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; // 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); }