WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
WriteByte(MSG_ENTITY, self.state); // actually type
WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
+ WriteByte(MSG_ENTITY, self.team); // player num
WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
e.state |= 0x40; // "silence" bit
e.state |= 8 * self.species; // gib type, ranges from 0 to 15
+
+ // if this is a copied dead body, send the num of its player instead
+ if(self.classname == "body")
+ e.team = num_for_edict(self.owner);
+ else
+ e.team = num_for_edict(self);
+
setorigin(e, org);
e.velocity = dir;
Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
}
-float Violence_WeaponDamage_SendEntity(entity to, float sf)
+// damage effect
+
+.float damageeffect_lifetime;
+.entity damageeffect_repeater;
+
+float Violence_DamageEffect_SendEntity(entity to, float sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_WEAPONDAMAGE);
- WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
- WriteByte(MSG_ENTITY, self.state); // species
+ // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
+ if not(to.cvar_cl_damageeffect)
+ return FALSE;
+ // if the client cannot see the damaged player, avoid sending and further save bandwidth
+ if not(checkpvs(to.origin + to.view_ofs, self))
+ return FALSE;
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
+ WriteByte(MSG_ENTITY, self.cnt); // damage weapon
+ WriteByte(MSG_ENTITY, self.state); // player species
+ WriteByte(MSG_ENTITY, self.team); // player entnum
+ WriteByte(MSG_ENTITY, self.deadflag); // is dead body / gibbed
WriteCoord(MSG_ENTITY, floor(self.origin_x));
WriteCoord(MSG_ENTITY, floor(self.origin_y));
WriteCoord(MSG_ENTITY, floor(self.origin_z));
return TRUE;
}
-void Violence_WeaponDamage(entity pl, float type)
+void Violence_DamageEffect(entity pl, float type)
{
entity e;
e = spawn();
- e.classname = "weapondamage";
+ e.classname = "damageeffect";
e.cnt = type;
e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
- setorigin(e, pl.origin);
- Net_LinkEntity(e, FALSE, 0.2, Violence_WeaponDamage_SendEntity);
-}
+ // if this is a copied dead body, send the num of its player instead
+ if(pl.classname == "body")
+ e.team = num_for_edict(pl.owner);
+ else
+ e.team = num_for_edict(pl);
+
+ // is this a whole dead body, or a gibbed body / player?
+ if(!pl.modelindex) // gibbed
+ e.deadflag = 2;
+ else if(pl.classname == "body")
+ e.deadflag = 1;
-.float lifetime;
+ // if the player is dead, show the effect lower, else it appears floating above the body
+ if(pl.health <= 0)
+ setorigin(e, pl.origin - '0 0 25');
+ else
+ setorigin(e, pl.origin);
-void Violence_WeaponDamage_DoRepeat()
+ Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
+}
+
+void Violence_DamageEffect_Remove(entity pl);
+void Violence_DamageEffect_DoRepeat()
{
- if(time > self.lifetime)
+ if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
{
- self.nextthink = 0;
- remove(self);
+ Violence_DamageEffect_Remove(self.owner);
return;
}
- Violence_WeaponDamage(self.owner, self.cnt);
- self.nextthink = time + 0.5; // TO BE CVARED
+ Violence_DamageEffect(self.owner, self.cnt);
+ self.nextthink = time + autocvar_sv_damageeffect_tick;
}
-void Violence_WeaponDamage_SetRepeat(entity pl, float type)
+void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type)
{
- entity repeater;
- repeater = spawn();
- repeater.classname = "weapondamage_repeater";
- repeater.owner = pl;
- repeater.origin = pl.origin;
- repeater.cnt = type;
- repeater.lifetime = time + 3; // TO BE CVARED
- repeater.think = Violence_WeaponDamage_DoRepeat;
- repeater.nextthink = time;
+ if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
+ return;
+ if(sv_gentle || !type)
+ return; // return if gentle mode is enabled or the damage was not caused by a weapon
+
+ // if a repeater doesn't exist, spawn one, else update the existing one
+ if(pl.damageeffect_repeater == world)
+ {
+ pl.damageeffect_repeater = spawn();
+ pl.damageeffect_repeater.classname = "damageeffect_repeater";
+ pl.damageeffect_repeater.owner = pl;
+ pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
+
+ pl.damageeffect_repeater.damageeffect_lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
+ }
+ else
+ {
+ // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
+ // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
+ pl.damageeffect_repeater.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage);
+ }
+
+ if(autocvar_sv_damageeffect_lifetime_max)
+ pl.damageeffect_repeater.damageeffect_lifetime = bound(0, pl.damageeffect_repeater.damageeffect_lifetime, time + autocvar_sv_damageeffect_lifetime_max);
+
+ pl.damageeffect_repeater.cnt = type;
+ pl.damageeffect_repeater.nextthink = time;
+}
+
+void Violence_DamageEffect_Remove(entity pl)
+{
+ pl.damageeffect_repeater.nextthink = 0;
+ remove(pl.damageeffect_repeater);
+ pl.damageeffect_repeater = world;
+}
+
+void Violence_DamageEffect_Copy(entity old_pl, entity pl)
+{
+ if(pl.damageeffect_repeater != world)
+ Violence_DamageEffect_Remove(pl);
+
+ Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
+ pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime
}