bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
{
+ vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
WriteShort(MSG_ENTITY, this.projectiledeathtype);
- WriteCoord(MSG_ENTITY, floor(this.origin.x));
- WriteCoord(MSG_ENTITY, floor(this.origin.y));
- WriteCoord(MSG_ENTITY, floor(this.origin.z));
+ WriteVector(MSG_ENTITY, org);
WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
.float cnt;
.int state;
-.bool isplayermodel;
void DamageEffect_Think(entity this)
{
return;
}
this.state = this.owner.csqcmodel_isdead;
- if(this.owner.isplayermodel && (this.owner.entnum == player_localentnum) && !autocvar_chase_active)
+ if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
- vector org;
- org = gettaginfo(this, 0); // origin at attached location
+ vector org = gettaginfo(this, 0); // origin at attached location
__pointparticles(this.team, org, '0 0 0', 1);
}
int nearestbone = 0;
float life;
- string specstr, effectname;
- entity e;
+ string effectname;
+ entity e, wep;
if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
- effectname = DEATH_WEAPONOF(type).netname;
-
- if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
+ wep = DEATH_WEAPONOF(type);
+ effectname = strcat("damage_", wep.netname);
+ if((wep.spawnflags & WEP_FLAG_BLEED))
{
- if(this.isplayermodel)
+ // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
- specstr = species_prefix(specnum);
- specstr = substring(specstr, 0, strlen(specstr) - 1);
- effectname = strreplace("BLOOD", specstr, effectname);
+ string specstr = species_prefix(specnum);
+ effectname = strcat(specstr, effectname);
}
else { return; } // objects don't bleed
}
NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
{
- const float ATTEN_LOW = 0.2;
float thedamage, rad, edge, thisdmg;
bool hitplayer = false;
int species, forcemul;
w_issilent = (w_deathtype & 0x8000);
w_deathtype = (w_deathtype & 0x7FFF);
- w_org.x = ReadCoord();
- w_org.y = ReadCoord();
- w_org.z = ReadCoord();
+ w_org = ReadVector();
thedamage = ReadByte();
rad = ReadByte();
DamageEffect(it, w_org, thisdmg, w_deathtype, species);
- if(it.isplayermodel)
+ if((it.isplayermodel & ISPLAYER_MODEL))
hitplayer = true; // this impact damaged a player
});
w_random = prandom();
traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
- if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
+ if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
w_backoff = trace_plane_normal;
else
w_backoff = -1 * normalize(force);