]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/damage.qc
Merge branch 'master' into Mario/turrets
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / damage.qc
index cc3653db4d2deb21a79aaa188112f83b7e3ae6ec..0cbcfbd085d49af7814bf5af04897c1c39fd6549 100644 (file)
@@ -22,11 +22,7 @@ void DamageEffect_Think()
                return;
        }
        self.state = self.owner.csqcmodel_isdead;
-#ifdef COMPAT_XON050_ENGINE
-       if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
-#else
        if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
-#endif
                return; // if we aren't using a third person camera, hide our own effects
 
        // now generate the particles
@@ -80,27 +76,22 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum)
        }
 
        life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
-       specstr = species_prefix(specnum);
-       type = DEATH_WEAPONOF(type);
-       e = get_weaponinfo(type);
 
-       effectname = strcat("damage_", e.netname);
+       effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname;
 
-       // if damage was dealt with a bullet weapon, our effect is blood
-       // since blood is species dependent, include the species tag
-       if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
+       if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
        {
                if(self.isplayermodel)
                {
-                       effectname = strcat(effectname, "_", specstr);
-                       effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag
+                       specstr = species_prefix(specnum);
+                       specstr = substring(specstr, 0, strlen(specstr) - 1);
+                       effectname = strreplace("BLOOD", specstr, effectname); 
                }
-               else
-                       return; // objects don't bleed
+               else { return; } // objects don't bleed
        }
 
        e = spawn();
-       setmodel(e, "null"); // necessary to attach and read origin // samual: FIXME: this is weird, is there some better way to do this?
+       setmodel(e, "null"); // necessary to attach and read origin
        setattachment(e, self, gettaginfo_name); // attach to the given bone
        e.classname = "damage";
        e.owner = self;
@@ -319,7 +310,7 @@ void Ent_DamageInfo(float isNew)
                                pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
                                break;
 
-                        case DEATH_TURRET_WALK_MEELE:
+                        case DEATH_TURRET_WALK_MELEE:
                                sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
                                pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
                                break;
@@ -344,19 +335,12 @@ void Ent_DamageInfo(float isNew)
                w_random = prandom();
 
                traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
-               if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
+               if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
                        w_backoff = trace_plane_normal;
                else
                        w_backoff = -1 * normalize(force);
                setorigin(self, w_org + w_backoff * 2); // for sound() calls
 
-               (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
+               if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); }
        }
 }
-
-void DamageInfo_Precache()
-{
-       float i;
-       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-               (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
-}