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1 float Violence_GibSplash_SendEntity(entity to, float sf)
2 {
3         WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4         WriteByte(MSG_ENTITY, self.state); // actually type
5         WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6         WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
7         WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
8         WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
9         WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
10         return TRUE;
11 }
12
13 // TODO maybe convert this to a TE?
14 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
15 {
16         entity e;
17
18         e = spawn();
19         e.classname = "gibsplash";
20         e.cnt = amount;
21         e.state = type; // should stay smaller than 15
22         if(sv_gentle)
23                 e.state |= 0x80; // "force gentle" bit
24         if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
25                 e.state |= 0x40; // "silence" bit
26         e.state |= 8 * self.species; // gib type, ranges from 0 to 15
27         setorigin(e, org);
28         e.velocity = dir;
29
30         e.oldorigin_x = compressShortVector(e.velocity);
31
32         Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
33 }
34
35 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
36 {
37         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
38 }