]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Damageeffects: move to qc effects
authorTimePath <andrew.hardaker1995@gmail.com>
Thu, 5 Nov 2015 21:32:58 +0000 (08:32 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Thu, 5 Nov 2015 21:32:58 +0000 (08:32 +1100)
qcsrc/client/damage.qc [deleted file]
qcsrc/client/damage.qh [deleted file]
qcsrc/client/main.qc
qcsrc/client/progs.inc
qcsrc/common/constants.qh
qcsrc/common/effects/qc/all.inc
qcsrc/common/effects/qc/damageeffects.qc [new file with mode: 0644]
qcsrc/common/vehicles/vehicle/bumblebee_weapons.qc
qcsrc/server/g_damage.qc

diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc
deleted file mode 100644 (file)
index fe99d50..0000000
+++ /dev/null
@@ -1,372 +0,0 @@
-#include "damage.qh"
-
-#include "../common/deathtypes/all.qh"
-#include "../common/movetypes/movetypes.qh"
-#include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
-
-.entity tag_entity;
-
-.float cnt;
-.int state;
-.bool isplayermodel;
-
-void DamageEffect_Think()
-{SELFPARAM();
-       // if particle distribution is enabled, slow ticrate by total number of damages
-       if(autocvar_cl_damageeffect_distribute)
-               self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
-       else
-               self.nextthink = time + autocvar_cl_damageeffect_ticrate;
-
-       if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
-       {
-               // time is up or the player got gibbed / disconnected
-               self.owner.total_damages = max(0, self.owner.total_damages - 1);
-               remove(self);
-               return;
-       }
-       if(self.state && !self.owner.csqcmodel_isdead)
-       {
-               // if the player was dead but is now alive, it means he respawned
-               // if so, clear his damage effects, or damages from his dead body will be copied back
-               self.owner.total_damages = max(0, self.owner.total_damages - 1);
-               remove(self);
-               return;
-       }
-       self.state = self.owner.csqcmodel_isdead;
-       if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
-               return; // if we aren't using a third person camera, hide our own effects
-
-       // now generate the particles
-       vector org;
-       org = gettaginfo(self, 0); // origin at attached location
-       __pointparticles(self.team, org, '0 0 0', 1);
-}
-
-string species_prefix(int specnum)
-{
-       switch(specnum)
-       {
-               case SPECIES_HUMAN:       return "";
-               case SPECIES_ALIEN:       return "alien_";
-               case SPECIES_ROBOT_SHINY: return "robot_";
-               case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
-               case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
-               case SPECIES_ANIMAL:      return "animal_";
-               case SPECIES_RESERVED:    return "reserved_";
-               default:         return "";
-       }
-}
-
-void DamageEffect(vector hitorg, float thedamage, int type, int specnum)
-{SELFPARAM();
-       // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
-
-       int nearestbone = 0;
-       float life;
-       string specstr, effectname;
-       entity e;
-
-       if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
-               return;
-       if(!self || !self.modelindex || !self.drawmask)
-               return;
-
-       // if this is a rigged mesh, the effect will show on the bone where damage was dealt
-       // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
-       // if there's no skeleton, object origin will automatically be selected
-       FOR_EACH_TAG(self)
-       {
-               if(!tagnum)
-                       continue; // skip empty bones
-               // blacklist bones positioned outside the mesh, or the effect will be floating
-               // TODO: Do we have to do it this way? Why do these bones exist at all?
