#ifndef DAMAGEEFFECTS_H #define DAMAGEEFFECTS_H #ifdef CSQC #include #include #include #include #include #endif #endif #ifdef IMPLEMENTATION REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO) #ifdef SVQC bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO); WriteShort(MSG_ENTITY, this.projectiledeathtype); WriteCoord(MSG_ENTITY, floor(this.origin.x)); WriteCoord(MSG_ENTITY, floor(this.origin.y)); WriteCoord(MSG_ENTITY, floor(this.origin.z)); WriteByte(MSG_ENTITY, bound(1, this.dmg, 255)); WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255)); WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255)); WriteShort(MSG_ENTITY, this.oldorigin.x); WriteByte(MSG_ENTITY, this.species); return true; } void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner) { // TODO maybe call this from non-edgedamage too? // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info? entity e; if(!sound_allowed(MSG_BROADCAST, dmgowner)) deathtype |= 0x8000; e = new(damageinfo); setorigin(e, org); e.projectiledeathtype = deathtype; e.dmg = coredamage; e.dmg_edge = edgedamage; e.dmg_radius = rad; e.dmg_force = vlen(force); e.velocity = force; e.oldorigin_x = compressShortVector(e.velocity); e.species = bloodtype; Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity); } #endif #ifdef CSQC /** number of effects which currently are attached to a player */ .int total_damages; .entity tag_entity; .float cnt; .int state; .bool isplayermodel; void DamageEffect_Think(entity this) { // if particle distribution is enabled, slow ticrate by total number of damages if(autocvar_cl_damageeffect_distribute) this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages; else this.nextthink = time + autocvar_cl_damageeffect_ticrate; if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask) { // time is up or the player got gibbed / disconnected this.owner.total_damages = max(0, this.owner.total_damages - 1); remove(this); return; } if(this.state && !this.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 this.owner.total_damages = max(0, this.owner.total_damages - 1); remove(this); return; } this.state = this.owner.csqcmodel_isdead; if(this.owner.isplayermodel && (this.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(this, 0); // origin at attached location __pointparticles(this.team, org, '0 0 0', 1); } string species_prefix(int specnum) { switch(specnum) { case SPECIES_HUMAN: return ""; case SPECIES_ALIEN: return "alien_"; case SPECIES_ROBOT_SHINY: return "robot_"; case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs case SPECIES_ANIMAL: return "animal_"; case SPECIES_RESERVED: return "reserved_"; default: return ""; } } void DamageEffect(entity this, vector hitorg, float thedamage, 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(!this || !this.modelindex || !this.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(this) { 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 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone))) nearestbone = tagnum; } gettaginfo(this, 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(this.total_damages >= autocvar_cl_damageeffect_bones) return; // allow multiple damages on skeletal models } else { if(autocvar_cl_damageeffect < 2 || this.total_damages) return; // allow a single damage on non-skeletal models } life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max); effectname = DEATH_WEAPONOF(type).netname; if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD") { if(this.isplayermodel) { specstr = species_prefix(specnum); specstr = substring(specstr, 0, strlen(specstr) - 1); effectname = strreplace("BLOOD", specstr, effectname); } else { return; } // objects don't bleed } e = new(damage); setmodel(e, MDL_Null); // necessary to attach and read origin setattachment(e, this, gettaginfo_name); // attach to the given bone e.owner = this; e.cnt = time + life; e.team = _particleeffectnum(effectname); setthink(e, DamageEffect_Think); e.nextthink = time; this.total_damages += 1; } NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew) { const float ATTEN_LOW = 0.2; float thedamage, rad, edge, thisdmg; bool hitplayer = false; int species, forcemul; vector force, thisforce; 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(); thedamage = ReadByte(); rad = ReadByte(); edge = ReadByte(); force = decompressShortVector(ReadShort()); species = ReadByte(); return = true; if (!isNew) return; if(rad < 0) { rad = -rad; forcemul = -1; } else forcemul = 1; FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, { vector nearest = NearestPointOnBox(it, w_org); if (rad) { thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad); if(thisdmg >= 1) continue; if(thisdmg < 0) thisdmg = 0; if(thedamage) { thisdmg = thedamage + (edge - thedamage) * thisdmg; thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org); } else { thisdmg = 0; thisforce = forcemul * vlen(force) * normalize(it.origin - w_org); } } else { if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS))) continue; thisdmg = thedamage; thisforce = forcemul * force; } if(it.damageforcescale) if(vdist(thisforce, !=, 0)) { it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, autocvar_g_balance_damagepush_speedfactor); it.flags &= ~FL_ONGROUND; } if(w_issilent) it.silent = 1; if(it.event_damage) it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce); DamageEffect(it, w_org, thisdmg, w_deathtype, species); if(it.isplayermodel) hitplayer = true; // this impact damaged a player }); if(DEATH_ISVEHICLE(w_deathtype)) { traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL); 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(this, w_org + w_backoff * 2); // for sound() calls switch(DEATH_ENT(w_deathtype)) { case DEATH_VH_CRUSH: break; // spiderbot case DEATH_VH_SPID_MINIGUN: sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_SPID_ROCKET: sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_SPID_DEATH: sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_WAKI_GUN: sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_WAKI_ROCKET: sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_WAKI_DEATH: sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_CANNON: sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.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(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_BOMB: sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_RAPT_DEATH: sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1); break; case DEATH_VH_BUMB_GUN: sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1); break; } } if(DEATH_ISTURRET(w_deathtype)) { traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL); 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(this, w_org + w_backoff * 2); // for sound() calls switch(DEATH_ENT(w_deathtype)) { case DEATH_TURRET_EWHEEL: sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_FLAC: pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1); sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM); break; case DEATH_TURRET_MLRS: case DEATH_TURRET_HK: case DEATH_TURRET_WALK_ROCKET: case DEATH_TURRET_HELLION: sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_MACHINEGUN: case DEATH_TURRET_WALK_GUN: sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_PLASMA: sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_WALK_MELEE: sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW); pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_PHASER: break; case DEATH_TURRET_TESLA: te_smallflash(this.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 { Weapon hitwep = DEATH_WEAPONOF(w_deathtype); w_random = prandom(); traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL); if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER) w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(force); setorigin(this, w_org + w_backoff * 2); // for sound() calls if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this)) hitwep.wr_impacteffect(hitwep, this); } } } #endif #endif