]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/damage.qc
Tweak some gib code and comments for the damage effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / damage.qc
1 void Ent_DamageInfo(float isNew)
2 {
3         float dmg, rad, edge, thisdmg, forcemul;
4         vector force, thisforce;
5         entity oldself;
6
7         oldself = self;
8
9         w_deathtype = ReadShort();
10         w_issilent = (w_deathtype & 0x8000);
11         w_deathtype = (w_deathtype & 0x7FFF);
12
13         w_org_x = ReadCoord();
14         w_org_y = ReadCoord();
15         w_org_z = ReadCoord();
16
17         dmg = ReadByte();
18         rad = ReadByte();
19         edge = ReadByte();
20         force = decompressShortVector(ReadShort());
21
22         if not(isNew)
23                 return;
24
25         if(rad < 0)
26         {
27                 rad = -rad;
28                 forcemul = -1;
29         }
30         else
31                 forcemul = 1;
32         
33         for(self = findradius(w_org, rad); self; self = self.chain)
34         {
35                 if(rad)
36                 {
37                         thisdmg = vlen(self.origin - w_org) / rad;
38                         if(thisdmg >= 1)
39                                 continue;
40                         if(dmg)
41                         {
42                                 thisdmg = dmg + (edge - dmg) * thisdmg;
43                                 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
44                         }
45                         else
46                         {
47                                 thisdmg = 0;
48                                 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
49                         }
50                 }
51                 else
52                 {
53                         thisdmg = dmg;
54                         thisforce = forcemul * force;
55                 }
56
57                 if(self.damageforcescale)
58                         if(vlen(thisforce))
59                         {
60                                 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
61                                 self.move_flags &~= FL_ONGROUND;
62                         }
63
64                 if(w_issilent)
65                         self.silent = 1;
66
67                 if(self.event_damage)
68                         self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
69         }
70
71         self = oldself;
72         
73         if(DEATH_ISVEHICLE(w_deathtype))
74         {
75             traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
76             if(trace_plane_normal != '0 0 0')       
77             w_backoff = trace_plane_normal;
78         else
79             w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
80             
81             setorigin(self, w_org + w_backoff * 2); // for sound() calls
82             
83             switch(w_deathtype)
84             {            
85             case DEATH_VHCRUSH:
86                 break;
87                 
88             case DEATH_SBMINIGUN:
89                 string _snd;
90                 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
91                 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
92                 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
93                 break;
94             case DEATH_SBROCKET:
95                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
96                 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
97                 break;
98             case DEATH_SBBLOWUP:
99                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
100                 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
101                 break;
102                 
103             case DEATH_WAKIGUN:
104                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
105                 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
106                 break;
107             case DEATH_WAKIROCKET:
108                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
109                 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
110                 break;
111             case DEATH_WAKIBLOWUP:
112                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
113                 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
114                 break;
115                 
116             case DEATH_RAPTOR_CANNON:
117                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
118                 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
119                 break;
120             case DEATH_RAPTOR_BOMB_SPLIT:
121                 float i;
122                 vector ang, vel;
123                 for(i = 1; i < 4; ++i)
124                 {
125                     vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
126                     ang = vectoangles(vel);
127                     RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
128                 }
129                     
130                 
131                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
132                 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
133                 break;
134             case DEATH_RAPTOR_BOMB:
135                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
136                 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
137                 break;
138             case DEATH_RAPTOR_DEATH:
139                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
140                 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
141                 break;
142             }
143         }
144         
145         
146         if(DEATH_ISTURRET(w_deathtype))
147         {           
148             traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
149             if(trace_plane_normal != '0 0 0')       
150             w_backoff = trace_plane_normal;
151         else
152             w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
153             
154             setorigin(self, w_org + w_backoff * 2); // for sound() calls
155             
156             switch(w_deathtype)
157             {   
158              case DEATH_TURRET_EWHEEL:
