1 #include "damageeffects.qh"
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
7 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
9 vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
10 WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
11 WriteShort(MSG_ENTITY, this.projectiledeathtype);
12 WriteVector(MSG_ENTITY, org);
13 WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, this.oldorigin.x);
17 WriteByte(MSG_ENTITY, this.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
49 /** number of effects which currently are attached to a player */
57 void DamageEffect_Think(entity this)
59 // if particle distribution is enabled, slow ticrate by total number of damages
60 if(autocvar_cl_damageeffect_distribute)
61 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
63 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
65 if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
67 // time is up or the player got gibbed / disconnected
68 this.owner.total_damages = max(0, this.owner.total_damages - 1);
72 if(this.state && !this.owner.csqcmodel_isdead)
74 // if the player was dead but is now alive, it means he respawned
75 // if so, clear his damage effects, or damages from his dead body will be copied back
76 this.owner.total_damages = max(0, this.owner.total_damages - 1);
80 this.state = this.owner.csqcmodel_isdead;
81 if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
82 return; // if we aren't using a third person camera, hide our own effects
84 // now generate the particles
85 vector org = gettaginfo(this, 0); // origin at attached location
86 __pointparticles(this.team, org, '0 0 0', 1);
89 string species_prefix(int specnum)
93 case SPECIES_HUMAN: return "";
94 case SPECIES_ALIEN: return "alien_";
95 case SPECIES_ROBOT_SHINY: return "robot_";
96 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
97 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
98 case SPECIES_ANIMAL: return "animal_";
99 case SPECIES_RESERVED: return "reserved_";
104 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
106 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
113 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
115 if(!this || !this.modelindex || !this.drawmask)
118 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
119 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
120 // if there's no skeleton, object origin will automatically be selected
124 continue; // skip empty bones
125 // blacklist bones positioned outside the mesh, or the effect will be floating
126 // TODO: Do we have to do it this way? Why do these bones exist at all?
127 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
128 continue; // player model bone blacklist
130 // now choose the bone closest to impact origin
131 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
132 nearestbone = tagnum;
134 gettaginfo(this, nearestbone); // set gettaginfo_name
136 // return if we reached our damage effect limit or damages are disabled
137 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
140 if(this.total_damages >= autocvar_cl_damageeffect_bones)
141 return; // allow multiple damages on skeletal models
145 if(autocvar_cl_damageeffect < 2 || this.total_damages)
146 return; // allow a single damage on non-skeletal models
149 life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
151 wep = DEATH_WEAPONOF(type);
152 effectname = strcat("damage_", wep.netname);
153 if((wep.spawnflags & WEP_FLAG_BLEED))
155 // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
156 if((this.isplayermodel & ISPLAYER_MODEL))
158 string specstr = species_prefix(specnum);
159 effectname = strcat(specstr, effectname);
161 else { return; } // objects don't bleed
165 setmodel(e, MDL_Null); // necessary to attach and read origin
166 setattachment(e, this, gettaginfo_name); // attach to the given bone
169 e.team = _particleeffectnum(effectname);
170 setthink(e, DamageEffect_Think);
172 this.total_damages += 1;
175 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
177 float thedamage, rad, edge, thisdmg;
178 bool hitplayer = false;
179 int species, forcemul;
180 vector force, thisforce;
182 w_deathtype = ReadShort();
183 w_issilent = (w_deathtype & 0x8000);
184 w_deathtype = (w_deathtype & 0x7FFF);
186 w_org = ReadVector();
188 thedamage = ReadByte();
191 force = decompressShortVector(ReadShort());
192 species = ReadByte();
207 FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
208 vector nearest = NearestPointOnBox(it, w_org);
211 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
218 thisdmg = thedamage + (edge - thedamage) * thisdmg;
219 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
224 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
229 if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
233 thisforce = forcemul * force;
236 if(it.damageforcescale)
237 if(vdist(thisforce, !=, 0))
239 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
247 it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
249 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
251 if((it.isplayermodel & ISPLAYER_MODEL))
252 hitplayer = true; // this impact damaged a player
255 if(DEATH_ISVEHICLE(w_deathtype))
257 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
258 if(trace_plane_normal != '0 0 0')
259 w_backoff = trace_plane_normal;
261 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
263 setorigin(this, w_org + w_backoff * 2); // for sound() calls
265 switch(DEATH_ENT(w_deathtype))
271 case DEATH_VH_SPID_MINIGUN:
272 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
273 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
275 case DEATH_VH_SPID_ROCKET:
276 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
277 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
279 case DEATH_VH_SPID_DEATH:
280 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
281 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
284 case DEATH_VH_WAKI_GUN:
285 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
286 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
288 case DEATH_VH_WAKI_ROCKET:
289 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
290 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
292 case DEATH_VH_WAKI_DEATH:
293 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
294 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
297 case DEATH_VH_RAPT_CANNON:
298 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
299 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
301 case DEATH_VH_RAPT_FRAGMENT:
304 for(i = 1; i < 4; ++i)
306 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
307 ang = vectoangles(vel);
308 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
310 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
311 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
313 case DEATH_VH_RAPT_BOMB:
314 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
315 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
317 case DEATH_VH_RAPT_DEATH:
318 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
319 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
321 case DEATH_VH_BUMB_GUN:
322 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
323 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
329 if(DEATH_ISTURRET(w_deathtype))
331 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
332 if(trace_plane_normal != '0 0 0')
333 w_backoff = trace_plane_normal;
335 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
337 setorigin(this, w_org + w_backoff * 2); // for sound() calls
339 switch(DEATH_ENT(w_deathtype))
341 case DEATH_TURRET_EWHEEL:
342 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
343 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
346 case DEATH_TURRET_FLAC:
347 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
348 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
351 case DEATH_TURRET_MLRS:
352 case DEATH_TURRET_HK:
353 case DEATH_TURRET_WALK_ROCKET:
354 case DEATH_TURRET_HELLION:
355 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
356 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
359 case DEATH_TURRET_MACHINEGUN:
360 case DEATH_TURRET_WALK_GUN:
361 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
362 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
365 case DEATH_TURRET_PLASMA:
366 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
367 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
370 case DEATH_TURRET_WALK_MELEE:
371 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
372 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
375 case DEATH_TURRET_PHASER:
378 case DEATH_TURRET_TESLA:
379 te_smallflash(this.origin);
385 MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
387 // TODO spawn particle effects and sounds based on w_deathtype
388 if(!DEATH_ISSPECIAL(w_deathtype))
389 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
391 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
392 w_random = prandom();
394 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
395 if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
396 w_backoff = trace_plane_normal;
398 w_backoff = -1 * normalize(force);
399 setorigin(this, w_org + w_backoff * 2); // for sound() calls
401 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
403 if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
404 hitwep.wr_impacteffect(hitwep, this);