}
}
-void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent)
+void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent, float gibownernum)
{
entity gib;
// TODO remove some gibs according to cl_nogibs
gib = RubbleNew("gib");
+ gib.classname = "gib";
gib.move_movetype = MOVETYPE_BOUNCE;
gib.gravity = 1;
gib.solid = SOLID_CORPSE;
gib.cnt = specnum;
gib.silent = issilent;
+ gib.team = gibownernum;
Gib_setmodel(gib, mdlname, specnum);
setsize (gib, '-8 -8 -8', '8 8 8');
void Ent_GibSplash(float isNew)
{
- float amount, type, specnum;
+ float amount, type, specnum, entnumber;
vector org, vel;
string specstr;
float issilent;
type = ReadByte(); // gibbage type
amount = ReadByte() / 16.0; // gibbage amount
+ entnumber = ReadByte(); // player num
org_x = ReadShort() * 4 + 2;
org_y = ReadShort() * 4 + 2;
org_z = ReadShort() * 4 + 2;
sound (self, CH_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
if(prandom() < amount)
- TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent);
+ TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent, entnumber);
new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
if(prandom() < amount)
- TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
+ TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent, entnumber);
for(c = 0; c < amount; ++c)
{
randomvalue = amount - c;
if(prandom() < randomvalue)
- TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
+ TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
+ TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
+ TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
+ TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
+ TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
+ TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent, entnumber);
// these splat on impact
if(prandom() < randomvalue)
- TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
+ TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
+ TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
+ TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
if(prandom() < randomvalue)
- TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
+ TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent, entnumber);
}
break;
case 0x02:
break;
case 0x03:
if(prandom() < amount)
- TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
+ TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent, entnumber); // TODO maybe adjust to more randomization?
break;
case 0x81:
pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
precache_sound ("misc/gib_splat03.wav");
precache_sound ("misc/gib_splat04.wav");
}
+
+void Ent_DamageEffect()
+{
+ float type, specnum1, specnum2, entnumber, body;
+ vector org;
+ string specstr, effectnum;
+ entity e;
+
+ type = ReadByte(); // damage weapon
+ specnum1 = ReadByte(); // player species
+ entnumber = ReadByte(); // player entnum
+ body = ReadByte(); // is dead body / gibbed
+ org_x = ReadCoord();
+ org_y = ReadCoord();
+ org_z = ReadCoord();
+
+ if not(autocvar_cl_damageeffect)
+ return;
+ if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
+ return;
+
+ e = get_weaponinfo(type);
+
+ specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
+ specstr = species_prefix(specnum2);
+
+ 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
+ }
+
+ entity head;
+
+ // 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 && body > 1)
+ for(head = world; (head = find(head, classname, "gib")); )
+ {
+ if(head.team == entnumber)
+ if(random() < autocvar_cl_damageeffect_gibs)
+ pointparticles(particleeffectnum(effectnum), head.origin, '0 0 0', 1);
+ }
+
+ // if we aren't in third person mode, hide our own damage effect
+ if(entnumber == player_localentnum && !body)
+ if(!autocvar_chase_active)
+ return;
+ // if this is a gibbed dead body, don't apply the effects to it, only the gibs as done above
+ if(body > 1)
+ return;
+
+ // Now apply the effect to the actual player.
+ if(random() < autocvar_cl_damageeffect)
+ pointparticles(particleeffectnum(effectnum), org, '0 0 0', 1);
+}