-float Violence_GibSplash_SendEntity(entity to, float sf)
+#include "g_violence.qh"
+
+.int state;
+
+bool Violence_GibSplash_SendEntity(entity this, entity to, int sf)
{
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
- 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
- WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
- return TRUE;
+ 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
+ WriteShort(MSG_ENTITY, self.oldorigin.x); // acrually compressed velocity
+ return true;
}
// TODO maybe convert this to a TE?
void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
-{
+{SELFPARAM();
if(g_cts) // no gibs in CTS
return;
e.oldorigin_x = compressShortVector(e.velocity);
- Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
+ Net_LinkEntity(e, false, 0.2, Violence_GibSplash_SendEntity);
}
void Violence_GibSplash(entity source, float type, float amount, entity attacker)