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Use checkpvs to determine if the client we're sending to can see the player with...
[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 float Violence_DamageEffect_SendEntity(entity to, float sf)
55 {
56         // if the client cannot see the damaged player, don't send to him and waste bandwidth
57         if not(checkpvs(to.origin + to.view_ofs, self.owner))
58                 return FALSE;
59
60         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
61         WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
62         WriteByte(MSG_ENTITY, self.state); // species
63         WriteByte(MSG_ENTITY, self.team); // player entnum
64         WriteCoord(MSG_ENTITY, floor(self.origin_x));
65         WriteCoord(MSG_ENTITY, floor(self.origin_y));
66         WriteCoord(MSG_ENTITY, floor(self.origin_z));
67         return TRUE;
68 }
69
70 void Violence_DamageEffect(entity pl, float type)
71 {
72         entity e;
73
74         e = spawn();
75         e.classname = "damageeffect";
76         e.cnt = type;
77         e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
78         e.owner = pl;
79
80         // if this is a copied dead body, send the num of its player instead
81         if(pl.classname == "body")
82                 e.team = num_for_edict(pl.owner);
83         else
84                 e.team = num_for_edict(pl);
85
86         setorigin(e, pl.origin);
87
88         Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
89 }
90
91 void Violence_DamageEffect_Remove(entity pl);
92 void Violence_DamageEffect_DoRepeat()
93 {
94         if(time > self.lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
95         {
96                 Violence_DamageEffect_Remove(self.owner);
97                 return;
98         }
99
100         Violence_DamageEffect(self.owner, self.cnt);
101         self.nextthink = time + autocvar_sv_damageeffect_tick;
102 }
103
104 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
105 {
106         if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
107                 return;
108         if(sv_gentle || !type)
109                 return; // return if gentle mode is enabled or the damage was not caused by a weapon
110
111         // if a repeater doesn't exist, spawn one, else update the existing one
112         if(pl.damageeffect_repeater == world)
113         {
114                 pl.damageeffect_repeater = spawn();
115                 pl.damageeffect_repeater.classname = "damageeffect_repeater";
116                 pl.damageeffect_repeater.owner = pl;
117                 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
118
119                 pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
120         }
121         else
122         {
123                 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
124                 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
125                 pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
126         }
127
128         if(autocvar_sv_damageeffect_lifetime_max)
129                 pl.damageeffect_repeater.lifetime = bound(0, pl.damageeffect_repeater.lifetime, time + autocvar_sv_damageeffect_lifetime_max);
130
131         pl.damageeffect_repeater.cnt = type;
132         pl.damageeffect_repeater.nextthink = time;
133 }
134
135 void Violence_DamageEffect_Remove(entity pl)
136 {
137         pl.damageeffect_repeater.nextthink = 0;
138         remove(pl.damageeffect_repeater);
139         pl.damageeffect_repeater = world;
140 }
141
142 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
143 {
144         if(pl.damageeffect_repeater != world)
145                 Violence_DamageEffect_Remove(pl);
146
147         Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
148         pl.damageeffect_repeater.lifetime = old_pl.damageeffect_repeater.lifetime; // copy the lifetime
149 }