigin(this, w_org + w_backoff * 2); // for sound() calls
404 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
406 if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
407 hitwep.wr_impacteffect(hitwep, this);