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Network over one more byte, specifying if the damaged player is our own self. We...
[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         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
10         return TRUE;
11 }
12
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)
15 {
16         if(g_cts) // no gibs in CTS
17                 return;
18
19         entity e;
20
21         e = spawn();
22         e.classname = "gibsplash";
23         e.cnt = amount;
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
28         setorigin(e, org);
29         e.velocity = dir;
30
31         e.oldorigin_x = compressShortVector(e.velocity);
32
33         Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
34 }
35
36 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
37 {
38         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
39 }
40
41 float Violence_DamageEffect_SendEntity(entity to, float sf)
42 {
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); // is self
47         WriteCoord(MSG_ENTITY, floor(self.origin_x));
48         WriteCoord(MSG_ENTITY, floor(self.origin_y));
49         WriteCoord(MSG_ENTITY, floor(self.origin_z));
50         return TRUE;
51 }
52
53 void Violence_DamageEffect(entity pl, float type)
54 {
55         entity e;
56
57         e = spawn();
58         e.classname = "weapondamage";
59         e.cnt = type;
60         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
61         setorigin(e, pl.origin);
62
63         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
64 }
65
66 .entity damageeffect_repeater;
67 .float lifetime;
68
69 void Violence_DamageEffect_DoRepeat()
70 {
71         if(time > self.lifetime)
72         {
73                 self.nextthink = 0;
74                 remove(self.owner.damageeffect_repeater);
75                 self.owner.damageeffect_repeater = world;
76                 return;
77         }
78
79         Violence_DamageEffect(self.owner, self.cnt);
80         self.nextthink = time + autocvar_sv_damageeffect_tick;
81 }
82
83 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type, float isself)
84 {
85         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
86                 return;
87         if(sv_gentle || !type)
88                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
89
90         // if a repeater doesn't exist, spawn one, else update the existing one
91         if(pl.damageeffect_repeater == world)
92         {
93                 pl.damageeffect_repeater = spawn();
94                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
95                 pl.damageeffect_repeater.owner = pl;
96                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
97
98                 pl.damageeffect_repeater.team = isself;
99                 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
100         }
101         else
102         {
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);
106         }
107
108         pl.damageeffect_repeater.cnt = type;
109         pl.damageeffect_repeater.nextthink = time;
110 }