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 WriteByte(MSG_ENTITY, self.team); // player num 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 // if this is a copied dead body, send the num of its player instead if(self.classname == "body") e.team = num_for_edict(self.owner); else e.team = num_for_edict(self); 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); } // damage effect .float damageeffect_lifetime; .entity damageeffect_repeater; float Violence_DamageEffect_SendEntity(entity to, float sf) { // if the client doesn't have the effect enabled, don't send to him and waste bandwidth if not(to.cvar_cl_damageeffect) return FALSE; // if the client cannot see the damaged player, avoid sending and further save bandwidth if not(checkpvs(to.origin + to.view_ofs, self)) return FALSE; WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); WriteByte(MSG_ENTITY, self.cnt); // damage weapon WriteByte(MSG_ENTITY, self.state); // player species WriteByte(MSG_ENTITY, self.team); // player entnum 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 = "damageeffect"; e.cnt = type; e.state |= 8 * pl.species; // gib type, ranges from 0 to 15 // if this is a copied dead body, send the num of its player instead if(pl.classname == "body") e.team = num_for_edict(pl.owner); else e.team = num_for_edict(pl); // if the player is dead, show the effect lower, else it appears floating above the body if(pl.health <= 0) setorigin(e, pl.origin - '0 0 25'); else setorigin(e, pl.origin); Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity); } void Violence_DamageEffect_Remove(entity pl); void Violence_DamageEffect_DoRepeat() { if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body")) { Violence_DamageEffect_Remove(self.owner); return; } Violence_DamageEffect(self.owner, self.cnt); self.nextthink = time + autocvar_sv_damageeffect_tick; } void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type) { if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime) return; if(sv_gentle || !type) return; // return if gentle mode is enabled or the damage was not caused by a weapon // 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.damageeffect_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.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage); } if(autocvar_sv_damageeffect_lifetime_max) pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_lifetime, time + autocvar_sv_damageeffect_lifetime_max); pl.damageeffect_repeater.cnt = type; pl.damageeffect_repeater.nextthink = time; } void Violence_DamageEffect_Remove(entity pl) { pl.damageeffect_repeater.nextthink = 0; remove(pl.damageeffect_repeater); pl.damageeffect_repeater = world; } void Violence_DamageEffect_Copy(entity old_pl, entity pl) { if(pl.damageeffect_repeater != world) Violence_DamageEffect_Remove(pl); Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime }