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Don't regurgitate fully digested prey silently by default
[voretournament/voretournament.git] / data / qcsrc / server / g_violence.qc
1 float Violence_GibSplash_SendEntity(entity to, float sf)\r
2 {\r
3         WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);\r
4         WriteByte(MSG_ENTITY, self.state); // actually type\r
5         WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier\r
6         WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy\r
7         WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy\r
8         WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy\r
9         WriteShort(MSG_ENTITY, self.oldorigin_x); // actually compressed velocity\r
10         WriteCoord(MSG_ENTITY, self.scale); // size of the gibs\r
11         return TRUE;\r
12 }\r
13 \r
14 // TODO maybe convert this to a TE?\r
15 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)\r
16 {\r
17         if(gibowner.stat_eaten)\r
18                 return; // you can't bleed or gib outside of the stomach\r
19 \r
20         entity e;\r
21 \r
22         e = spawn();\r
23         e.classname = "gibsplash";\r
24         e.cnt = amount;\r
25         e.state = type; // should stay smaller than 15\r
26         if(sv_gentle)\r
27                 e.state |= 0x80; // "force gentle" bit\r
28         if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))\r
29                 e.state |= 0x40; // "silence" bit\r
30         e.state |= 8 * self.species; // gib type, ranges from 0 to 15\r
31         setorigin(e, org);\r
32         e.velocity = dir;\r
33         e.scale = gibowner.scale;\r
34 \r
35         e.oldorigin_x = compressShortVector(e.velocity);\r
36 \r
37         Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);\r
38 }\r
39 \r
40 void Violence_GibSplash(entity source, float type, float amount, entity attacker)\r
41 {\r
42         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);\r
43 }\r