]> 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 8f5f55f2f01b94a541673832a61eeb35f31d7f17..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);
 
@@ -38,45 +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 Violence_DamageEffect_SendEntity(entity to, float sf)
-{
-       if not(to.cvar_cl_damageeffect)
-               return FALSE; // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
-
-       WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
-       WriteByte(MSG_ENTITY, self.cnt); // damage amount
-       WriteByte(MSG_ENTITY, self.weapon); // damage weapon
-       WriteByte(MSG_ENTITY, self.state); // player species
-       WriteByte(MSG_ENTITY, self.team); // player entnum
-       return TRUE;
-}
-
-void Violence_DamageEffect(entity pl, float damage, float type)
-{
-       if(sv_gentle || !type)
-               return; // return if gentle mode is enabled or the damage was not caused by a weapon
-
-       entity e;
-       e = spawn();
-       e.cnt = damage;
-       e.weapon = 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);
-
-       Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
-}