]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Working on better handling of damage effects
authorSamual Lenks <samual@xonotic.org>
Sat, 11 Jan 2014 05:12:10 +0000 (00:12 -0500)
committerSamual Lenks <samual@xonotic.org>
Sat, 11 Jan 2014 05:12:10 +0000 (00:12 -0500)
qcsrc/client/damage.qc

index f52b5f82a26c03d906752ee51eba23031adb85d5..32849c2ac6d3858a738bbd92f4a89f3185a33d81 100644 (file)
@@ -80,23 +80,18 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum)
        }
 
        life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
-       specstr = species_prefix(specnum);
-       type = DEATH_WEAPONOF(type);
-       e = get_weaponinfo(type);
 
-       effectname = strcat("damage_", e.netname);
+       effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname;
 
-       // if damage was dealt with a bullet weapon, our effect is blood
-       // since blood is species dependent, include the species tag
-       if(type == WEP_SHOTGUN || type == WEP_MACHINEGUN || type == WEP_RIFLE) // WEAPONTODO: when we kill shells and bullets, what happens to this?
+       if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
        {
                if(self.isplayermodel)
                {
-                       effectname = strcat(effectname, "_", specstr);
-                       effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag
+                       specstr = species_prefix(specnum);
+                       specstr = substring(specstr, 0, strlen(specstr) - 1);
+                       effectname = strreplace("BLOOD", specstr, effectname); 
                }
-               else
-                       return; // objects don't bleed
+               else { return; } // objects don't bleed
        }
 
        e = spawn();