if(DEATH_ISTURRET(w_deathtype))
{
+ string _snd;
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;
{
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);
+ pointparticles(particleeffectnum("laser_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);
-
+ pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
+ _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
+ sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
break;
case DEATH_TURRET_MLRS:
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);
.entity dmgent;
.float dmgpartnum, dmgtime;
+.float lifetime;
void Ent_DamageEffect_Think()
{
self.nextthink = time;
float foundgib;
- entity entcs;
+ vector org;
+ if(time >= self.lifetime)
+ {
+ remove(self);
+ self = world;
+ return;
+ }
if(self.dmgtime > time)
return;
- entcs = entcs_receiver[self.team];
- if(!entcs)
+ org = getplayerorigin(self.team);
+ if(org == GETPLAYERORIGIN_ERROR)
return;
// Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
{
if(autocvar_cl_damageeffect_gibs)
{
- if(autocvar_cl_damageeffect_gibs_randomize < random())
+ if(autocvar_cl_damageeffect_gibs_randomize >= random())
pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1);
self.dmgtime = time + autocvar_cl_damageeffect_gibs;
}
return; // if we aren't in third person mode, hide own damage effect
// Now apply the effect to actual players
- pointparticles(self.dmgpartnum, entcs.origin, '0 0 0', 1);
+ pointparticles(self.dmgpartnum, org, '0 0 0', 1);
self.dmgtime = time + autocvar_cl_damageeffect_player;
}
void Ent_DamageEffect()
{
- float dmg, type, specnum1, specnum2, entnumber;
+ float dmg, type, specnum1, specnum2, entnumber, life;
vector org;
string specstr, effectnum;
entity e;
specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
specstr = species_prefix(specnum2);
+ life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
e = get_weaponinfo(type);
effectnum = strcat("weapondamage_", e.netname);
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
+ // if the player already has a damage effect, update it instead of spawning a new one
entity head;
for(head = world; (head = find(head, classname, "damageeffect")); )
{
if(head.team == entnumber - 1)
{
- remove(head);
- head = world;
+ head.dmgpartnum = particleeffectnum(effectnum);
+ head.lifetime += life;
+ return;
}
}
e.classname = "damageeffect";
e.team = entnumber - 1;
e.dmgpartnum = particleeffectnum(effectnum);
+ e.lifetime = time + life;
e.think = Ent_DamageEffect_Think;
e.nextthink = time;
}