X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_violence.qc;h=34d384c2833ad502a2c164992e2d68ac57481e35;hb=5a3054587f80a439f48b1d5325b53357c7b98d76;hp=fc19f92bedd606721d75286444187fc9ae03df7c;hpb=6928789ec01bfd54b7c9416b67e9b9f49c6d6627;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index fc19f92be..34d384c28 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -25,6 +25,14 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent 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 + // TODO: remove this field, read from model txt files + if(self.classname == "body") + e.team = num_for_edict(self.enemy); + else + e.team = num_for_edict(self); + setorigin(e, org); e.velocity = dir; @@ -37,73 +45,3 @@ void Violence_GibSplash(entity source, float type, float amount, entity attacker { Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker); } - -float Violence_DamageEffect_SendEntity(entity to, float sf) -{ - WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT); - WriteByte(MSG_ENTITY, self.cnt); // the damage weapon - WriteByte(MSG_ENTITY, self.state); // species - 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_DamageEffect(entity pl, float type) -{ - entity e; - - e = spawn(); - e.classname = "weapondamage"; - 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_DamageEffect_SendEntity); -} - -.entity damageeffect_repeater; -.float lifetime; - -void Violence_DamageEffect_DoRepeat() -{ - if(time > self.lifetime) - { - self.nextthink = 0; - remove(self.owner.damageeffect_repeater); - self.owner.damageeffect_repeater = world; - return; - } - - Violence_DamageEffect(self.owner, self.cnt); - self.nextthink = time + autocvar_sv_damageeffect_tick; -} - -void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type) -{ - // return if gentle mode is enabled or the damage was not caused by a weapon - if(sv_gentle || !type) - return; - if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime) - return; - - // 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.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.cnt = type; - pl.damageeffect_repeater.nextthink = time; -}