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Fix another bug with dead bodies. Also set the .owner entity of dead bodies to the...
[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 // damage effect
44
45 .float lifetime;
46 .entity damageeffect_repeater;
47
48 void Violence_DamageEffect_Remove(entity pl)
49 {
50         pl.damageeffect_repeater.nextthink = 0;
51         remove(pl.damageeffect_repeater);
52         pl.damageeffect_repeater = world;
53 }
54
55 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
56 {
57         if(pl.damageeffect_repeater != world)
58                 Violence_DamageEffect_Remove(pl);
59
60         pl.damageeffect_repeater = spawn();
61         copyentity(old_pl.damageeffect_repeater, pl.damageeffect_repeater);
62         pl.damageeffect_repeater.owner = pl;
63 }
64
65 float Violence_DamageEffect_SendEntity(entity to, float sf)
66 {
67         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
68         WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
69         WriteByte(MSG_ENTITY, self.state); // species
70         WriteByte(MSG_ENTITY, self.team); // player entnum
71         WriteCoord(MSG_ENTITY, floor(self.origin_x));
72         WriteCoord(MSG_ENTITY, floor(self.origin_y));
73         WriteCoord(MSG_ENTITY, floor(self.origin_z));
74         return TRUE;
75 }
76
77 void Violence_DamageEffect(entity pl, float type)
78 {
79         entity e;
80
81         e = spawn();
82         e.classname = "weapondamage";
83         e.cnt = type;
84         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
85
86         // if this is a dead body, send the num of its player
87         if(pl.classname == "body")
88                 e.team = num_for_edict(pl.owner);
89         else
90                 e.team = num_for_edict(pl);
91
92         setorigin(e, pl.origin);
93
94         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
95 }
96
97 void Violence_DamageEffect_DoRepeat()
98 {
99         if(time > self.lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
100         {
101                 Violence_DamageEffect_Remove(self.owner);
102                 return;
103         }
104
105         Violence_DamageEffect(self.owner, self.cnt);
106         self.nextthink = time + autocvar_sv_damageeffect_tick;
107 }
108
109 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
110 {
111         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
112                 return;
113         if(sv_gentle || !type)
114                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
115
116         // if a repeater doesn't exist, spawn one, else update the existing one
117         if(pl.damageeffect_repeater == world)
118         {
119                 pl.damageeffect_repeater = spawn();
120                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
121                 pl.damageeffect_repeater.owner = pl;
122                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
123
124                 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
125         }
126         else
127         {
128                 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
129                 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
130                 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
131         }
132
133         pl.damageeffect_repeater.cnt = type;
134         pl.damageeffect_repeater.nextthink = time;
135 }