1 float Violence_GibSplash_SendEntity(entity to, float sf)
3 WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4 WriteByte(MSG_ENTITY, self.state); // actually type
5 WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
7 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
8 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
13 // TODO maybe convert this to a TE?
14 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
16 if(g_cts) // no gibs in CTS
22 e.classname = "gibsplash";
24 e.state = type; // should stay smaller than 15
25 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
26 e.state |= 0x40; // "silence" bit
27 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
29 // if this is a copied dead body, send the num of its player instead
30 // TODO: remove this field, read from model txt files
31 if(self.classname == "body")
32 e.team = num_for_edict(self.enemy);
34 e.team = num_for_edict(self);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
44 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
46 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);