3 void DamageEffect_Think()
5 // if particle distribution is enabled, slow ticrate by total number of damages
6 if(autocvar_cl_damageeffect_distribute)
7 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
9 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
11 if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
13 // time is up or the player got gibbed / disconnected
14 self.owner.total_damages -= 1;
18 if(self.state && !self.owner.csqcmodel_isdead)
20 // if the player was dead but is now alive, it means he respawned
21 // if so, clear his damage effects, or damages from his dead body will be copied back
22 self.owner.total_damages -= 1;
26 self.state = self.owner.csqcmodel_isdead;
27 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
28 return; // if we aren't using a third person camera, hide our own effects
30 // now generate the particles
32 org = gettaginfo(self, 0); // origin at attached location
33 pointparticles(self.team, org, '0 0 0', 1);
36 void DamageEffect(vector hitorg, float dmg, float type, float specnum)
38 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
41 string specstr, effectnum;
44 if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
46 if(!self || !self.modelindex || !self.drawmask)
49 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
50 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
51 // if there's no skeleton, object origin will automatically be selected
55 // blacklist bones positioned outside the mesh, or the effect will be floating
56 // TODO: Do we have to do it this way? Why do these bones exist at all?
57 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
58 continue; // player model bone blacklist
59 if(gettaginfo_name == "")
60 continue; // skip empty bones
62 // now choose the bone closest to impact origin
63 if(!closest || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, closest)))
66 skeletal = TRUE; // a bone was found, so this model is rigged
69 gettaginfo(self, closest); // set gettaginfo_name
71 // return if we reached our damage effect limit or damages are disabled
74 if(autocvar_cl_damageeffect < 1 || self.total_damages >= autocvar_cl_damageeffect_bones)
75 return; // allow multiple damages on skeletal models
79 if(autocvar_cl_damageeffect < 2 || self.total_damages)
80 return; // allow a single damage on non-skeletal models
83 life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
84 specstr = species_prefix(specnum);
85 type = DEATH_WEAPONOF(type);
86 e = get_weaponinfo(type);
88 effectnum = strcat("damage_", e.netname);
90 // if damage was dealt with a bullet weapon, our effect is blood
91 // since blood is species dependent, include the species tag
92 if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
94 if(self.isplayermodel)
96 effectnum = strcat(effectnum, "_", specstr);
97 effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species tag
100 return; // objects don't bleed
104 setmodel(e, "models/null.md3"); // necessary to attach and read origin // samual: FIXME: this is weird, is there some better way to do this?
105 setattachment(e, self, gettaginfo_name); // attach to the given bone
106 e.classname = "damage";
109 e.team = particleeffectnum(effectnum);
110 e.think = DamageEffect_Think;
112 self.total_damages += 1;
115 void Ent_DamageInfo(float isNew)
117 float dmg, rad, edge, thisdmg, forcemul, species;
118 vector force, thisforce;
123 w_deathtype = ReadShort();
124 w_issilent = (w_deathtype & 0x8000);
125 w_deathtype = (w_deathtype & 0x7FFF);
127 w_org_x = ReadCoord();
128 w_org_y = ReadCoord();
129 w_org_z = ReadCoord();
134 force = decompressShortVector(ReadShort());
135 species = ReadByte();
148 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
150 vector nearest = NearestPointOnBox(self, w_org);
153 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
160 thisdmg = dmg + (edge - dmg) * thisdmg;
161 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
166 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
171 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
175 thisforce = forcemul * force;
178 if(self.damageforcescale)
181 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
182 self.move_flags &~= FL_ONGROUND;
188 if(self.event_damage)
189 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
191 DamageEffect(w_org, thisdmg, w_deathtype, species);
196 if(DEATH_ISVEHICLE(w_deathtype))
198 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
199 if(trace_plane_normal != '0 0 0')
200 w_backoff = trace_plane_normal;
202 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
204 setorigin(self, w_org + w_backoff * 2); // for sound() calls
212 case DEATH_SBMINIGUN:
214 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
215 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
216 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
219 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
220 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
223 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
224 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
228 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
229 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
231 case DEATH_WAKIROCKET:
232 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
233 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
235 case DEATH_WAKIBLOWUP:
236 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
237 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
240 case DEATH_RAPTOR_CANNON:
241 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
242 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
244 case DEATH_RAPTOR_BOMB_SPLIT:
247 for(i = 1; i < 4; ++i)
249 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
250 ang = vectoangles(vel);
251 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
253 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
254 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
256 case DEATH_RAPTOR_BOMB:
257 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
258 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
260 case DEATH_RAPTOR_DEATH:
261 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
262 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
268 if(DEATH_ISTURRET(w_deathtype))
271 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
272 if(trace_plane_normal != '0 0 0')
273 w_backoff = trace_plane_normal;
275 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
277 setorigin(self, w_org + w_backoff * 2); // for sound() calls
281 case DEATH_TURRET_EWHEEL:
282 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
283 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
286 case DEATH_TURRET_FLAC:
287 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
288 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
289 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
292 case DEATH_TURRET_MLRS:
293 case DEATH_TURRET_HK:
294 case DEATH_TURRET_WALKER_ROCKET:
295 case DEATH_TURRET_HELLION:
296 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
297 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
300 case DEATH_TURRET_MACHINEGUN:
301 case DEATH_TURRET_WALKER_GUN:
302 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
303 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
304 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
307 case DEATH_TURRET_PLASMA:
308 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
309 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
312 case DEATH_TURRET_WALKER_MEELE:
313 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
314 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
317 case DEATH_TURRET_PHASER:
320 case DEATH_TURRET_TESLA:
321 te_smallflash(self.origin);
327 // TODO spawn particle effects and sounds based on w_deathtype
328 if(!DEATH_ISSPECIAL(w_deathtype))
332 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
333 w_random = prandom();
335 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
336 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
337 w_backoff = trace_plane_normal;
339 w_backoff = -1 * normalize(force);
340 setorigin(self, w_org + w_backoff * 2); // for sound() calls
342 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
346 void DamageInfo_Precache()
349 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
350 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);