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First part of my attempt to apply damage effects to gibs as well. Send the entity...
[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         e.team = num_for_edict(self);
30         setorigin(e, org);
31         e.velocity = dir;
32
33         e.oldorigin_x = compressShortVector(e.velocity);
34
35         Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
36 }
37
38 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
39 {
40         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
41 }
42
43 float Violence_DamageEffect_SendEntity(entity to, float sf)
44 {
45         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
46         WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
47         WriteByte(MSG_ENTITY, self.state); // species
48         WriteByte(MSG_ENTITY, self.team); // player entnum
49         WriteCoord(MSG_ENTITY, floor(self.origin_x));
50         WriteCoord(MSG_ENTITY, floor(self.origin_y));
51         WriteCoord(MSG_ENTITY, floor(self.origin_z));
52         return TRUE;
53 }
54
55 void Violence_DamageEffect(entity pl, float type)
56 {
57         entity e;
58
59         e = spawn();
60         e.classname = "weapondamage";
61         e.cnt = type;
62         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
63         e.team = num_for_edict(pl);
64         setorigin(e, pl.origin);
65
66         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
67 }
68
69 .entity damageeffect_repeater;
70 .float lifetime;
71
72 void Violence_DamageEffect_DoRepeat()
73 {
74         if(time > self.lifetime)
75         {
76                 self.nextthink = 0;
77                 remove(self.owner.damageeffect_repeater);
78                 self.owner.damageeffect_repeater = world;
79                 return;
80         }
81
82         Violence_DamageEffect(self.owner, self.cnt);
83         self.nextthink = time + autocvar_sv_damageeffect_tick;
84 }
85
86 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
87 {
88         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
89                 return;
90         if(sv_gentle || !type)
91                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
92
93         // if a repeater doesn't exist, spawn one, else update the existing one
94         if(pl.damageeffect_repeater == world)
95         {
96                 pl.damageeffect_repeater = spawn();
97                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
98                 pl.damageeffect_repeater.owner = pl;
99                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
100
101                 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
102         }
103         else
104         {
105                 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
106                 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
107                 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
108         }
109
110         pl.damageeffect_repeater.cnt = type;
111         pl.damageeffect_repeater.nextthink = time;
112 }