X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fdamage.qc;h=fa930e3231ab7a156753465d37abf216a6740db3;hp=1617e4923d8940503b7e0c9d8b3d4e49707ffc81;hb=a8f44b0e98aedacaae872b937ee023e24fc30878;hpb=dc3538ad5afba59f36a79011ec6997553c851c25 diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index 1617e4923d..fa930e3231 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -145,6 +145,7 @@ void Ent_DamageInfo(float isNew) 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; @@ -157,20 +158,13 @@ void Ent_DamageInfo(float isNew) { 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: @@ -183,7 +177,6 @@ void Ent_DamageInfo(float isNew) 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); @@ -234,3 +227,109 @@ void DamageInfo_Precache() for(i = WEP_FIRST; i <= WEP_LAST; ++i) (get_weaponinfo(i)).weapon_func(WR_PRECACHE); } + +// damage effect + +.entity dmgent; +.float dmgpartnum, dmgtime; +.float lifetime; + +void Ent_DamageEffect_Think() +{ + self.nextthink = time; + + float foundgib; + vector org; + + if(time >= self.lifetime) + { + remove(self); + self = world; + return; + } + if(self.dmgtime > time) + return; + 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 + // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead. + entity head; + for(head = world; (head = find(head, classname, "gib")); ) + { + if(head.team == self.team) + { + if(autocvar_cl_damageeffect_gibs) + { + if(autocvar_cl_damageeffect_gibs_randomize >= random()) + pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1); + self.dmgtime = time + autocvar_cl_damageeffect_gibs; + } + foundgib = TRUE; + } + } + + if(foundgib || !autocvar_cl_damageeffect_player) + return; // don't show effects on the invisible dead body if gibs exist + if(self.team == player_localentnum - 1 && !autocvar_chase_active) + return; // if we aren't in third person mode, hide own damage effect + + // Now apply the effect to actual players + pointparticles(self.dmgpartnum, org, '0 0 0', 1); + self.dmgtime = time + autocvar_cl_damageeffect_player; +} + +void Ent_DamageEffect() +{ + float dmg, type, specnum1, specnum2, entnumber, life; + vector org; + string specstr, effectnum; + entity e; + + dmg = ReadByte(); // damage amount + type = ReadByte(); // damage weapon + specnum1 = ReadByte(); // player species + entnumber = ReadByte(); // player entnum + + if(!autocvar_cl_damageeffect_player && !autocvar_cl_damageeffect_gibs) + 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); + life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max); + + 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, update it instead of spawning a new one + entity head; + for(head = world; (head = find(head, classname, "damageeffect")); ) + { + if(head.team == entnumber - 1) + { + head.dmgpartnum = particleeffectnum(effectnum); + head.lifetime += life; + return; + } + } + + entity e; + e = spawn(); + e.classname = "damageeffect"; + e.team = entnumber - 1; + e.dmgpartnum = particleeffectnum(effectnum); + e.lifetime = time + life; + e.think = Ent_DamageEffect_Think; + e.nextthink = time; +}