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Remove that trick to send dead bodies. It likely won't work as I expect it to. Don...
[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         WriteCoord(MSG_ENTITY, floor(self.origin_x));
68         WriteCoord(MSG_ENTITY, floor(self.origin_y));
69         WriteCoord(MSG_ENTITY, floor(self.origin_z));
70         return TRUE;
71 }
72
73 void Violence_DamageEffect(entity pl, float type)
74 {
75         entity e;
76
77         e = spawn();
78         e.classname = "damageeffect";
79         e.cnt = type;
80         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
81
82         // if this is a copied dead body, send the num of its player instead
83         if(pl.classname == "body")
84                 e.team = num_for_edict(pl.owner);
85         else
86                 e.team = num_for_edict(pl);
87
88         // if the player is dead, show the effect lower, else it appears floating above the body
89         if(pl.health <= 0)
90                 setorigin(e, pl.origin - '0 0 25');
91         else
92                 setorigin(e, pl.origin);
93
94         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
95 }
96
97 void Violence_DamageEffect_Remove(entity pl);
98 void Violence_DamageEffect_DoRepeat()
99 {
100         if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
101         {
102                 Violence_DamageEffect_Remove(self.owner);
103                 return;
104         }
105
106         Violence_DamageEffect(self.owner, self.cnt);
107         self.nextthink = time + autocvar_sv_damageeffect_tick;
108 }
109
110 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
111 {
112         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
113                 return;
114         if(sv_gentle || !type)
115                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
116
117         // if a repeater doesn't exist, spawn one, else update the existing one
118         if(pl.damageeffect_repeater == world)
119         {
120                 pl.damageeffect_repeater = spawn();
121                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
122                 pl.damageeffect_repeater.owner = pl;
123                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
124
125                 pl.damageeffect_repeater.damageeffect_lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
126         }
127         else
128         {
129                 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
130                 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
131                 pl.damageeffect_repeater.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage);
132         }
133
134         if(autocvar_sv_damageeffect_lifetime_max)
135                 pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_lifetime, time + autocvar_sv_damageeffect_lifetime_max);
136
137         pl.damageeffect_repeater.cnt = type;
138         pl.damageeffect_repeater.nextthink = time;
139 }
140
141 void Violence_DamageEffect_Remove(entity pl)
142 {
143         pl.damageeffect_repeater.nextthink = 0;
144         remove(pl.damageeffect_repeater);
145         pl.damageeffect_repeater = world;
146 }
147
148 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
149 {
150         if(pl.damageeffect_repeater != world)
151                 Violence_DamageEffect_Remove(pl);
152
153         Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
154         pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime
155 }