float Violence_GibSplash_SendEntity(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH); WriteByte(MSG_ENTITY, self.state); // actually type WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity return TRUE; } // TODO maybe convert this to a TE? void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker) { if(g_cts) // no gibs in CTS return; entity e; e = spawn(); e.classname = "gibsplash"; e.cnt = amount; e.state = type; // should stay smaller than 15 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker)) e.state |= 0x40; // "silence" bit e.state |= 8 * self.species; // gib type, ranges from 0 to 15 setorigin(e, org); e.velocity = dir; e.oldorigin_x = compressShortVector(e.velocity); Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity); } void Violence_GibSplash(entity source, float type, float amount, entity attacker) { Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker); } float Violence_DamageEffect_SendEntity(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); WriteByte(MSG_ENTITY, self.cnt); // the damage weapon WriteByte(MSG_ENTITY, self.state); // species WriteCoord(MSG_ENTITY, floor(self.origin_x)); WriteCoord(MSG_ENTITY, floor(self.origin_y)); WriteCoord(MSG_ENTITY, floor(self.origin_z)); return TRUE; } void Violence_DamageEffect(entity pl, float type) { entity e; e = spawn(); e.classname = "weapondamage"; e.cnt = type; e.state |= 8 * pl.species; // gib type, ranges from 0 to 15 setorigin(e, pl.origin); Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity); } .entity damageeffect_repeater; .float lifetime; void Violence_DamageEffect_DoRepeat() { if(time > self.lifetime) { self.nextthink = 0; remove(self.owner.damageeffect_repeater); self.owner.damageeffect_repeater = world; return; } Violence_DamageEffect(self.owner, self.cnt); self.nextthink = time + autocvar_sv_damageeffect_tick; } void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type) { // return if gentle mode is enabled or the damage was not caused by a weapon if(sv_gentle || !type) return; if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime) return; // if a repeater doesn't exist, spawn one, else update the existing one if(pl.damageeffect_repeater == world) { pl.damageeffect_repeater = spawn(); pl.damageeffect_repeater.classname = "damageeffect_repeater"; pl.damageeffect_repeater.owner = pl; pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat; pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage); } else { // if the repeater is being updated, increase its lifetime instead of re-setting it entirely // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage); } pl.damageeffect_repeater.cnt = type; pl.damageeffect_repeater.nextthink = time; }