#if defined(CSQC) #include "../dpdefs/csprogsdefs.qh" #include "defs.qh" #include "../common/constants.qh" #include "../common/util.qh" #include "../common/weapons/weapons.qh" #include "autocvars.qh" #include "../common/deathtypes.qh" #include "damage.qh" #include "movetypes.qh" #include "prandom.qh" #include "vehicles/vehicles.qh" #elif defined(MENUQC) #elif defined(SVQC) #endif void DamageEffect_Think() { // if particle distribution is enabled, slow ticrate by total number of damages if(autocvar_cl_damageeffect_distribute) self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages; else self.nextthink = time + autocvar_cl_damageeffect_ticrate; if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask) { // time is up or the player got gibbed / disconnected self.owner.total_damages = max(0, self.owner.total_damages - 1); remove(self); return; } if(self.state && !self.owner.csqcmodel_isdead) { // if the player was dead but is now alive, it means he respawned // if so, clear his damage effects, or damages from his dead body will be copied back self.owner.total_damages = max(0, self.owner.total_damages - 1); remove(self); return; } self.state = self.owner.csqcmodel_isdead; if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active) return; // if we aren't using a third person camera, hide our own effects // now generate the particles vector org; org = gettaginfo(self, 0); // origin at attached location pointparticles(self.team, org, '0 0 0', 1); } void DamageEffect(vector hitorg, float dmg, int type, int specnum) { // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets) int nearestbone = 0; float life; string specstr, effectname; entity e; if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage) return; if(!self || !self.modelindex || !self.drawmask) return; // if this is a rigged mesh, the effect will show on the bone where damage was dealt // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it // if there's no skeleton, object origin will automatically be selected FOR_EACH_TAG(self) { if(!tagnum) continue; // skip empty bones // blacklist bones positioned outside the mesh, or the effect will be floating // TODO: Do we have to do it this way? Why do these bones exist at all? if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R") continue; // player model bone blacklist // now choose the bone closest to impact origin if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone))) nearestbone = tagnum; } gettaginfo(self, nearestbone); // set gettaginfo_name // return if we reached our damage effect limit or damages are disabled // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one if(nearestbone) { if(self.total_damages >= autocvar_cl_damageeffect_bones) return; // allow multiple damages on skeletal models } else { if(autocvar_cl_damageeffect < 2 || self.total_damages) return; // allow a single damage on non-skeletal models } life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max); effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname; if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD") { if(self.isplayermodel) { specstr = species_prefix(specnum); specstr = substring(specstr, 0, strlen(specstr) - 1); effectname = strreplace("BLOOD", specstr, effectname); } else { return; } // objects don't bleed } e = spawn(); setmodel(e, "null"); // necessary to attach and read origin setattachment(e, self, gettaginfo_name); // attach to the given bone e.classname = "damage"; e.owner = self; e.cnt = time + life; e.team = particleeffectnum(effectname); e.think = DamageEffect_Think; e.nextthink = time; self.total_damages += 1; } void Ent_DamageInfo(float isNew) { float dmg, rad, edge, thisdmg; bool hitplayer = false; int species, forcemul; vector force, thisforce; entity oldself; oldself = self; w_deathtype = ReadShort(); w_issilent = (w_deathtype & 0x8000); w_deathtype = (w_deathtype & 0x7FFF); w_org.x = ReadCoord(); w_org.y = ReadCoord(); w_org.z = ReadCoord(); dmg = ReadByte(); rad = ReadByte(); edge = ReadByte(); force = decompressShortVector(ReadShort()); species = ReadByte(); if (!isNew) return; if(rad < 0) { rad = -rad; forcemul = -1; } else forcemul = 1; for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain) { // attached ents suck if(self.tag_entity) continue; vector nearest = NearestPointOnBox(self, w_org); if(rad) { thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad); if(thisdmg >= 1) continue; if(thisdmg < 0) thisdmg = 0; if(dmg) { thisdmg = dmg + (edge - dmg) * thisdmg; thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org); } else { thisdmg = 0; thisforce = forcemul * vlen(force) * normalize(self.origin - w_org); } } else { if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) continue; thisdmg = dmg; thisforce = forcemul * force; } if(self.damageforcescale) if(vlen(thisforce)) { self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor); self.move_flags &= ~FL_ONGROUND; } if(w_issilent) self.silent = 1; if(self.event_damage) self.event_damage(thisdmg, w_deathtype, w_org, thisforce); DamageEffect(w_org, thisdmg, w_deathtype, species); if(self.isplayermodel) hitplayer = true; // this impact damaged a player } self = oldself; if(DEATH_ISVEHICLE(w_deathtype)) { traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); if(trace_plane_normal != '0 0 0') w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16)); setorigin(self, w_org + w_backoff * 2); // for sound() calls switch(w_deathtype) { case DEATH_VH_CRUSH: break; // spiderbot case DEATH_VH_SPID_MINIGUN: string _snd; _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw"); sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_SPID_ROCKET: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_SPID_DEATH: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_WAKI_GUN: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_WAKI_ROCKET: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_WAKI_DEATH: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_CANNON: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_FRAGMENT: float i; vector ang, vel; for(i = 1; i < 4; ++i) { vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128; ang = vectoangles(vel); RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i)); } sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_BOMB: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_DEATH: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1); break; case DEATH_VH_BUMB_GUN: sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1); break; } } if(DEATH_ISTURRET(w_deathtype)) { string _snd; traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); if(trace_plane_normal != '0 0 0') w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16)); setorigin(self, w_org + w_backoff * 2); // for sound() calls switch(w_deathtype) { case DEATH_TURRET_EWHEEL: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_FLAC: pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1); _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw"); sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM); break; case DEATH_TURRET_MLRS: case DEATH_TURRET_HK: case DEATH_TURRET_WALK_ROCKET: case DEATH_TURRET_HELLION: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_MACHINEGUN: case DEATH_TURRET_WALK_GUN: _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw"); sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM); pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_PLASMA: sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_WALK_MEELE: sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN); pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_PHASER: break; case DEATH_TURRET_TESLA: te_smallflash(self.origin); break; } } // TODO spawn particle effects and sounds based on w_deathtype if(!DEATH_ISSPECIAL(w_deathtype)) if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit { int hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype); w_random = prandom(); traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER) w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(force); setorigin(self, w_org + w_backoff * 2); // for sound() calls if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); } } }