1 float Violence_GibSplash_SendEntity(entity to, float sf)
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
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)
16 if(g_cts) // no gibs in CTS
22 e.classname = "gibsplash";
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
31 e.oldorigin_x = compressShortVector(e.velocity);
33 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
36 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
38 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
41 float Violence_DamageEffect_SendEntity(entity to, float sf)
43 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
44 WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
45 WriteByte(MSG_ENTITY, self.state); // species
46 WriteByte(MSG_ENTITY, self.team); // player entnum
47 WriteCoord(MSG_ENTITY, floor(self.origin_x));
48 WriteCoord(MSG_ENTITY, floor(self.origin_y));
49 WriteCoord(MSG_ENTITY, floor(self.origin_z));
53 void Violence_DamageEffect(entity pl, float type)
58 e.classname = "weapondamage";
60 e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
61 e.team = num_for_edict(pl);
62 setorigin(e, pl.origin);
64 Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
67 .entity damageeffect_repeater;
70 void Violence_DamageEffect_DoRepeat()
72 if(time > self.lifetime)
75 remove(self.owner.damageeffect_repeater);
76 self.owner.damageeffect_repeater = world;
80 Violence_DamageEffect(self.owner, self.cnt);
81 self.nextthink = time + autocvar_sv_damageeffect_tick;
84 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
86 if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
88 if(sv_gentle || !type)
89 return; // return if gentle mode is enabled or the damage was not caused by a weapon
91 // if a repeater doesn't exist, spawn one, else update the existing one
92 if(pl.damageeffect_repeater == world)
94 pl.damageeffect_repeater = spawn();
95 pl.damageeffect_repeater.classname = "damageeffect_repeater";
96 pl.damageeffect_repeater.owner = pl;
97 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
99 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
103 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
104 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
105 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
108 pl.damageeffect_repeater.cnt = type;
109 pl.damageeffect_repeater.nextthink = time;