void Ent_DamageInfo(float isNew) { float dmg, rad, edge, thisdmg, forcemul; vector force, thisforce; entity oldself; oldself = self; w_deathtype = ReadShort(); w_issilent = (w_deathtype & 0x8000); w_deathtype = (w_deathtype & 0x7FFF); w_org_x = ReadCoord(); w_org_y = ReadCoord(); w_org_z = ReadCoord(); dmg = ReadByte(); rad = ReadByte(); edge = ReadByte(); force = decompressShortVector(ReadShort()); if not(isNew) return; if(rad < 0) { rad = -rad; forcemul = -1; } else forcemul = 1; for(self = findradius(w_org, rad); self; self = self.chain) { if(rad) { thisdmg = vlen(self.origin - w_org) / rad; if(thisdmg >= 1) continue; if(dmg) { thisdmg = dmg + (edge - dmg) * thisdmg; thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org); } else { thisdmg = 0; thisforce = forcemul * vlen(force) * normalize(self.origin - w_org); } } else { thisdmg = dmg; thisforce = forcemul * force; } if(self.damageforcescale) if(vlen(thisforce)) { self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor); self.move_flags &~= FL_ONGROUND; } if(w_issilent) self.silent = 1; if(self.event_damage) self.event_damage(thisdmg, w_deathtype, w_org, thisforce); } self = oldself; if(DEATH_ISVEHICLE(w_deathtype)) { traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); if(trace_plane_normal != '0 0 0') w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16)); setorigin(self, w_org + w_backoff * 2); // for sound() calls switch(w_deathtype) { case DEATH_VHCRUSH: break; case DEATH_SBMINIGUN: string _snd; _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw"); sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_SBROCKET: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1); break; case DEATH_SBBLOWUP: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1); break; case DEATH_WAKIGUN: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_WAKIROCKET: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1); break; case DEATH_WAKIBLOWUP: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1); break; case DEATH_RAPTOR_CANNON: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_RAPTOR_BOMB_SPLIT: float i; vector ang, vel; for(i = 1; i < 4; ++i) { vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128; ang = vectoangles(vel); RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i)); } sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1); break; case DEATH_RAPTOR_BOMB: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_RAPTOR_DEATH: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1); break; } } if(DEATH_ISTURRET(w_deathtype)) { traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); if(trace_plane_normal != '0 0 0') w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16)); setorigin(self, w_org + w_backoff * 2); // for sound() calls switch(w_deathtype) { case DEATH_TURRET_EWHEEL: sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_FLAC: vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1); if (w_random<0.15) sound(self, CH_SHOTS, "weapons/hagexp1.wav", VOL_BASE, ATTN_NORM); else if (w_random<0.7) sound(self, CH_SHOTS, "weapons/hagexp2.wav", VOL_BASE, ATTN_NORM); else sound(self, CH_SHOTS, "weapons/hagexp3.wav", VOL_BASE, ATTN_NORM); break; case DEATH_TURRET_MLRS: case DEATH_TURRET_HK: case DEATH_TURRET_WALKER_ROCKET: case DEATH_TURRET_HELLION: sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_MACHINEGUN: case DEATH_TURRET_WALKER_GUN: string _snd; _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw"); sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_PLASMA: sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_WALKER_MEELE: sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN); pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1); break; case DEATH_TURRET_PHASER: break; case DEATH_TURRET_TESLA: te_smallflash(self.origin); break; } } // TODO spawn particle effects and sounds based on w_deathtype if(!DEATH_ISSPECIAL(w_deathtype)) { float hitwep; hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype); w_random = prandom(); traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX) w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(force); setorigin(self, w_org + w_backoff * 2); // for sound() calls (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT); } } void DamageInfo_Precache() { float i; for(i = WEP_FIRST; i <= WEP_LAST; ++i) (get_weaponinfo(i)).weapon_func(WR_PRECACHE); } .entity dmgeffect; .float partnum; void Ent_DamageEffect_Think() { self.nextthink = time; entity entcs; entcs = entcs_receiver[self.team]; if(!entcs) return; // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying the // effect to, it means our player is gibbed. Therefore, apply the particles to the gibs as well. if(autocvar_cl_damageeffect_gibs) { entity head; for(head = world; (head = find(head, classname, "gib")); ) { if(head.team == self.team) pointparticles(self.partnum, head.origin, '0 0 0', 1); } } // if we aren't in third person mode, hide our own damage effect if(self.team == player_localentnum - 1 && !autocvar_chase_active) return; // Now apply the effect to the actual player. pointparticles(self.partnum, entcs.origin, '0 0 0', 1); } void Ent_DamageEffect() { float dmg, type, specnum1, specnum2, entnumber; vector org; string specstr, effectnum; entity e; dmg = ReadByte(); // damage amount type = ReadByte(); // damage weapon specnum1 = ReadByte(); // player species entnumber = ReadByte(); // player entnum if not(autocvar_cl_damageeffect) return; if(autocvar_cl_gentle || autocvar_cl_gentle_damage) return; specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5) specstr = species_prefix(specnum2); e = get_weaponinfo(type); effectnum = strcat("weapondamage_", e.netname); // If the weapon is a bullet weapon, its damage effect is blood. // Since blood is species dependent, we make this effect per-species. if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE) if(specstr != "") { effectnum = strcat(effectnum, "_", specstr); effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name } // if the player already has a damage effect, replace it with the new one entity head; for(head = world; (head = find(head, classname, "dmgeffect")); ) { if(head.team == entnumber - 1) { remove(head); head = world; } } entity e; e = spawn(); e.classname = "dmgeffect"; e.team = entnumber - 1; e.partnum = particleeffectnum(effectnum); e.think = Ent_DamageEffect_Think; e.nextthink = time; }