-               if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
-                       continue; // player model bone blacklist
-
-               // now choose the bone closest to impact origin
-               if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
-                       nearestbone = tagnum;
-       }
-       gettaginfo(self, nearestbone); // set gettaginfo_name
-
-       // return if we reached our damage effect limit or damages are disabled
-       // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
-       if(nearestbone)
-       {
-               if(self.total_damages >= autocvar_cl_damageeffect_bones)
-                       return; // allow multiple damages on skeletal models
-       }
-       else
-       {
-               if(autocvar_cl_damageeffect < 2 || self.total_damages)
-                       return; // allow a single damage on non-skeletal models
-       }
-
-       life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
-
-       effectname = DEATH_WEAPONOF(type).netname;
-
-       if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
-       {
-               if(self.isplayermodel)
-               {
-                       specstr = species_prefix(specnum);
-                       specstr = substring(specstr, 0, strlen(specstr) - 1);
-                       effectname = strreplace("BLOOD", specstr, effectname);
-               }
-               else { return; } // objects don't bleed
-       }
-
-       e = new(damage);
-       make_pure(e);
-       setmodel(e, MDL_Null); // necessary to attach and read origin
-       setattachment(e, self, gettaginfo_name); // attach to the given bone
-       e.owner = self;
-       e.cnt = time + life;
-       e.team = _particleeffectnum(effectname);
-       e.think = DamageEffect_Think;
-       e.nextthink = time;
-       self.total_damages += 1;
-}
-
-NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
-{
-       make_pure(this);
-       float thedamage, rad, edge, thisdmg;
-       bool hitplayer = false;
-       int species, forcemul;
-       vector force, thisforce;
-
-       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();
-
-       thedamage = ReadByte();
-       rad = ReadByte();
-       edge = ReadByte();
-       force = decompressShortVector(ReadShort());
-       species = ReadByte();
-
-       return = true;
-
-       if (!isNew)
-               return;
-
-       if(rad < 0)
-       {
-               rad = -rad;
-               forcemul = -1;
-       }
-       else
-               forcemul = 1;
-
-       for(entity e = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); e; e = e.chain)
-       {
-               setself(e);
-               // attached ents suck
-               if(self.tag_entity)
-                       continue;
-
-               vector nearest = NearestPointOnBox(self, w_org);
-               if(rad)
-               {
-                       thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
-                       if(thisdmg >= 1)
-                               continue;
-                       if(thisdmg < 0)
-                               thisdmg = 0;
-                       if(thedamage)
-                       {
-                               thisdmg = thedamage + (edge - thedamage) * thisdmg;
-                               thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(self.origin - w_org);
-                       }
-                       else
-                       {
-                               thisdmg = 0;
-                               thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
-                       }
-               }
-               else
-               {
-                       if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
-                               continue;
-
-                       thisdmg = thedamage;
-                       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);
-
-               DamageEffect(w_org, thisdmg, w_deathtype, species);
-
-               if(self.isplayermodel)
-                       hitplayer = true; // this impact damaged a player
-       }
-       setself(this);
-
-       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(DEATH_ENT(w_deathtype))
-               {
-                       case DEATH_VH_CRUSH:
-                               break;
-
-                       // spiderbot
-                       case DEATH_VH_SPID_MINIGUN:
-                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_SPID_ROCKET:
-                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_SPID_DEATH:
-                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
-                               break;
-
-                       case DEATH_VH_WAKI_GUN:
-                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_RACER_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_WAKI_ROCKET:
-                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_RACER_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_WAKI_DEATH:
-                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
-                               break;
-
-                       case DEATH_VH_RAPT_CANNON:
-                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_RAPT_FRAGMENT:
-                               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, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_RAPT_BOMB:
