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prepare for future removal of spectatee_status
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / damage.qc
1 void DamageEffect_Think()
2 {
3         // if particle distribution is enabled, slow ticrate by total number of damages
4         if(autocvar_cl_damageeffect_distribute)
5                 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
6         else
7                 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
8
9         if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
10         {
11                 // time is up or the player got gibbed / disconnected
12                 self.owner.total_damages -= 1;
13                 remove(self);
14                 return;
15         }
16         if(self.state && !self.owner.csqcmodel_isdead)
17         {
18                 // if the player was dead but is now alive, it means he respawned
19                 // if so, clear his damage effects, or damages from his dead body will be copied back
20                 self.owner.total_damages -= 1;
21                 remove(self);
22                 return;
23         }
24         self.state = self.owner.csqcmodel_isdead;
25 #ifdef COMPAT_XON050_ENGINE
26         if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
27 #else
28         if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
29 #endif
30                 return; // if we aren't using a third person camera, hide our own effects
31
32         // now generate the particles
33         vector org;
34         org = gettaginfo(self, 0); // origin at attached location
35         pointparticles(self.team, org, '0 0 0', 1);
36 }
37
38 void DamageEffect(vector hitorg, float dmg, float type, float specnum)
39 {
40         // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
41
42         float life, nearestbone;
43         string specstr, effectname;
44         entity e;
45
46         if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
47                 return;
48         if(!self || !self.modelindex || !self.drawmask)
49                 return;
50
51         // if this is a rigged mesh, the effect will show on the bone where damage was dealt
52         // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
53         // if there's no skeleton, object origin will automatically be selected
54         FOR_EACH_TAG(self)
55         {
56                 if(!tagnum)
57                         continue; // skip empty bones
58                 // blacklist bones positioned outside the mesh, or the effect will be floating
59                 // TODO: Do we have to do it this way? Why do these bones exist at all?
60                 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
61                         continue; // player model bone blacklist
62
63                 // now choose the bone closest to impact origin
64                 if(vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
65                         nearestbone = tagnum;
66         }
67         gettaginfo(self, nearestbone); // set gettaginfo_name
68
69         // return if we reached our damage effect limit or damages are disabled
70         if(nearestbone)
71         {
72                 if(self.total_damages >= autocvar_cl_damageeffect_bones)
73                         return; // allow multiple damages on skeletal models
74         }
75         else
76         {
77                 if(autocvar_cl_damageeffect < 2 || self.total_damages)
78                         return; // allow a single damage on non-skeletal models
79         }
80
81         life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
82         specstr = species_prefix(specnum);
83         type = DEATH_WEAPONOF(type);
84         e = get_weaponinfo(type);
85
86         effectname = strcat("damage_", e.netname);
87         
88         // if damage was dealt with a bullet weapon, our effect is blood
89         // since blood is species dependent, include the species tag
90         if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
91         {
92                 if(self.isplayermodel)
93                 {
94                         effectname = strcat(effectname, "_", specstr);
95                         effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag
96                 }
97                 else
98                         return; // objects don't bleed
99         }
100
101         e = spawn();
102         setmodel(e, "null"); // necessary to attach and read origin // samual: FIXME: this is weird, is there some better way to do this?
103         setattachment(e, self, gettaginfo_name); // attach to the given bone
104         e.classname = "damage";
105         e.owner = self;
106         e.cnt = time + life;
107         e.team = particleeffectnum(effectname);
108         e.think = DamageEffect_Think;
109         e.nextthink = time;
110         self.total_damages += 1;
111 }
112
113 void Ent_DamageInfo(float isNew)
114 {
115         float dmg, rad, edge, thisdmg, forcemul, species;
116         vector force, thisforce;
117         entity oldself;
118
119         oldself = self;
120
121         w_deathtype = ReadShort();
122         w_issilent = (w_deathtype & 0x8000);
123         w_deathtype = (w_deathtype & 0x7FFF);
124
125         w_org_x = ReadCoord();
126         w_org_y = ReadCoord();
127         w_org_z = ReadCoord();
128
129         dmg = ReadByte();
130         rad = ReadByte();
131         edge = ReadByte();
132         force = decompressShortVector(ReadShort());
133         species = ReadByte();
134
135         if not(isNew)
136                 return;
137
138         if(rad < 0)
139         {
140                 rad = -rad;
141                 forcemul = -1;
142         }
143         else
144                 forcemul = 1;
145         
146         for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
147         {
148                 vector nearest = NearestPointOnBox(self, w_org);
149                 if(rad)
150                 {
151                         thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
152                         if(thisdmg >= 1)
153                                 continue;
154                         if(thisdmg < 0)
155                                 thisdmg = 0;
156                         if(dmg)
157                         {
158                                 thisdmg = dmg + (edge - dmg) * thisdmg;
159                                 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
160                         }
161                         else
162                         {
163                                 thisdmg = 0;
164                                 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
165                         }
166                 }
167                 else
168                 {
169                         if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
170                                 continue;
171
172                         thisdmg = dmg;
173                         thisforce = forcemul * force;
174                 }
175
176                 if(self.damageforcescale)
177                         if(vlen(thisforce))
178                         {
179                                 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
180                                 self.move_flags &~= FL_ONGROUND;
181                         }
182
183                 if(w_issilent)
184                         self.silent = 1;
185
186                 if(self.event_damage)
187                         self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
188
189                 DamageEffect(w_org, thisdmg, w_deathtype, species);
190         }
191
192         self = oldself;
193         
194         if(DEATH_ISVEHICLE(w_deathtype))
195         {
196                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
197                 if(trace_plane_normal != '0 0 0')
198                         w_backoff = trace_plane_normal;
