-void DamageEffect(vector hitorg, float dmg, float type, float specnum1);
+.float total_damages;
+
+void DamageEffect_Think()
+{
+ // 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 -= 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 -= 1;
+ remove(self);
+ return;
+ }
+ self.state = self.owner.csqcmodel_isdead;
+ if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !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);
+}
+
+void DamageEffect(vector hitorg, float dmg, float type, float specnum)
+{
+ // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
+
+ float life, skeletal;
+ string specstr, effectnum;
+ entity e;
+
+ if(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
+ float closest;
+ FOR_EACH_TAG(self)
+ {
+ // 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
+ if(gettaginfo_name == "")
+ continue; // skip empty bones
+
+ // now choose the bone closest to impact origin
+ if(!closest || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, closest)))
+ {
+ closest = tagnum;
+ skeletal = TRUE; // a bone was found, so this model is rigged
+ }
+ }
+ gettaginfo(self, closest); // set gettaginfo_name
+
+ // return if we reached our damage effect limit or damages are disabled
+ if(skeletal)
+ {
+ if(autocvar_cl_damageeffect < 1 || 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, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
+ specstr = species_prefix(specnum);
+ type = DEATH_WEAPONOF(type);
+ e = get_weaponinfo(type);
+
+ effectnum = strcat("damage_", e.netname);
+
+ // if damage was dealt with a bullet weapon, our effect is blood
+ // since blood is species dependent, include the species tag
+ if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
+ {
+ if(self.isplayermodel)
+ {
+ effectnum = strcat(effectnum, "_", specstr);
+ effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species tag
+ }
+ else
+ return; // objects don't bleed
+ }
+
+ e = spawn();
+ setmodel(e, "models/null.md3"); // necessary to attach and read origin // samual: FIXME: this is weird, is there some better way to do this?
+ setattachment(e, self, gettaginfo_name); // attach to the given bone
+ e.classname = "damage";
+ e.owner = self;
+ e.cnt = time + life;
+ e.team = particleeffectnum(effectnum);
+ e.think = DamageEffect_Think;
+ e.nextthink = time;
+ self.total_damages += 1;
+}
+
void Ent_DamageInfo(float isNew)
{
float dmg, rad, edge, thisdmg, forcemul, species;
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(w_deathtype)
- {
- case DEATH_VHCRUSH:
- break;
-
- case DEATH_SBMINIGUN:
- string _snd;
- _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
- sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_SBROCKET:
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_SBBLOWUP:
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
- break;
-
- case DEATH_WAKIGUN:
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_WAKIROCKET:
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_WAKIBLOWUP:
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
- break;
-
- case DEATH_RAPTOR_CANNON:
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_RAPTOR_BOMB_SPLIT:
- 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, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_RAPTOR_BOMB:
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
- break;
- case DEATH_RAPTOR_DEATH:
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
- break;
- }
+ 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(w_deathtype)
+ {
+ case DEATH_VHCRUSH:
+ break;
+
+ // spiderbot
+ case DEATH_SBMINIGUN:
+ string _snd;
+ _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
+ sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_SBROCKET:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_SBBLOWUP:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_WAKIGUN:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_WAKIROCKET:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_WAKIBLOWUP:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_RAPTOR_CANNON:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_RAPTOR_BOMB_SPLIT:
+ 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, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_RAPTOR_BOMB:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_RAPTOR_DEATH:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
+ break;
+ }
}
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;
- else
- w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
-
- setorigin(self, w_org + w_backoff * 2); // for sound() calls
-
- switch(w_deathtype)
- {
- case DEATH_TURRET_EWHEEL:
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
- break;
-
- case DEATH_TURRET_FLAC:
- 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_HK:
- case DEATH_TURRET_WALKER_ROCKET:
- case DEATH_TURRET_HELLION:
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
- break;
-
- case DEATH_TURRET_MACHINEGUN:
- case DEATH_TURRET_WALKER_GUN:
- _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);
- break;
-
- case DEATH_TURRET_PLASMA:
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
- break;
-
- case DEATH_TURRET_WALKER_MEELE:
- sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
- pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
- break;
+ {
+ 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;
+ else
+ w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+
+ setorigin(self, w_org + w_backoff * 2); // for sound() calls
+
+ switch(w_deathtype)
+ {
+ case DEATH_TURRET_EWHEEL:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_FLAC:
+ 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_HK:
+ case DEATH_TURRET_WALKER_ROCKET:
+ case DEATH_TURRET_HELLION:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_MACHINEGUN:
+ case DEATH_TURRET_WALKER_GUN:
+ _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);
+ break;
+
+ case DEATH_TURRET_PLASMA:
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_WALKER_MEELE:
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
+ break;
- case DEATH_TURRET_PHASER:
- break;
-
- case DEATH_TURRET_TESLA:
- te_smallflash(self.origin);
- 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
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
(get_weaponinfo(i)).weapon_func(WR_PRECACHE);
}
-
-.float total_damages;
-void DamageEffect_Think()
-{
- // 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 -= 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 -= 1;
- remove(self);
- return;
- }
- self.state = self.owner.csqcmodel_isdead;
- if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !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);
-}
-
-void DamageEffect(vector hitorg, float dmg, float type, float specnum)
-{
- // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
-
- float life, skeletal;
- string specstr, effectnum;
- entity e;
-
- if(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
- float closest;
- FOR_EACH_TAG(self)
- {
- // 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
- if(gettaginfo_name == "")
- continue; // skip empty bones
-
- // now choose the bone closest to impact origin
- if(!closest || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, closest)))
- {
- closest = tagnum;
- skeletal = TRUE; // a bone was found, so this model is rigged
- }
- }
- gettaginfo(self, closest); // set gettaginfo_name
-
- // return if we reached our damage effect limit or damages are disabled
- if(skeletal)
- {
- if(autocvar_cl_damageeffect < 1 || 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, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
- specstr = species_prefix(specnum);
- type = DEATH_WEAPONOF(type);
- e = get_weaponinfo(type);
-
- effectnum = strcat("damage_", e.netname);
- // if damage was dealt with a bullet weapon, our effect is blood
- // since blood is species dependent, include the species tag
- if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
- {
- if(self.isplayermodel)
- {
- effectnum = strcat(effectnum, "_", specstr);
- effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species tag
- }
- else
- return; // objects don't bleed
- }
-
- e = spawn();
- setmodel(e, "models/null.md3"); // necessary to attach and read origin
- setattachment(e, self, gettaginfo_name); // attach to the given bone
- e.classname = "damage";
- e.owner = self;
- e.cnt = time + life;
- e.team = particleeffectnum(effectnum);
- e.think = DamageEffect_Think;
- e.nextthink = time;
- self.total_damages += 1;
-}