-                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_RAPT_DEATH:
-                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
-                               break;
-                       case DEATH_VH_BUMB_GUN:
-                               sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_BIGPLASMA_IMPACT, 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(DEATH_ENT(w_deathtype))
-               {
-                        case DEATH_TURRET_EWHEEL:
-                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_BLASTER_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-
-                        case DEATH_TURRET_FLAC:
-                               pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
-                               sound(self, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
-                               break;
-
-                        case DEATH_TURRET_MLRS:
-                        case DEATH_TURRET_HK:
-                        case DEATH_TURRET_WALK_ROCKET:
-                        case DEATH_TURRET_HELLION:
-                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
-                               break;
-
-                        case DEATH_TURRET_MACHINEGUN:
-                        case DEATH_TURRET_WALK_GUN:
-                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
-                               pointparticles(EFFECT_MACHINEGUN_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-
-                        case DEATH_TURRET_PLASMA:
-                               sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_ELECTRO_IMPACT, self.origin, w_backoff * 1000, 1);
-                               break;
-
-                        case DEATH_TURRET_WALK_MELEE:
-                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_MIN);
-                               pointparticles(EFFECT_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))
-       if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
-       {
-               Weapon hitwep = DEATH_WEAPONOF(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_VORTEX && hitwep != WEP_VAPORIZER)
-                       w_backoff = trace_plane_normal;
-               else
-                       w_backoff = -1 * normalize(force);
-               setorigin(self, w_org + w_backoff * 2); // for sound() calls
-
-               if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) {
-                       hitwep.wr_impacteffect(hitwep);
-               }
-       }
-}
diff --git a/qcsrc/client/damage.qh b/qcsrc/client/damage.qh
deleted file mode 100644 (file)
index 8cbdf81..0000000
+++ /dev/null
@@ -1,6 +0,0 @@
-#ifndef CLIENT_DAMAGE_H
-#define CLIENT_DAMAGE_H
-
-.float total_damages; // number of effects which currently are attached to a player
-
-#endif
index d205284c7d80105afbb3e4045d688e71d6317564..16b6d9570b42b46907d433fee5b02d28a925ea2b 100644 (file)
@@ -1,6 +1,5 @@
 #include "main.qh"
 
-#include "damage.qh"
 #include "../common/effects/qc/all.qh"
 #include "hook.qh"
 #include "hud/all.qh"
index 84e596c9471c8a13e6c04bb9863b94ac5d75ed89..83f387b6d94828356560100e773d775defb40eeb 100644 (file)
@@ -6,7 +6,6 @@
 #include "announcer.qc"
 #include "bgmscript.qc"
 #include "csqcmodel_hooks.qc"
-#include "damage.qc"
 #include "hook.qc"
 #include "hud/all.qc"
 #include "main.qc"
index 703b271aa02f50de60a4e474d03ac86175adaf23..58f41bcddd50a103b6a07b3bae65e8bcd8bd9462 100644 (file)
@@ -67,7 +67,6 @@ REGISTER_NET_LINKED(ENT_CLIENT_LASER)
 REGISTER_NET_LINKED(ENT_CLIENT_NAGGER) // flags [votecalledvote]
 REGISTER_NET_LINKED(ENT_CLIENT_RADARLINK) // flags [startorigin] [endorigin] [startcolor+16*endcolor]
 REGISTER_NET_LINKED(ENT_CLIENT_PROJECTILE)
-REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
 REGISTER_NET_LINKED(ENT_CLIENT_INIT)
 REGISTER_NET_LINKED(ENT_CLIENT_MAPVOTE)
 REGISTER_NET_LINKED(ENT_CLIENT_CLIENTDATA)
index 33aa1ccb8617027d8bc6d50dfba04d05866c54c3..16fc2016957adfdfb4aa169ed98a5385b0732ee0 100644 (file)
@@ -1,3 +1,4 @@
 #include "casings.qc"
+#include "damageeffects.qc"
 #include "gibs.qc"
 #include "lightningarc.qc"
diff --git a/qcsrc/common/effects/qc/damageeffects.qc b/qcsrc/common/effects/qc/damageeffects.qc
new file mode 100644 (file)
index 0000000..6cf7c19
--- /dev/null
@@ -0,0 +1,434 @@
+#ifndef DAMAGEEFFECTS_H
+#define DAMAGEEFFECTS_H
+
+#ifdef CSQC
+#include "../../deathtypes/all.qh"
+#include "../../movetypes/movetypes.qh"
+#include "../../vehicles/all.qh"
+#include "../../weapons/all.qh"
+#endif
+
+#endif
+
+#ifdef IMPLEMENTATION
+
+REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
+
+#ifdef SVQC
+
+bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
+{
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
+       WriteShort(MSG_ENTITY, self.projectiledeathtype);
+       WriteCoord(MSG_ENTITY, floor(self.origin.x));
+       WriteCoord(MSG_ENTITY, floor(self.origin.y));
+       WriteCoord(MSG_ENTITY, floor(self.origin.z));
+       WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
+       WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
+       WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
+       WriteShort(MSG_ENTITY, self.oldorigin.x);
+       WriteByte(MSG_ENTITY, self.species);
+       return true;
+}
+
+void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
+{
+       // TODO maybe call this from non-edgedamage too?
