]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_violence.qc
Merge remote-tracking branch 'origin/master' into Mario/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_violence.qc
index d863669bb0b79f11a045a33c7363516a807a6de5..34d384c2833ad502a2c164992e2d68ac57481e35 100644 (file)
@@ -25,6 +25,14 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent
        if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
                e.state |= 0x40; // "silence" bit
        e.state |= 8 * self.species; // gib type, ranges from 0 to 15
+
+       // if this is a copied dead body, send the num of its player instead
+       // TODO: remove this field, read from model txt files
+       if(self.classname == "body")
+               e.team = num_for_edict(self.enemy);
+       else
+               e.team = num_for_edict(self);
+
        setorigin(e, org);
        e.velocity = dir;
 
@@ -37,65 +45,3 @@ void Violence_GibSplash(entity source, float type, float amount, entity attacker
 {
        Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
 }
-
-float Violence_DamageEffect_SendEntity(entity to, float sf)
-{
-       WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
-       WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
-       WriteByte(MSG_ENTITY, self.state); // species
-       WriteCoord(MSG_ENTITY, floor(self.origin_x));
-       WriteCoord(MSG_ENTITY, floor(self.origin_y));
-       WriteCoord(MSG_ENTITY, floor(self.origin_z));
-       return TRUE;
-}
-
-void Violence_DamageEffect(entity pl, float type)
-{
-       entity e;
-
-       e = spawn();
-       e.classname = "weapondamage";
-       e.cnt = type;
-       e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
-       setorigin(e, pl.origin);
-
-       Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
-}
-
-.float lifetime;
-.float player_damageeffect_active;
-
-void Violence_DamageEffect_DoRepeat()
-{
-       if(time > self.lifetime)
-       {
-               self.owner.player_damageeffect_active = FALSE;
-               self.nextthink = 0;
-               remove(self);
-               return;
-       }
-
-       Violence_DamageEffect(self.owner, self.cnt);
-       self.nextthink = time + autocvar_sv_damageeffect_tick;
-}
-
-void Violence_DamageEffect_SetRepeat(entity pl, float type)
-{
-       if(sv_gentle)
-               return;
-       // return if we already have a damage effect active, else too many damage effects get spammed
-       if(pl.player_damageeffect_active)
-               return;
-
-       entity repeater;
-       repeater = spawn();
-       repeater.classname = "weapondamage_repeater";
-       repeater.owner = pl;
-       repeater.origin = pl.origin;
-       repeater.cnt = type;
-       repeater.lifetime = time + autocvar_sv_damageeffect_lifetime;
-       repeater.think = Violence_DamageEffect_DoRepeat;
-       repeater.nextthink = time;
-
-       pl.player_damageeffect_active = TRUE;
-}