159                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
160                 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
161                 break;
162              
163              case DEATH_TURRET_FLAC:
164                 vector org2;
165                 org2 = w_org + w_backoff * 6;
166                 pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
167                 if (w_random<0.15)
168                     sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM);
169                 else if (w_random<0.7)
170                     sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM);
171                 else
172                     sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM);
173                 
174                 break;
175                 
176              case DEATH_TURRET_MLRS:
177              case DEATH_TURRET_HK:
178              case DEATH_TURRET_WALKER_ROCKET:
179              case DEATH_TURRET_HELLION:
180                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
181                 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
182                 break;
183              
184              case DEATH_TURRET_MACHINEGUN:
185              case DEATH_TURRET_WALKER_GUN:
186                 string _snd;
187                 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
188                 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
189                 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
190                 break;
191                           
192              case DEATH_TURRET_PLASMA:
193                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
194                 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
195                 break;
196                           
197              case DEATH_TURRET_WALKER_MEELE:
198                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
199                 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
200                 break;
201
202              case DEATH_TURRET_PHASER:
203                 break;
204                 
205              case DEATH_TURRET_TESLA:
206                 te_smallflash(self.origin);
207                 break;
208
209         }        
210         }
211         
212         // TODO spawn particle effects and sounds based on w_deathtype
213         if(!DEATH_ISSPECIAL(w_deathtype))
214         {
215                 float hitwep;
216
217                 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
218                 w_random = prandom();
219
220                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
221                 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
222                         w_backoff = trace_plane_normal;
223                 else
224                         w_backoff = -1 * normalize(force);
225                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
226
227                 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
228         }
229 }
230
231 void DamageInfo_Precache()
232 {
233         float i;
234         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
235                 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
236 }
237
238 .entity dmgeffect;
239 .float partnum;
240
241 void Ent_DamageEffect_Think()
242 {
243         self.nextthink = time;
244
245         entity entcs;
246         entcs = entcs_receiver[self.team];
247         if(!entcs)
248                 return;
249
250         // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
251         // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
252         float foundgib;
253         entity head;
254         for(head = world; (head = find(head, classname, "gib")); )
255         {
256                 if(head.team == self.team)
257                 {
258                         if(autocvar_cl_damageeffect_gibs)
259                                 pointparticles(self.partnum, head.origin, '0 0 0', 1);
260                         foundgib = TRUE;
261                 }
262         }
263         if(foundgib) // don't show effects on the invisible dead body if gibs exist
264                 return;
265
266         // if we aren't in third person mode, hide our own damage effect
267         if(self.team == player_localentnum - 1 && !autocvar_chase_active)
268                 return;
269
270         // Now apply the effect to actual players
271         pointparticles(self.partnum, entcs.origin, '0 0 0', 1);
272 }
273
274 void Ent_DamageEffect()
275 {
276         float dmg, type, specnum1, specnum2, entnumber;
277         vector org;
278         string specstr, effectnum;
279         entity e;
280
281         dmg = ReadByte(); // damage amount
282         type = ReadByte(); // damage weapon
283         specnum1 = ReadByte(); // player species
284         entnumber = ReadByte(); // player entnum
285
286         if not(autocvar_cl_damageeffect)
287                 return;
288         if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
289                 return;
290
291         specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
292         specstr = species_prefix(specnum2);
293
294         e = get_weaponinfo(type);
295         effectnum = strcat("weapondamage_", e.netname);
296         // If the weapon is a bullet weapon, its damage effect is blood.
297         // Since blood is species dependent, we make this effect per-species.
298         if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
299         if(specstr != "")
300         {
301                 effectnum = strcat(effectnum, "_", specstr);
302                 effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name
303         }
304
305         // if the player already has a damage effect, replace it with the new one
306         entity head;
307         for(head = world; (head = find(head, classname, "dmgeffect")); )
308         {
309                 if(head.team == entnumber - 1)
310                 {
311                         remove(head);
312                         head = world;
313                 }
314         }
315
316         entity e;
317         e = spawn();
318         e.classname = "dmgeffect";
319         e.team = entnumber - 1;
320         e.partnum = particleeffectnum(effectnum);
321         e.think = Ent_DamageEffect_Think;
322         e.nextthink = time;
323 }