+       // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
+
+       entity e;
+
+       if(!sound_allowed(MSG_BROADCAST, dmgowner))
+               deathtype |= 0x8000;
+
+       e = new(damageinfo);
+       make_pure(e);
+       setorigin(e, org);
+       e.projectiledeathtype = deathtype;
+       e.dmg = coredamage;
+       e.dmg_edge = edgedamage;
+       e.dmg_radius = rad;
+       e.dmg_force = vlen(force);
+       e.velocity = force;
+       e.oldorigin_x = compressShortVector(e.velocity);
+       e.species = bloodtype;
+
+       Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
+}
+
+#endif
+
+#ifdef CSQC
+
+/** number of effects which currently are attached to a player */
+.int total_damages;
+
+.entity tag_entity;
+
+.float cnt;
+.int state;
+.bool isplayermodel;
+
+void DamageEffect_Think()
+{SELFPARAM();
+       // if particle distribution is enabled, slow ticrate by total number of damages
+       if(autocvar_cl_damageeffect_distribute)
+               self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
+       else
+               self.nextthink = time + autocvar_cl_damageeffect_ticrate;
+
+       if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
+       {
+               // time is up or the player got gibbed / disconnected
+               self.owner.total_damages = max(0, self.owner.total_damages - 1);
+               remove(self);
+               return;
+       }
+       if(self.state && !self.owner.csqcmodel_isdead)
+       {
+               // if the player was dead but is now alive, it means he respawned
+               // if so, clear his damage effects, or damages from his dead body will be copied back
+               self.owner.total_damages = max(0, self.owner.total_damages - 1);
+               remove(self);
+               return;
+       }
+       self.state = self.owner.csqcmodel_isdead;
+       if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
+               return; // if we aren't using a third person camera, hide our own effects
+
+       // now generate the particles
+       vector org;
+       org = gettaginfo(self, 0); // origin at attached location
+       __pointparticles(self.team, org, '0 0 0', 1);
+}
+
+string species_prefix(int specnum)
+{
+       switch(specnum)
+       {
+               case SPECIES_HUMAN:       return "";
+               case SPECIES_ALIEN:       return "alien_";
+               case SPECIES_ROBOT_SHINY: return "robot_";
+               case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
+               case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
+               case SPECIES_ANIMAL:      return "animal_";
+               case SPECIES_RESERVED:    return "reserved_";
+               default:         return "";
+       }
+}
+
+void DamageEffect(vector hitorg, float thedamage, int type, int specnum)
+{SELFPARAM();
+       // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
+
+       int nearestbone = 0;
+       float life;
+       string specstr, effectname;
+       entity e;
+
+       if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
+               return;
+       if(!self || !self.modelindex || !self.drawmask)
+               return;
+
+       // if this is a rigged mesh, the effect will show on the bone where damage was dealt
+       // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
+       // if there's no skeleton, object origin will automatically be selected
+       FOR_EACH_TAG(self)
+       {
+               if(!tagnum)
+                       continue; // skip empty bones
+               // blacklist bones positioned outside the mesh, or the effect will be floating
+               // TODO: Do we have to do it this way? Why do these bones exist at all?
