Mircea Kitsune [Mon, 9 Jan 2012 19:07:53 +0000 (21:07 +0200)]
Attempt to make damage effects use skeletal attachments for all rigged objects, not only players. Useful if eg: Vehicles will also be made client-side, or someone uses misc_clientmodel. Does not work exactly as it should yet
Mircea Kitsune [Mon, 9 Jan 2012 15:59:36 +0000 (17:59 +0200)]
Detect if the player respawned and clear damage effects if so. Otherwise, if his dead body isn't gibbed, effects would be copied back once he respawns.
Samual [Sun, 8 Jan 2012 21:32:08 +0000 (16:32 -0500)]
Bring back jump_interval to handle refire, this way primary and secondary are separate with ATTACK_FINISHED, but secondary still has the benefits of prepare_attack.
Samual [Fri, 6 Jan 2012 23:34:04 +0000 (18:34 -0500)]
Fix autoscreenshot system - don't use an alias anymore, but instead use the already added "cl_autoscreenshot" cvar to allow/disallow automatic screenshots. (helps prevent cheating)
Samual [Thu, 5 Jan 2012 21:33:20 +0000 (16:33 -0500)]
2 new features: Don't switch away from a weapon if one of its modes can still fire (excluding rocketlauncher detonation and nexgun zoom, those aren't real fire modes), and a feature for electro combo to ONLY allow firing of the secondary if the primary still has enough ammo after that.
Mircea Kitsune [Thu, 5 Jan 2012 15:11:19 +0000 (17:11 +0200)]
Distribute particles between damage effects on the same player. eg: Having one damage causes its ticrate to be 0.1, having two damages causes their ticrate to be 0.2, and so on. This improves performance by maintaining the same particle count, but also looks better in practice
Mircea Kitsune [Thu, 5 Jan 2012 00:42:55 +0000 (02:42 +0200)]
Larger changes and improvements to the damage particles. Added different types of sparks to plasma/ energy damage, made rocket flames look a lot better, and also tweaked bullet blood
Mircea Kitsune [Wed, 4 Jan 2012 22:13:17 +0000 (00:13 +0200)]
Change how damage effects are applied to non-player objects. Only allow one damage effect per object, and don't allow objects to bleed. Also do some code optimization and cleanup
Mircea Kitsune [Wed, 4 Jan 2012 19:51:04 +0000 (21:51 +0200)]
Use a different and smarter way to go through the bones of a model. The previous loop had a bug which would eventually crash CSQC. Also use this for the sandbox to fix the same issue.
Mircea Kitsune [Wed, 4 Jan 2012 16:35:17 +0000 (18:35 +0200)]
Attach the damage effect entity to the bone and use its origin, instead of not attaching it but getting bone origin each time. This might have some uses and should be more optimal
Mircea Kitsune [Wed, 4 Jan 2012 15:57:24 +0000 (17:57 +0200)]
Remove the old way of showing damage effects on gibs. Currently, damage effects no longer display on gibs. The old way was clearly not a good implementation, and it will need to be done differently if possible at all.
Mircea Kitsune [Wed, 4 Jan 2012 14:09:57 +0000 (16:09 +0200)]
Revert last commit, it was a mistake. The client already does a radius search in ent_DamageInfo, so we don't need to send it for each damaged player. We do however have to do this for hitscan weapons, including railgunbullet
Mircea Kitsune [Wed, 4 Jan 2012 14:05:17 +0000 (16:05 +0200)]
Send an ent_DamageInfo for each player in the radius of a splash damage blast. This should allow damage effects to work again, but will currently cause effects to show at the origin of each player too (eg: A rocket hitting the ground will also cause explosions to show on all players who are damaged). Do we want this?
Mircea Kitsune [Wed, 4 Jan 2012 13:53:06 +0000 (15:53 +0200)]
Also send ent_DamageInfo for hitscan weapons when they hit a player, not only when hitting a surface. First step in getting damage effects working for hitscan guns again.
Mircea Kitsune [Wed, 4 Jan 2012 00:06:12 +0000 (02:06 +0200)]
Get damage effects working without using a separate entity, but taking advantage of the existing Ent_DamageInfo. Note that some damage effects seem to break, and I need to see why they aren't working.