+#include "gibs.qh"
+
#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(net_gibsplash)
e.oldorigin_x = compressShortVector(e.velocity);
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(Violence_GibSplash_SendEntity(e, it, 0)));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), Violence_GibSplash_SendEntity(e, it, 0));
remove(e);
}
__pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
}
-void SUB_RemoveOnNoImpact()
+void SUB_RemoveOnNoImpact(entity this, entity toucher)
{
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- Gib_Delete(self);
+ Gib_Delete(this);
}
-void Gib_Touch()
-{SELFPARAM();
+void Gib_Touch(entity this, entity toucher)
+{
// TODO maybe bounce of walls, make more gibs, etc.
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
- Gib_Delete(self);
+ Gib_Delete(this);
return;
}
- if(!self.silent)
- sound(self, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
- __pointparticles(_particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
+ if(!this.silent)
+ sound(this, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
+ __pointparticles(_particleeffectnum(strcat(species_prefix(this.cnt), "blood")), this.origin + '0 0 1', '0 0 30', 10);
- Gib_Delete(self);
+ Gib_Delete(this);
}
void Gib_Draw(entity this)
if(wasfreed(this))
return;
- if(this.touch == Gib_Touch) // don't do this for the "chunk" thingie...
+ if(gettouch(this) == Gib_Touch) // don't do this for the "chunk" thingie...
// TODO somehow make it spray in a direction dependent on this.angles
__trailparticles(this, _particleeffectnum(strcat(species_prefix(this.cnt), EFFECT_TR_SLIGHTBLOOD.eent_eff_name)), oldorg, this.origin);
else
gib.draw = Gib_Draw;
if(destroyontouch)
- gib.move_touch = Gib_Touch;
+ settouch(gib, Gib_Touch);
else
- gib.move_touch = SUB_RemoveOnNoImpact;
+ settouch(gib, SUB_RemoveOnNoImpact);
// don't spawn gibs inside solid - just don't
if(org != safeorg)
org = trace_endpos;
}
- gib.move_origin = org;
setorigin(gib, org);
- gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
- gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
+ gib.velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
+ gib.avelocity = prandomvec() * vlen(gib.velocity) * autocvar_cl_gibs_avelocity_scale;
gib.move_time = time;
gib.damageforcescale = autocvar_cl_gibs_damageforcescale;