-#ifndef DAMAGEEFFECTS_H
-#define DAMAGEEFFECTS_H
-
-#ifdef CSQC
-#include <common/deathtypes/all.qh>
-#include <common/physics/movetypes/movetypes.qh>
-#include <client/mutators/events.qh>
-#include <common/vehicles/all.qh>
-#include <common/weapons/all.qh>
-#endif
-
-#endif
-
-#ifdef IMPLEMENTATION
+#include "damageeffects.qh"
REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
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));
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();
if(it.damageforcescale)
if(vdist(thisforce, !=, 0))
{
- it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, autocvar_g_balance_damagepush_speedfactor);
+ it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
UNSET_ONGROUND(it);
}
}
}
+ MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
+
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
}
#endif
-
-#endif