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Send the dead body / gibbed status as a separate WriteByte. I really see no other...
[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 damageeffect_lifetime;
52 .entity damageeffect_repeater;
53
54 float Violence_DamageEffect_SendEntity(entity to, float sf)
55 {
56         // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
57         if not(to.cvar_cl_damageeffect)
58                 return FALSE;
59         // if the client cannot see the damaged player, avoid sending and further save bandwidth
60         if not(checkpvs(to.origin + to.view_ofs, self))
61                 return FALSE;
62
63         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
64         WriteByte(MSG_ENTITY, self.cnt); // damage weapon
65         WriteByte(MSG_ENTITY, self.state); // player species
66         WriteByte(MSG_ENTITY, self.team); // player entnum
67         WriteByte(MSG_ENTITY, self.deadflag); // is dead body / gibbed
68         WriteCoord(MSG_ENTITY, floor(self.origin_x));
69         WriteCoord(MSG_ENTITY, floor(self.origin_y));
70         WriteCoord(MSG_ENTITY, floor(self.origin_z));
71         return TRUE;
72 }
73
74 void Violence_DamageEffect(entity pl, float type)
75 {
76         entity e;
77
78         e = spawn();
79         e.classname = "damageeffect";
80         e.cnt = type;
81         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
82
83         // if this is a copied dead body, send the num of its player instead
84         if(pl.classname == "body")
85                 e.team = num_for_edict(pl.owner);
86         else
87                 e.team = num_for_edict(pl);
88
89         // is this a whole dead body, or a gibbed body / player?
90         if(!pl.modelindex) // gibbed
91                 e.deadflag = 2;
92         else if(pl.classname == "body")
93                 e.deadflag = 1;
94
95         // if the player is dead, show the effect lower, else it appears floating above the body
96         if(pl.health <= 0)
97                 setorigin(e, pl.origin - '0 0 25');
98         else
99                 setorigin(e, pl.origin);
100
101         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
102 }
103
104 void Violence_DamageEffect_Remove(entity pl);
105 void Violence_DamageEffect_DoRepeat()
106 {
107         if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
108         {
109                 Violence_DamageEffect_Remove(self.owner);
110                 return;
111         }
112
113         Violence_DamageEffect(self.owner, self.cnt);
114         self.nextthink = time + autocvar_sv_damageeffect_tick;
115 }
116
117 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
118 {
119         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
120                 return;
121         if(sv_gentle || !type)
122                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
123
124         // if a repeater doesn't exist, spawn one, else update the existing one
125         if(pl.damageeffect_repeater == world)
126         {
127                 pl.damageeffect_repeater = spawn();
128                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
129                 pl.damageeffect_repeater.owner = pl;
130                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
131
132                 pl.damageeffect_repeater.damageeffect_lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
133         }
134         else
135         {
136                 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
137                 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
138                 pl.damageeffect_repeater.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage);
139         }
140
141         if(autocvar_sv_damageeffect_lifetime_max)
142                 pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_lifetime, time + autocvar_sv_damageeffect_lifetime_max);
143
144         pl.damageeffect_repeater.cnt = type;
145         pl.damageeffect_repeater.nextthink = time;
146 }
147
148 void Violence_DamageEffect_Remove(entity pl)
149 {
150         pl.damageeffect_repeater.nextthink = 0;
151         remove(pl.damageeffect_repeater);
152         pl.damageeffect_repeater = world;
153 }
154
155 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
156 {
157         if(pl.damageeffect_repeater != world)
158                 Violence_DamageEffect_Remove(pl);
159
160         Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
161         pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime
162 }