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 WriteByte(MSG_ENTITY, self.team); // player num
7 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
8 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
10 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
14 // TODO maybe convert this to a TE?
15 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
17 if(g_cts) // no gibs in CTS
23 e.classname = "gibsplash";
25 e.state = type; // should stay smaller than 15
26 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
27 e.state |= 0x40; // "silence" bit
28 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
30 // if this is a copied dead body, send the num of its player instead
31 if(self.classname == "body")
32 e.team = num_for_edict(self.owner);
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);
51 .float damageeffect_lifetime;
52 .entity damageeffect_repeater;
54 float Violence_DamageEffect_SendEntity(entity to, float sf)
56 // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
57 if not(to.cvar_cl_damageeffect)
59 // if the client cannot see the damaged player, avoid sending and further save bandwidth
60 if not(checkpvs(to.origin + to.view_ofs, self))
63 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
64 WriteByte(MSG_ENTITY, self.cnt); // damage weapon
65 WriteByte(MSG_ENTITY, self.state); // player species
66 WriteByte(MSG_ENTITY, self.team); // player entnum
67 WriteByte(MSG_ENTITY, self.deadflag); // is dead body / gibbed
68 WriteCoord(MSG_ENTITY, floor(self.origin_x));
69 WriteCoord(MSG_ENTITY, floor(self.origin_y));
70 WriteCoord(MSG_ENTITY, floor(self.origin_z));
74 void Violence_DamageEffect(entity pl, float type)
79 e.classname = "damageeffect";
81 e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
83 // if this is a copied dead body, send the num of its player instead
84 if(pl.classname == "body")
85 e.team = num_for_edict(pl.owner);
87 e.team = num_for_edict(pl);
89 // is this a whole dead body, or a gibbed body / player?
90 if(!pl.modelindex) // gibbed
92 else if(pl.classname == "body")
95 // if the player is dead, show the effect lower, else it appears floating above the body
97 setorigin(e, pl.origin - '0 0 25');
99 setorigin(e, pl.origin);
101 Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
104 void Violence_DamageEffect_Remove(entity pl);
105 void Violence_DamageEffect_DoRepeat()
107 if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
109 Violence_DamageEffect_Remove(self.owner);
113 Violence_DamageEffect(self.owner, self.cnt);
114 self.nextthink = time + autocvar_sv_damageeffect_tick;
117 void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
119 if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
121 if(sv_gentle || !type)
122 return; // return if gentle mode is enabled or the damage was not caused by a weapon
124 // if a repeater doesn't exist, spawn one, else update the existing one
125 if(pl.damageeffect_repeater == world)
127 pl.damageeffect_repeater = spawn();
128 pl.damageeffect_repeater.classname = "damageeffect_repeater";
129 pl.damageeffect_repeater.owner = pl;
130 pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
132 pl.damageeffect_repeater.damageeffect_lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
136 // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
137 // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
138 pl.damageeffect_repeater.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage);
141 if(autocvar_sv_damageeffect_lifetime_max)
142 pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_lifetime, time + autocvar_sv_damageeffect_lifetime_max);
144 pl.damageeffect_repeater.cnt = type;
145 pl.damageeffect_repeater.nextthink = time;
148 void Violence_DamageEffect_Remove(entity pl)
150 pl.damageeffect_repeater.nextthink = 0;
151 remove(pl.damageeffect_repeater);
152 pl.damageeffect_repeater = world;
155 void Violence_DamageEffect_Copy(entity old_pl, entity pl)
157 if(pl.damageeffect_repeater != world)
158 Violence_DamageEffect_Remove(pl);
160 Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
161 pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime