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We DO need to detect double-hits, due to the weird engine tracing that
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_violence.qc
1 float Violence_GibSplash_SendEntity(entity to, float sf)
2 {
3         WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4         WriteByte(MSG_ENTITY, self.state); // actually type
5         WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6         WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
7         WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
8         WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
9         WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
10         return TRUE;
11 }
12
13 // TODO maybe convert this to a TE?
14 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
15 {
16         if(g_cts) // no gibs in CTS
17                 return;
18
19         entity e;
20
21         e = spawn();
22         e.classname = "gibsplash";
23         e.cnt = amount;
24         e.state = type; // should stay smaller than 15
25         if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
26                 e.state |= 0x40; // "silence" bit
27         e.state |= 8 * self.species; // gib type, ranges from 0 to 15
28
29         // if this is a copied dead body, send the num of its player instead
30         // TODO: remove this field, read from model txt files
31         if(self.classname == "body")
32                 e.team = num_for_edict(self.enemy);
33         else
34                 e.team = num_for_edict(self);
35
36         setorigin(e, org);
37         e.velocity = dir;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
42 }
43
44 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
45 {
46         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
47 }