]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/damage.qc
Merge branch 'TimePath/experiments/csqc_prediction' into Mario/qc_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / damage.qc
index 9966c760e6eb03715b5679c78ecc3727ba749909..c3d260863faaeeec23689c88c475c5c53adb28f0 100644 (file)
@@ -1,3 +1,19 @@
+#if defined(CSQC)
+       #include "../dpdefs/csprogsdefs.qh"
+       #include "defs.qh"
+       #include "../common/constants.qh"
+       #include "../common/util.qh"
+       #include "../common/weapons/weapons.qh"
+       #include "autocvars.qh"
+       #include "../common/deathtypes.qh"
+       #include "damage.qh"
+       #include "movetypes.qh"
+       #include "prandom.qh"
+       #include "vehicles/vehicles.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+#endif
+
 void DamageEffect_Think()
 {
        // if particle distribution is enabled, slow ticrate by total number of damages
@@ -31,11 +47,12 @@ void DamageEffect_Think()
        pointparticles(self.team, org, '0 0 0', 1);
 }
 
-void DamageEffect(vector hitorg, float thedamage, float type, float specnum)
+void DamageEffect(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)
 
-       float life, nearestbone = 0;
+       int nearestbone = 0;
+       float life;
        string specstr, effectname;
        entity e;
 
@@ -85,7 +102,7 @@ void DamageEffect(vector hitorg, float thedamage, float type, float specnum)
                {
                        specstr = species_prefix(specnum);
                        specstr = substring(specstr, 0, strlen(specstr) - 1);
-                       effectname = strreplace("BLOOD", specstr, effectname); 
+                       effectname = strreplace("BLOOD", specstr, effectname);
                }
                else { return; } // objects don't bleed
        }
@@ -104,7 +121,9 @@ void DamageEffect(vector hitorg, float thedamage, float type, float specnum)
 
 void Ent_DamageInfo(float isNew)
 {
-       float thedamage, rad, edge, thisdmg, forcemul, species, hitplayer = FALSE;
+       float thedamage, rad, edge, thisdmg;
+       bool hitplayer = false;
+       int species, forcemul;
        vector force, thisforce;
        entity oldself;
 
@@ -114,9 +133,9 @@ void Ent_DamageInfo(float isNew)
        w_issilent = (w_deathtype & 0x8000);
        w_deathtype = (w_deathtype & 0x7FFF);
 
-       w_org_x = ReadCoord();
-       w_org_y = ReadCoord();
-       w_org_z = ReadCoord();
+       w_org.x = ReadCoord();
+       w_org.y = ReadCoord();
+       w_org.z = ReadCoord();
 
        thedamage = ReadByte();
        rad = ReadByte();
@@ -185,7 +204,7 @@ void Ent_DamageInfo(float isNew)
                DamageEffect(w_org, thisdmg, w_deathtype, species);
 
                if(self.isplayermodel)
-                       hitplayer = TRUE; // this impact damaged a player
+                       hitplayer = true; // this impact damaged a player
        }
 
        self = oldself;
@@ -329,9 +348,7 @@ void Ent_DamageInfo(float isNew)
        if(!DEATH_ISSPECIAL(w_deathtype))
        if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
        {
-               float hitwep;
-
-               hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
+               int hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
                w_random = prandom();
 
                traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);