bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
{
+ vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
WriteShort(MSG_ENTITY, this.projectiledeathtype);
- WriteCoord(MSG_ENTITY, floor(this.origin.x));
- WriteCoord(MSG_ENTITY, floor(this.origin.y));
- WriteCoord(MSG_ENTITY, floor(this.origin.z));
+ WriteVector(MSG_ENTITY, org);
WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
- WriteShort(MSG_ENTITY, this.oldorigin.x);
+ WriteVector(MSG_ENTITY, this.velocity);
WriteByte(MSG_ENTITY, this.species);
return true;
}
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
+void Damage_DamageInfo(vector org, bool is_solid_hit, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
{
// TODO maybe call this from non-edgedamage too?
// TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
if(!sound_allowed(MSG_BROADCAST, dmgowner))
deathtype |= 0x8000;
- e = new(damageinfo);
- setorigin(e, org);
+ e = new_pure(damageinfo);
+ // origin is just data to be sent
+ //setorigin(e, org);
+ e.origin = org;
e.projectiledeathtype = deathtype;
e.dmg = coredamage;
e.dmg_edge = edgedamage;
e.dmg_radius = rad;
e.dmg_force = vlen(force);
e.velocity = force;
- e.oldorigin_x = compressShortVector(e.velocity);
e.species = bloodtype;
+ if(is_solid_hit)
+ e.species |= 0x80;
Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
}
.float cnt;
.int state;
-.bool isplayermodel;
+
+.bool silent;
void DamageEffect_Think(entity this)
{
}
if(this.state && !this.owner.csqcmodel_isdead)
{
- // if the player was dead but is now alive, it means he respawned
- // if so, clear his damage effects, or damages from his dead body will be copied back
+ // if the player was dead but is now alive, it means they respawned
+ // if so, clear their damage effects, or damages from their dead body will be copied back
this.owner.total_damages = max(0, this.owner.total_damages - 1);
delete(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);
}
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;
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
}
NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
{
- const float ATTEN_LOW = 0.2;
float thedamage, rad, edge, thisdmg;
bool hitplayer = false;
int species, forcemul;
w_issilent = (w_deathtype & 0x8000);
w_deathtype = (w_deathtype & 0x7FFF);
- w_org.x = ReadCoord();
- w_org.y = ReadCoord();
- w_org.z = ReadCoord();
+ w_org = ReadVector();
thedamage = ReadByte();
rad = ReadByte();
edge = ReadByte();
- force = decompressShortVector(ReadShort());
+ force = ReadVector();
species = ReadByte();
+ bool is_solid_hit = (species & 0x80);
+ species = (species & 0x7F);
return = true;
else
forcemul = 1;
- FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
+ FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
vector nearest = NearestPointOnBox(it, w_org);
if (rad)
{
- thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ thisdmg = ((vlen(nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
if(thisdmg >= 1)
continue;
if(thisdmg < 0)
DamageEffect(it, w_org, thisdmg, w_deathtype, species);
- if(it.isplayermodel)
+ if((it.isplayermodel & ISPLAYER_MODEL))
hitplayer = true; // this impact damaged a player
});
if(DEATH_ISVEHICLE(w_deathtype))
{
- traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
+ vector force_dir = normalize(force);
+ traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
if(trace_plane_normal != '0 0 0')
w_backoff = trace_plane_normal;
else
- w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+ w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
setorigin(this, w_org + w_backoff * 2); // for sound() calls
vector ang, vel;
for(i = 1; i < 4; ++i)
{
- vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
+ vel = normalize(w_org - (w_org + force_dir * 16)) + randomvec() * 128;
ang = vectoangles(vel);
RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
}
if(DEATH_ISTURRET(w_deathtype))
{
- traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
+ vector force_dir = normalize(force);
+ traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
if(trace_plane_normal != '0 0 0')
w_backoff = trace_plane_normal;
else
- w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+ w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
setorigin(this, w_org + w_backoff * 2); // for sound() calls
switch(DEATH_ENT(w_deathtype))
{
- case DEATH_TURRET_EWHEEL:
+ case DEATH_TURRET_EWHEEL:
sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_FLAC:
+ case DEATH_TURRET_FLAC:
pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
break;
- case DEATH_TURRET_MLRS:
- case DEATH_TURRET_HK:
- case DEATH_TURRET_WALK_ROCKET:
- case DEATH_TURRET_HELLION:
+ case DEATH_TURRET_MLRS:
+ case DEATH_TURRET_HK:
+ case DEATH_TURRET_WALK_ROCKET:
+ case DEATH_TURRET_HELLION:
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_MACHINEGUN:
- case DEATH_TURRET_WALK_GUN:
+ case DEATH_TURRET_MACHINEGUN:
+ case DEATH_TURRET_WALK_GUN:
sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_PLASMA:
+ case DEATH_TURRET_PLASMA:
sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_WALK_MELEE:
+ case DEATH_TURRET_WALK_MELEE:
sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_PHASER:
+ case DEATH_TURRET_PHASER:
break;
- case DEATH_TURRET_TESLA:
+ case DEATH_TURRET_TESLA:
te_smallflash(this.origin);
break;
-
}
}
Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
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)
- w_backoff = trace_plane_normal;
+ vector force_dir = normalize(force);
+ if (is_solid_hit) // traceline not needed
+ w_backoff = -force_dir;
else
- w_backoff = -1 * normalize(force);
+ {
+ traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
+ if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
+ w_backoff = trace_plane_normal;
+ else
+ w_backoff = -force_dir;
+ }
setorigin(this, w_org + w_backoff * 2); // for sound() calls
if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))