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); } .float lifetime; .float player_damageeffect_active; void Violence_DamageEffect_DoRepeat() { if(time > self.lifetime) { self.owner.player_damageeffect_active = FALSE; self.nextthink = 0; remove(self); return; } Violence_DamageEffect(self.owner, self.cnt); self.nextthink = time + autocvar_sv_damageeffect_tick; } void Violence_DamageEffect_SetRepeat(entity pl, float type) { if(sv_gentle) return; // return if we already have a damage effect active, else too many damage effects get spammed if(pl.player_damageeffect_active) return; entity repeater; repeater = spawn(); repeater.classname = "weapondamage_repeater"; repeater.owner = pl; repeater.origin = pl.origin; repeater.cnt = type; repeater.lifetime = time + autocvar_sv_damageeffect_lifetime; repeater.think = Violence_DamageEffect_DoRepeat; repeater.nextthink = time; pl.player_damageeffect_active = TRUE; }