]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_violence.qc
Even more floats to bool/int
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_violence.qc
index 48fe8a165e6be709ac2167e32cd06235ccee9aaa..4ef4f45ff23e1b1453ab33ec3a3d775c393385b9 100644 (file)
@@ -1,14 +1,15 @@
-float Violence_GibSplash_SendEntity(entity to, float sf)
+#include "g_violence.qh"
+
+float Violence_GibSplash_SendEntity(entity to, int sf)
 {
        WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
        WriteByte(MSG_ENTITY, self.state); // actually type
        WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
-       WriteByte(MSG_ENTITY, self.team); // player num
-       WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
-       WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
-       WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
-       WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
-       return TRUE;
+       WriteShort(MSG_ENTITY, floor(self.origin.x / 4)); // not using a coord here, as gibs don't need this accuracy
+       WriteShort(MSG_ENTITY, floor(self.origin.y / 4)); // not using a coord here, as gibs don't need this accuracy
+       WriteShort(MSG_ENTITY, floor(self.origin.z / 4)); // not using a coord here, as gibs don't need this accuracy
+       WriteShort(MSG_ENTITY, self.oldorigin.x); // acrually compressed velocity
+       return true;
 }
 
 // TODO maybe convert this to a TE?
@@ -28,8 +29,9 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent
        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.owner);
+               e.team = num_for_edict(self.enemy);
        else
                e.team = num_for_edict(self);
 
@@ -38,107 +40,10 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent
 
        e.oldorigin_x = compressShortVector(e.velocity);
 
-       Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
+       Net_LinkEntity(e, false, 0.2, Violence_GibSplash_SendEntity);
 }
 
 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);
 }
-
-// damage effect
-
-.float lifetime;
-.entity damageeffect_repeater;
-
-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
-       WriteByte(MSG_ENTITY, self.team); // player entnum
-       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
-
-       // if this is a copied dead body, send the num of its player instead
-       if(pl.classname == "body")
-               e.team = num_for_edict(pl.owner);
-       else
-               e.team = num_for_edict(pl);
-
-       setorigin(e, pl.origin);
-
-       Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
-}
-
-void Violence_DamageEffect_Remove(entity pl);
-void Violence_DamageEffect_DoRepeat()
-{
-       if(time > self.lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
-       {
-               Violence_DamageEffect_Remove(self.owner);
-               return;
-       }
-
-       Violence_DamageEffect(self.owner, self.cnt);
-       self.nextthink = time + autocvar_sv_damageeffect_tick;
-}
-
-void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
-{
-       if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
-               return;
-       if(sv_gentle || !type)
-               return; // return if gentle mode is enabled or the damage was not caused by a weapon
-
-       // if a repeater doesn't exist, spawn one, else update the existing one
-       if(pl.damageeffect_repeater == world)
-       {
-               pl.damageeffect_repeater = spawn();
-               pl.damageeffect_repeater.classname = "damageeffect_repeater";
-               pl.damageeffect_repeater.owner = pl;
-               pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
-
-               pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
-       }
-       else
-       {
-               // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
-               // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
-               pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
-       }
-
-       if(autocvar_sv_damageeffect_lifetime_max)
-               pl.damageeffect_repeater.lifetime = bound(0, pl.damageeffect_repeater.lifetime, time + autocvar_sv_damageeffect_lifetime_max);
-
-       pl.damageeffect_repeater.cnt = type;
-       pl.damageeffect_repeater.nextthink = time;
-}
-
-void Violence_DamageEffect_Remove(entity pl)
-{
-       pl.damageeffect_repeater.nextthink = 0;
-       remove(pl.damageeffect_repeater);
-       pl.damageeffect_repeater = world;
-}
-
-void Violence_DamageEffect_Copy(entity old_pl, entity pl)
-{
-       if(pl.damageeffect_repeater != world)
-               Violence_DamageEffect_Remove(pl);
-
-       Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
-       pl.damageeffect_repeater.lifetime = old_pl.damageeffect_repeater.lifetime; // copy the lifetime
-}