]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_violence.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_violence.qc
index e78ae20d9d76781a3e12255a4acdbd8b3aace322..ba2426718a571ca706958e8de9b6c3ad94b35a71 100644 (file)
@@ -25,6 +25,13 @@ 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
+       if(self.classname == "body")
+               e.team = num_for_edict(self.owner);
+       else
+               e.team = num_for_edict(self);
+
        setorigin(e, org);
        e.velocity = dir;
 
@@ -37,72 +44,3 @@ 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);
-}
-
-.entity damageeffect_repeater;
-.float lifetime;
-
-void Violence_DamageEffect_DoRepeat()
-{
-       if(time > self.lifetime)
-       {
-               self.nextthink = 0;
-               remove(self.owner.damageeffect_repeater);
-               self.owner.damageeffect_repeater = world;
-               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);
-       }
-
-       pl.damageeffect_repeater.cnt = type;
-       pl.damageeffect_repeater.nextthink = time;
-}