void DamageEffect_Think()
{
self.nextthink = time;
-
- float foundgib;
vector org;
if(time >= self.lifetime)
}
if(self.dmgtime > time)
return;
-
- org = gettaginfo(self.owner, self.bone);
-
- // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
- // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
- entity head;
- for(head = world; (head = find(head, classname, "gib")); )
- {
- if(head.team == self.team)
- {
- if(autocvar_cl_damageeffect_gibs)
- {
- if(autocvar_cl_damageeffect_gibs_randomize >= random())
- pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1);
- self.dmgtime = time + autocvar_cl_damageeffect_gibs;
- }
- foundgib = TRUE;
- }
- }
-
- if(foundgib || !autocvar_cl_damageeffect_player)
+ if(!autocvar_cl_damageeffect)
return; // don't show effects on the invisible dead body if gibs exist
if(self.team == player_localentnum - 1 && !autocvar_chase_active)
return; // if we aren't in third person mode, hide own damage effect
- // Now apply the effect to actual players
+ // Now apply the effect to the player
+ org = gettaginfo(self.owner, self.bone);
pointparticles(self.dmgpartnum, org, '0 0 0', 1);
- self.dmgtime = time + autocvar_cl_damageeffect_player;
+ self.dmgtime = time + autocvar_cl_damageeffect;
}
void DamageEffect(vector hitorg, float dmg, float type, float specnum, float entnumber)
string specstr, effectnum;
entity e;
- if(!autocvar_cl_damageeffect_player && !autocvar_cl_damageeffect_gibs)
- return;
- if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
+ if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
if(self.model == "" || !self.model)
return;
if(e.team == entnumber)
i += 1;
}
- if(i >= autocvar_cl_damageeffect_player_limit)
+ if(i >= autocvar_cl_damageeffect_limit)
return;
specstr = species_prefix(specnum);