+               if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
+                       continue; // player model bone blacklist
+
+               // now choose the bone closest to impact origin
+               if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
+                       nearestbone = tagnum;
+       }
+       gettaginfo(self, nearestbone); // set gettaginfo_name
+
+       // return if we reached our damage effect limit or damages are disabled
+       // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
+       if(nearestbone)
+       {
+               if(self.total_damages >= autocvar_cl_damageeffect_bones)
+                       return; // allow multiple damages on skeletal models
+       }
+       else
+       {
+               if(autocvar_cl_damageeffect < 2 || self.total_damages)
+                       return; // allow a single damage on non-skeletal models
+       }
+
+       life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
+
+       effectname = DEATH_WEAPONOF(type).netname;
+
+       if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
+       {
+               if(self.isplayermodel)
+               {
+                       specstr = species_prefix(specnum);
+                       specstr = substring(specstr, 0, strlen(specstr) - 1);
+                       effectname = strreplace("BLOOD", specstr, effectname);
+               }
+               else { return; } // objects don't bleed
+       }
+
+       e = new(damage);
+       make_pure(e);
+       setmodel(e, MDL_Null); // necessary to attach and read origin
+       setattachment(e, self, gettaginfo_name); // attach to the given bone
+       e.owner = self;
+       e.cnt = time + life;
+       e.team = _particleeffectnum(effectname);
+       e.think = DamageEffect_Think;
+       e.nextthink = time;
+       self.total_damages += 1;
+}
+
+NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
+{
+       make_pure(this);
+       float thedamage, rad, edge, thisdmg;
+       bool hitplayer = false;
+       int species, forcemul;
+       vector force, thisforce;
+
+       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();
+
+       thedamage = ReadByte();
+       rad = ReadByte();
+       edge = ReadByte();
+       force = decompressShortVector(ReadShort());
+       species = ReadByte();
+
+       return = true;
+
+       if (!isNew)
+               return;
+
+       if(rad < 0)
+       {
+               rad = -rad;
+               forcemul = -1;
+       }
+       else
+               forcemul = 1;
+
+       for(entity e = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); e; e = e.chain)
+       {
+               setself(e);
+               // attached ents suck
+               if(self.tag_entity)
+                       continue;
+
+               vector nearest = NearestPointOnBox(self, w_org);
+               if(rad)
+               {
+                       thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+                       if(thisdmg >= 1)
+                               continue;
+                       if(thisdmg < 0)
+                               thisdmg = 0;
+                       if(thedamage)
+                       {
+                               thisdmg = thedamage + (edge - thedamage) * thisdmg;
+                               thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(self.origin - w_org);
+                       }
+                       else
+                       {
+                               thisdmg = 0;
+                               thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
+                       }
+               }
+               else
+               {
+                       if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
+                               continue;
+
+                       thisdmg = thedamage;
+                       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);
+
+               DamageEffect(w_org, thisdmg, w_deathtype, species);
+
+               if(self.isplayermodel)
+                       hitplayer = true; // this impact damaged a player
+       }
+       setself(this);
+
+       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(DEATH_ENT(w_deathtype))
+               {
+                       case DEATH_VH_CRUSH:
+                               break;
+
+                       // spiderbot
+                       case DEATH_VH_SPID_MINIGUN:
+                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_SPID_ROCKET:
+                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_SPID_DEATH:
+                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
+                               break;
+
+                       case DEATH_VH_WAKI_GUN:
+                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_RACER_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_WAKI_ROCKET:
+                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_RACER_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_WAKI_DEATH:
+                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
+                               break;
+
+                       case DEATH_VH_RAPT_CANNON:
+                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_RAPT_FRAGMENT:
