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 // we can't send the force vector compressed with compressShortVector as it's too inaccurate
17 // it would break decals when hit angle on a surface is small
18 // (the traceline performed by the client to spawn a decal wouldn't hit the surface at all)
19 WriteShort(MSG_ENTITY, floor(this.velocity.x / 4));
20 WriteShort(MSG_ENTITY, floor(this.velocity.y / 4));
21 WriteShort(MSG_ENTITY, floor(this.velocity.z / 4));
22 WriteByte(MSG_ENTITY, this.species);
26 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
28 // TODO maybe call this from non-edgedamage too?
29 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
31 if(!sound_allowed(MSG_BROADCAST, dmgowner))
34 entity e = new_pure(damageinfo);
35 // origin is just data to be sent
38 e.projectiledeathtype = deathtype;
40 e.dmg_edge = edgedamage;
41 bool rad_negative = false;
44 // make it positive (unsigned) so it can be sent as byte
49 e.dmg_force = vlen(force);
52 e.species = bloodtype & BITS(4); // it only uses bits from 0 to 3, see SPECIES_* constants
56 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
63 /** number of effects which currently are attached to a player */
73 void DamageEffect_Think(entity this)
75 // if particle distribution is enabled, slow ticrate by total number of damages
76 if(autocvar_cl_damageeffect_distribute)
77 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
79 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
81 if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
83 // time is up or the player got gibbed / disconnected
84 this.owner.total_damages = max(0, this.owner.total_damages - 1);
88 if(this.state && !this.owner.csqcmodel_isdead)
90 // if the player was dead but is now alive, it means they respawned
91 // if so, clear their damage effects, or damages from their dead body will be copied back
92 this.owner.total_damages = max(0, this.owner.total_damages - 1);
96 this.state = this.owner.csqcmodel_isdead;
97 if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
98 return; // if we aren't using a third person camera, hide our own effects
100 // now generate the particles
101 vector org = gettaginfo(this, 0); // origin at attached location
102 __pointparticles(this.team, org, '0 0 0', 1);
105 string species_prefix(int specnum)
109 case SPECIES_HUMAN: return "";
110 case SPECIES_ALIEN: return "alien_";
111 case SPECIES_ROBOT_SHINY: return "robot_";
112 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
113 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
114 case SPECIES_ANIMAL: return "animal_";
115 case SPECIES_RESERVED: return "reserved_";
120 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
122 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
129 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
131 if(!this || !this.modelindex || !this.drawmask)
134 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
135 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
136 // if there's no skeleton, object origin will automatically be selected
140 continue; // skip empty bones
141 // blacklist bones positioned outside the mesh, or the effect will be floating
142 // TODO: Do we have to do it this way? Why do these bones exist at all?
143 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
144 continue; // player model bone blacklist
146 // now choose the bone closest to impact origin
147 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
148 nearestbone = tagnum;
150 gettaginfo(this, nearestbone); // set gettaginfo_name
152 // return if we reached our damage effect limit or damages are disabled
153 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
156 if(this.total_damages >= autocvar_cl_damageeffect_bones)
157 return; // allow multiple damages on skeletal models
161 if(autocvar_cl_damageeffect < 2 || this.total_damages)
162 return; // allow a single damage on non-skeletal models
165 life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
167 wep = DEATH_WEAPONOF(type);
168 effectname = strcat("damage_", wep.netname);
169 if((wep.spawnflags & WEP_FLAG_BLEED))
171 // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
172 if((this.isplayermodel & ISPLAYER_MODEL))
174 string specstr = species_prefix(specnum);
175 effectname = strcat(specstr, effectname);
177 else { return; } // objects don't bleed
181 setmodel(e, MDL_Null); // necessary to attach and read origin
182 setattachment(e, this, gettaginfo_name); // attach to the given bone
185 e.team = _particleeffectnum(effectname);
186 setthink(e, DamageEffect_Think);
188 this.total_damages += 1;
191 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
193 float thedamage, rad, edge, thisdmg;
194 bool hitplayer = false;
195 int species, forcemul;
196 vector force, thisforce;
198 w_deathtype = ReadShort();
199 w_issilent = (w_deathtype & 0x8000);
200 w_deathtype = (w_deathtype & 0x7FFF);
202 w_org = ReadVector();
204 thedamage = ReadByte();
207 force.x = ReadShort() * 4 + 2;
208 force.y = ReadShort() * 4 + 2;
209 force.z = ReadShort() * 4 + 2;
211 species = ReadByte();
212 bool rad_negative = (species & BIT(7));
213 species = (species & BITS(4));
220 forcemul = (rad_negative ? -1 : 1);
222 FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity && !is_pure(it), {
223 vector nearest = NearestPointOnBox(it, w_org);
