]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/g_violence.qc
Merge branch 'master' into mirceakitsune/damage_effects
[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         WriteByte(MSG_ENTITY, self.team); // player num
7         WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
8         WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
9         WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
10         WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
11         return TRUE;
12 }
13
14 // TODO maybe convert this to a TE?
15 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
16 {
17         if(g_cts) // no gibs in CTS
18                 return;
19
20         entity e;
21
22         e = spawn();
23         e.classname = "gibsplash";
24         e.cnt = amount;
25         e.state = type; // should stay smaller than 15
26         if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
27                 e.state |= 0x40; // "silence" bit
28         e.state |= 8 * self.species; // gib type, ranges from 0 to 15
29
30         // if this is a copied dead body, send the num of its player instead
31         if(self.classname == "body")
32                 e.team = num_for_edict(self.owner);
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 }
48
49 // damage effect
50
51 float Violence_DamageEffect_SendEntity(entity to, float sf)
52 {
53         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
54         WriteByte(MSG_ENTITY, self.cnt); // damage amount
55         WriteByte(MSG_ENTITY, self.weapon); // damage weapon
56         WriteByte(MSG_ENTITY, self.state); // player species
57         WriteByte(MSG_ENTITY, self.team); // player entnum
58         return TRUE;
59 }
60
61 void Violence_DamageEffect(entity pl, float damage, float type)
62 {
63         if(sv_gentle || !type)
64                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
65
66         entity e;
67         e = spawn();
68         e.cnt = damage;
69         e.weapon = type;
70         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
71
72         // if this is a copied dead body, send the num of its player instead
73         if(pl.classname == "body")
74                 e.team = num_for_edict(pl.owner);
75         else
76                 e.team = num_for_edict(pl);
77
78         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
79 }