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I was wrong. Send the ent num of the player for dead bodies for both gib splashes...
[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 lifetime;
52 .entity damageeffect_repeater;
53
54 void Violence_DamageEffect_Remove(entity pl)
55 {
56         pl.damageeffect_repeater.nextthink = 0;
57         remove(pl.damageeffect_repeater);
58         pl.damageeffect_repeater = world;
59 }
60
61 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
62 {
63         if(pl.damageeffect_repeater != world)
64                 Violence_DamageEffect_Remove(pl);
65
66         pl.damageeffect_repeater = spawn();
67         copyentity(old_pl.damageeffect_repeater, pl.damageeffect_repeater);
68         pl.damageeffect_repeater.owner = pl;
69 }
70
71 float Violence_DamageEffect_SendEntity(entity to, float sf)
72 {
73         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
74         WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
75         WriteByte(MSG_ENTITY, self.state); // species
76         WriteByte(MSG_ENTITY, self.team); // player entnum
77         WriteCoord(MSG_ENTITY, floor(self.origin_x));
78         WriteCoord(MSG_ENTITY, floor(self.origin_y));
79         WriteCoord(MSG_ENTITY, floor(self.origin_z));
80         return TRUE;
81 }
82
83 void Violence_DamageEffect(entity pl, float type)
84 {
85         entity e;
86
87         e = spawn();
88         e.classname = "weapondamage";
89         e.cnt = type;
90         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
91
92         e.team = num_for_edict(pl);
93
94         // if this is a copied dead body, send the num of its player instead
95         if(pl.classname == "body")
96                 e.team = num_for_edict(pl.owner);
97         else
98                 e.team = num_for_edict(pl);
99
100         setorigin(e, pl.origin);
101
102         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
103 }
104
105 void Violence_DamageEffect_DoRepeat()
106 {
107         if(time > self.lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
108         {
109                 Violence_DamageEffect_Remove(self.owner);
110                 return;
111         }
112
113         Violence_DamageEffect(self.owner, self.cnt);
114         self.nextthink = time + autocvar_sv_damageeffect_tick;
115 }
116
117 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
118 {
119         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
120                 return;
121         if(sv_gentle || !type)
122                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
123
124         // if a repeater doesn't exist, spawn one, else update the existing one
125         if(pl.damageeffect_repeater == world)
126         {
127                 pl.damageeffect_repeater = spawn();
128                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
129                 pl.damageeffect_repeater.owner = pl;
130                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
131
132                 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
133         }
134         else
135         {
136                 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
137                 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
138                 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
139         }
140
141         pl.damageeffect_repeater.cnt = type;
142         pl.damageeffect_repeater.nextthink = time;
143 }