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 Violence_DamageEffect_SendEntity(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); WriteByte(MSG_ENTITY, self.cnt); // damage amount WriteByte(MSG_ENTITY, self.weapon); // damage weapon WriteByte(MSG_ENTITY, self.state); // player species WriteByte(MSG_ENTITY, self.team); // player entnum return TRUE; } void Violence_DamageEffect(entity pl, float damage, float type) { if(sv_gentle || !type) return; // return if gentle mode is enabled or the damage was not caused by a weapon entity e; e = spawn(); e.cnt = damage; e.weapon = 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); Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity); }