// damage effect
-.float lifetime;
+.float damageeffect_lifetime;
.entity damageeffect_repeater;
float Violence_DamageEffect_SendEntity(entity to, float sf)
return FALSE;
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
- WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
- WriteByte(MSG_ENTITY, self.state); // species
+ 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));
else
e.team = num_for_edict(pl);
- setorigin(e, pl.origin);
+ // 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;
+
+ // 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);
Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
}
void Violence_DamageEffect_Remove(entity pl);
void Violence_DamageEffect_DoRepeat()
{
- if(time > self.lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
+ if(time > self.damageeffect_lifetime || (self.owner.classname != "player" && self.owner.classname != "body"))
{
Violence_DamageEffect_Remove(self.owner);
return;
pl.damageeffect_repeater.owner = pl;
pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
- pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
+ 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.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
+ pl.damageeffect_repeater.damageeffect_lifetime += (autocvar_sv_damageeffect_lifetime * damage);
}
if(autocvar_sv_damageeffect_lifetime_max)
- pl.damageeffect_repeater.lifetime = bound(0, pl.damageeffect_repeater.lifetime, time + 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;
Violence_DamageEffect_Remove(pl);
Violence_DamageEffect_SetRepeat(pl, 0, old_pl.damageeffect_repeater.cnt); // spawn a new repeater
- pl.damageeffect_repeater.lifetime = old_pl.damageeffect_repeater.lifetime; // copy the lifetime
+ pl.damageeffect_repeater.damageeffect_lifetime = old_pl.damageeffect_repeater.damageeffect_lifetime; // copy the lifetime
}