X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_violence.qc;h=fdff4a66f369bf8c9e8cf45709e146395ad0f2d7;hp=1c3c8d04ec3edbc1465a9517c57682e587117f5a;hb=77f03e6ce033bef39ac19e0e7cb6e606ffcb26db;hpb=6d0b92f2bd629d0e83a7b3a37db60863acbc480a diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index 1c3c8d04e..fdff4a66f 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -1,14 +1,15 @@ +#include "g_violence.qh" + float Violence_GibSplash_SendEntity(entity to, float 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); @@ -38,125 +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 damageeffect_lifetime; -.entity damageeffect_repeater; - -float Violence_DamageEffect_SendEntity(entity to, float sf) -{ - // if the client doesn't have the effect enabled, don't send to him and waste bandwidth - if not(to.cvar_cl_damageeffect) - return FALSE; - // if the client cannot see the damaged player, avoid sending and further save bandwidth - if not(checkpvs(to.origin + to.view_ofs, self)) - return FALSE; - - WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); - WriteByte(MSG_ENTITY, self.cnt); // damage weapon - WriteByte(MSG_ENTITY, self.state); // player species - WriteByte(MSG_ENTITY, self.team); // player entnum - WriteByte(MSG_ENTITY, self.deadflag); // is dead body / gibbed - 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 = "damageeffect"; - 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); - - // is this a whole dead body, or a gibbed body / player? - if(!pl.modelindex) // gibbed - e.deadflag = 2; - else if(pl.classname == "body") - e.deadflag = 1; - - // if the player is dead, show the effect lower, else it appears floating above the body - if(pl.health <= 0) - setorigin(e, pl.origin - '0 0 25'); - else - 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.damageeffect_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.damageeffect_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.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage); - } - - if(autocvar_sv_damageeffect_lifetime_max) - pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_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.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime -}