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Merge branch 'master' into terencehill/tooltips_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_violence.qc
1 #include "g_violence.qh"
2
3 .int state;
4
5 bool Violence_GibSplash_SendEntity(entity this, entity to, int sf)
6 {
7         WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
8         WriteByte(MSG_ENTITY, self.state); // actually type
9         WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
10         WriteShort(MSG_ENTITY, floor(self.origin.x / 4)); // not using a coord here, as gibs don't need this accuracy
11         WriteShort(MSG_ENTITY, floor(self.origin.y / 4)); // not using a coord here, as gibs don't need this accuracy
12         WriteShort(MSG_ENTITY, floor(self.origin.z / 4)); // not using a coord here, as gibs don't need this accuracy
13         WriteShort(MSG_ENTITY, self.oldorigin.x); // acrually compressed velocity
14         return true;
15 }
16
17 // TODO maybe convert this to a TE?
18 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
19 {SELFPARAM();
20         if(g_cts) // no gibs in CTS
21                 return;
22
23         entity e;
24
25         e = spawn();
26         e.classname = "gibsplash";
27         e.cnt = amount;
28         e.state = type; // should stay smaller than 15
29         if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
30                 e.state |= 0x40; // "silence" bit
31         e.state |= 8 * self.species; // gib type, ranges from 0 to 15
32
33         // if this is a copied dead body, send the num of its player instead
34         // TODO: remove this field, read from model txt files
35         if(self.classname == "body")
36                 e.team = num_for_edict(self.enemy);
37         else
38                 e.team = num_for_edict(self);
39
40         setorigin(e, org);
41         e.velocity = dir;
42
43         e.oldorigin_x = compressShortVector(e.velocity);
44
45         Net_LinkEntity(e, false, 0.2, Violence_GibSplash_SendEntity);
46 }
47
48 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
49 {
50         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
51 }