199                 else
200                         w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
201                 
202                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
203                 
204                 switch(w_deathtype)
205                 {
206                         case DEATH_VHCRUSH:
207                                 break;
208                                 
209                         // spiderbot
210                         case DEATH_SBMINIGUN:
211                                 string _snd;
212                                 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
213                                 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
214                                 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
215                                 break;
216                         case DEATH_SBROCKET:
217                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
218                                 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
219                                 break;
220                         case DEATH_SBBLOWUP:
221                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
222                                 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
223                                 break;
224                                 
225                         case DEATH_WAKIGUN:
226                                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
227                                 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
228                                 break;
229                         case DEATH_WAKIROCKET:
230                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
231                                 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
232                                 break;
233                         case DEATH_WAKIBLOWUP:
234                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
235                                 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
236                                 break;
237                                 
238                         case DEATH_RAPTOR_CANNON:
239                                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
240                                 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
241                                 break;
242                         case DEATH_RAPTOR_BOMB_SPLIT:
243                                 float i;
244                                 vector ang, vel;
245                                 for(i = 1; i < 4; ++i)
246                                 {
247                                         vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
248                                         ang = vectoangles(vel);
249                                         RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
250                                 }
251                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
252                                 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
253                                 break;
254                         case DEATH_RAPTOR_BOMB:
255                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
256                                 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
257                                 break;
258                         case DEATH_RAPTOR_DEATH:
259                                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
260                                 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
261                                 break;
262                 }
263         }
264         
265         
266         if(DEATH_ISTURRET(w_deathtype))
267         {
268                 string _snd;
269                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
270                 if(trace_plane_normal != '0 0 0')
271                         w_backoff = trace_plane_normal;
272                 else
273                         w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
274                 
275                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
276                 
277                 switch(w_deathtype)
278                 {   
279                          case DEATH_TURRET_EWHEEL:
280                                 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
281                                 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
282                                 break;
283                          
284                          case DEATH_TURRET_FLAC:
285                                 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
286                                 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
287                                 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
288                                 break;
289                                 
290                          case DEATH_TURRET_MLRS:
291                          case DEATH_TURRET_HK:
292                          case DEATH_TURRET_WALKER_ROCKET:
293                          case DEATH_TURRET_HELLION:
294                                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
295                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
296                                 break;
297                          
298                          case DEATH_TURRET_MACHINEGUN:
299                          case DEATH_TURRET_WALKER_GUN:
300                                 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
301                                 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
302                                 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
303                                 break;
304                                                   
305                          case DEATH_TURRET_PLASMA:
306                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
307                                 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
308                                 break;
309                                                   
310                          case DEATH_TURRET_WALKER_MEELE:
311                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
312                                 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
313                                 break;
314
315                          case DEATH_TURRET_PHASER:
316                                 break;
317                                 
318                          case DEATH_TURRET_TESLA:
319                                 te_smallflash(self.origin);
320                                 break;
321
322                 }
323         }
324         
325         // TODO spawn particle effects and sounds based on w_deathtype
326         if(!DEATH_ISSPECIAL(w_deathtype))
327         {
328                 float hitwep;
329
330                 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
331                 w_random = prandom();
332
333                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
334                 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
335                         w_backoff = trace_plane_normal;
336                 else
337                         w_backoff = -1 * normalize(force);
338                 setorigin(self, w_org + w_backoff * 2); // for sound() calls
339
340                 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
341         }
342 }
343
344 void DamageInfo_Precache()
345 {
346         float i;
347         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
348                 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
349 }