226 thisdmg = ((vlen(nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
233 thisdmg = thedamage + (edge - thedamage) * thisdmg;
234 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
239 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
244 if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
248 thisforce = forcemul * force;
251 if(it.damageforcescale)
252 if(vdist(thisforce, !=, 0))
254 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
262 it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
264 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
266 if(it != csqcplayer && (it.isplayermodel & ISPLAYER_MODEL))
267 hitplayer = true; // this impact damaged another player
270 if(DEATH_ISVEHICLE(w_deathtype))
272 vector force_dir = normalize(force);
273 traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
274 if(trace_plane_normal != '0 0 0')
275 w_backoff = trace_plane_normal;
277 w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
279 setorigin(this, w_org + w_backoff * 2); // for sound() calls
281 switch(DEATH_ENT(w_deathtype))
287 case DEATH_VH_SPID_MINIGUN:
288 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
289 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
291 case DEATH_VH_SPID_ROCKET:
292 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
293 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
295 case DEATH_VH_SPID_DEATH:
296 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
297 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
300 case DEATH_VH_WAKI_GUN:
301 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
302 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
304 case DEATH_VH_WAKI_ROCKET:
305 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
306 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
308 case DEATH_VH_WAKI_DEATH:
309 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
310 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
313 case DEATH_VH_RAPT_CANNON:
314 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
315 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
317 case DEATH_VH_RAPT_FRAGMENT:
320 for(i = 1; i < 4; ++i)
322 vel = normalize(w_org - (w_org + force_dir * 16)) + randomvec() * 128;
323 ang = vectoangles(vel);
324 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
326 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
327 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
329 case DEATH_VH_RAPT_BOMB:
330 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
331 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
333 case DEATH_VH_RAPT_DEATH:
334 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
335 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
337 case DEATH_VH_BUMB_GUN:
338 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
339 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
345 if(DEATH_ISTURRET(w_deathtype))
347 vector force_dir = normalize(force);
348 traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
349 if(trace_plane_normal != '0 0 0')
350 w_backoff = trace_plane_normal;
352 w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
354 setorigin(this, w_org + w_backoff * 2); // for sound() calls
356 switch(DEATH_ENT(w_deathtype))
358 case DEATH_TURRET_EWHEEL:
359 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
360 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
363 case DEATH_TURRET_FLAC:
364 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
365 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
368 case DEATH_TURRET_MLRS:
369 case DEATH_TURRET_HK:
370 case DEATH_TURRET_WALK_ROCKET:
371 case DEATH_TURRET_HELLION:
372 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
373 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
376 case DEATH_TURRET_MACHINEGUN:
377 case DEATH_TURRET_WALK_GUN:
378 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
379 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
382 case DEATH_TURRET_PLASMA:
383 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
384 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
387 case DEATH_TURRET_WALK_MELEE:
388 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
389 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
392 case DEATH_TURRET_PHASER:
395 case DEATH_TURRET_TESLA:
396 te_smallflash(this.origin);
401 MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
403 // TODO spawn particle effects and sounds based on w_deathtype
404 if(!DEATH_ISSPECIAL(w_deathtype))
405 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
407 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
408 w_random = prandom();
410 vector force_dir = normalize(force);
411 // this traceline usually starts in solid when a hitscan shot hits a surface with a very small angle
412 // if so, try another traceline starting further back (may still start in solid but only with extremely small angles)
413 traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
415 traceline(w_org - force_dir * 40, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
416 if(trace_fraction < 1)
417 w_backoff = trace_plane_normal;
419 w_backoff = -force_dir;
420 setorigin(this, w_org + w_backoff * 2); // for sound() calls
422 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
424 if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
425 hitwep.wr_impacteffect(hitwep, this);