]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/effects/qc/damageeffects.qc
Merge branch 'master' into Mario/weaponorder
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / effects / qc / damageeffects.qc
index 1fc64d1d259697f7fb04c691a1d83ead70ef220f..17f48136a6c0a4126f1ae96bf172c89fc63b9d4d 100644 (file)
@@ -53,7 +53,6 @@ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad
 
 .float cnt;
 .int state;
-.bool isplayermodel;
 
 void DamageEffect_Think(entity this)
 {
@@ -79,12 +78,11 @@ void DamageEffect_Think(entity this)
                return;
        }
        this.state = this.owner.csqcmodel_isdead;
-       if(this.owner.isplayermodel && (this.owner.entnum == player_localentnum) && !autocvar_chase_active)
+       if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
                return; // if we aren't using a third person camera, hide our own effects
 
        // now generate the particles
-       vector org;
-       org = gettaginfo(this, 0); // origin at attached location
+       vector org = gettaginfo(this, 0); // origin at attached location
        __pointparticles(this.team, org, '0 0 0', 1);
 }
 
@@ -109,8 +107,8 @@ void DamageEffect(entity this, vector hitorg, float thedamage, int type, int spe
 
        int nearestbone = 0;
        float life;
-       string specstr, effectname;
-       entity e;
+       string effectname;
+       entity e, wep;
 
        if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
                return;
@@ -150,15 +148,15 @@ void DamageEffect(entity this, vector hitorg, float thedamage, int type, int spe
 
        life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
 
-       effectname = DEATH_WEAPONOF(type).netname;
-
-       if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
+       wep = DEATH_WEAPONOF(type);
+       effectname = strcat("damage_", wep.netname);
+       if((wep.spawnflags & WEP_FLAG_BLEED))
        {
-               if(this.isplayermodel)
+               // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
+               if((this.isplayermodel & ISPLAYER_MODEL))
                {
-                       specstr = species_prefix(specnum);
-                       specstr = substring(specstr, 0, strlen(specstr) - 1);
-                       effectname = strreplace("BLOOD", specstr, effectname);
+                       string specstr = species_prefix(specnum);
+                       effectname = strcat(specstr, effectname);
                }
                else { return; } // objects don't bleed
        }
@@ -176,7 +174,6 @@ void DamageEffect(entity this, vector hitorg, float thedamage, int type, int spe
 
 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
 {
-       const float ATTEN_LOW = 0.2;
        float thedamage, rad, edge, thisdmg;
        bool hitplayer = false;
        int species, forcemul;
@@ -251,7 +248,7 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
 
                DamageEffect(it, w_org, thisdmg, w_deathtype, species);
 
-               if(it.isplayermodel)
+               if((it.isplayermodel & ISPLAYER_MODEL))
                        hitplayer = true; // this impact damaged a player
        });
 
@@ -395,7 +392,7 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
                w_random = prandom();
 
                traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
-               if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
+               if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
                        w_backoff = trace_plane_normal;
                else
                        w_backoff = -1 * normalize(force);