+                               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, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_RAPT_BOMB:
+                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_RAPT_DEATH:
+                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_EXPLOSION_BIG, self.origin, w_backoff * 1000, 1);
+                               break;
+                       case DEATH_VH_BUMB_GUN:
+                               sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_BIGPLASMA_IMPACT, 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(DEATH_ENT(w_deathtype))
+               {
+                        case DEATH_TURRET_EWHEEL:
+                               sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_BLASTER_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+
+                        case DEATH_TURRET_FLAC:
+                               pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
+                               sound(self, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
+                               break;
+
+                        case DEATH_TURRET_MLRS:
+                        case DEATH_TURRET_HK:
+                        case DEATH_TURRET_WALK_ROCKET:
+                        case DEATH_TURRET_HELLION:
+                               sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_ROCKET_EXPLODE, self.origin, w_backoff * 1000, 1);
+                               break;
+
+                        case DEATH_TURRET_MACHINEGUN:
+                        case DEATH_TURRET_WALK_GUN:
+                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+                               pointparticles(EFFECT_MACHINEGUN_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+
+                        case DEATH_TURRET_PLASMA:
+                               sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_ELECTRO_IMPACT, self.origin, w_backoff * 1000, 1);
+                               break;
+
+                        case DEATH_TURRET_WALK_MELEE:
+                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_MIN);
+                               pointparticles(EFFECT_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))
+       if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
+       {
+               Weapon hitwep = DEATH_WEAPONOF(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_VORTEX && hitwep != WEP_VAPORIZER)
+                       w_backoff = trace_plane_normal;
+               else
+                       w_backoff = -1 * normalize(force);
+               setorigin(self, w_org + w_backoff * 2); // for sound() calls
+
+               if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) {
+                       hitwep.wr_impacteffect(hitwep);
+               }
+       }
+}
+
+#endif
+
+#endif
index 5be36a48a313f3d6cfda836049b2967a230cc920..a5bb23e639bb7adce88a2a575b634e13ed77181d 100644 (file)
@@ -102,6 +102,7 @@ NET_HANDLE(ENT_CLIENT_BUMBLE_RAYGUN, bool isnew)
     return true;
 }
 
+.float bumble_raygun_nextdraw;
 void bumble_raygun_draw(entity this)
 {
     float _len;
@@ -111,11 +112,11 @@ void bumble_raygun_draw(entity this)
     _len = vlen(self.origin - self.move_origin);
     _dir = normalize(self.move_origin - self.origin);
 
-    if(self.total_damages < time)
+    if(self.bumble_raygun_nextdraw < time)
     {
         boxparticles(particleeffectnum(Effects_from(self.traileffect)), self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
         boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
-        self.total_damages = time + 0.1;
+        self.bumble_raygun_nextdraw = time + 0.1;
     }
 
     float i, df, sz, al;
index 343be952ca39fa97bfd0b8e20dda2103781eaa94..5d9436f684ea4c3b87c2b1dcd6587b3bd214ceeb 100644 (file)
 #include "../lib/csqcmodel/sv_model.qh"
 #include "../lib/warpzone/common.qh"
 
-bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
-{
-       WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
-       WriteShort(MSG_ENTITY, self.projectiledeathtype);
-       WriteCoord(MSG_ENTITY, floor(self.origin.x));
-       WriteCoord(MSG_ENTITY, floor(self.origin.y));
-       WriteCoord(MSG_ENTITY, floor(self.origin.z));
-       WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
-       WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
-       WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
-       WriteShort(MSG_ENTITY, self.oldorigin.x);
-       WriteByte(MSG_ENTITY, self.species);
-       return true;
-}
-
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
-{
-       // TODO maybe call this from non-edgedamage too?
-       // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
-
-       entity e;
-
-       if(!sound_allowed(MSG_BROADCAST, dmgowner))
-               deathtype |= 0x8000;
-
-       e = new(damageinfo);
-       make_pure(e);
-       setorigin(e, org);
-       e.projectiledeathtype = deathtype;
-       e.dmg = coredamage;
-       e.dmg_edge = edgedamage;
-       e.dmg_radius = rad;
-       e.dmg_force = vlen(force);
-       e.velocity = force;
-       e.oldorigin_x = compressShortVector(e.velocity);
-       e.species = bloodtype;
-
-       Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
-}
-
 void UpdateFrags(entity player, float f)
 {
        PlayerTeamScore_AddScore(player, f);