1 void DamageEffect(float dmg, float type, float specnum1, float entnumber);
2 void Ent_DamageInfo(float isNew)
4 float dmg, rad, edge, thisdmg, forcemul, species;
5 vector force, thisforce;
10 w_deathtype = ReadShort();
11 w_issilent = (w_deathtype & 0x8000);
12 w_deathtype = (w_deathtype & 0x7FFF);
14 w_org_x = ReadCoord();
15 w_org_y = ReadCoord();
16 w_org_z = ReadCoord();
21 force = decompressShortVector(ReadShort());
35 for(self = findradius(w_org, rad); self; self = self.chain)
39 thisdmg = vlen(self.origin - w_org) / rad;
44 thisdmg = dmg + (edge - dmg) * thisdmg;
45 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
50 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
56 thisforce = forcemul * force;
59 if(self.damageforcescale)
62 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
63 self.move_flags &~= FL_ONGROUND;
70 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
72 DamageEffect(dmg, w_deathtype, species, self.entnum);
77 if(DEATH_ISVEHICLE(w_deathtype))
79 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
80 if(trace_plane_normal != '0 0 0')
81 w_backoff = trace_plane_normal;
83 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
85 setorigin(self, w_org + w_backoff * 2); // for sound() calls
94 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
95 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
96 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
99 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
100 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
103 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
104 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
108 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
109 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
111 case DEATH_WAKIROCKET:
112 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
113 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
115 case DEATH_WAKIBLOWUP:
116 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
117 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
120 case DEATH_RAPTOR_CANNON:
121 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
122 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
124 case DEATH_RAPTOR_BOMB_SPLIT:
127 for(i = 1; i < 4; ++i)
129 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
130 ang = vectoangles(vel);
131 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
135 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
136 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
138 case DEATH_RAPTOR_BOMB:
139 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
140 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
142 case DEATH_RAPTOR_DEATH:
143 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
144 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
150 if(DEATH_ISTURRET(w_deathtype))
153 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
154 if(trace_plane_normal != '0 0 0')
155 w_backoff = trace_plane_normal;
157 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
159 setorigin(self, w_org + w_backoff * 2); // for sound() calls
163 case DEATH_TURRET_EWHEEL:
164 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
165 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
168 case DEATH_TURRET_FLAC:
169 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
170 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
171 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
174 case DEATH_TURRET_MLRS:
175 case DEATH_TURRET_HK:
176 case DEATH_TURRET_WALKER_ROCKET:
177 case DEATH_TURRET_HELLION:
178 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
179 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
182 case DEATH_TURRET_MACHINEGUN:
183 case DEATH_TURRET_WALKER_GUN:
184 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
185 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
186 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
189 case DEATH_TURRET_PLASMA:
190 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
191 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
194 case DEATH_TURRET_WALKER_MEELE:
195 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
196 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
199 case DEATH_TURRET_PHASER:
202 case DEATH_TURRET_TESLA:
203 te_smallflash(self.origin);
209 // TODO spawn particle effects and sounds based on w_deathtype
210 if(!DEATH_ISSPECIAL(w_deathtype))
214 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
215 w_random = prandom();
217 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
218 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
219 w_backoff = trace_plane_normal;
221 w_backoff = -1 * normalize(force);
222 setorigin(self, w_org + w_backoff * 2); // for sound() calls
224 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
228 void DamageInfo_Precache()
231 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
232 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
238 .float dmgpartnum, dmgtime;
241 void DamageEffect_Think()
243 self.nextthink = time;
248 if(time >= self.lifetime)
254 if(self.dmgtime > time)
256 org = getplayerorigin(self.team);
257 if(org == GETPLAYERORIGIN_ERROR)
260 // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
261 // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
263 for(head = world; (head = find(head, classname, "gib")); )
265 if(head.team == self.team)
267 if(autocvar_cl_damageeffect_gibs)
269 if(autocvar_cl_damageeffect_gibs_randomize >= random())
270 pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1);
271 self.dmgtime = time + autocvar_cl_damageeffect_gibs;
277 if(foundgib || !autocvar_cl_damageeffect_player)
278 return; // don't show effects on the invisible dead body if gibs exist
279 if(self.team == player_localentnum - 1 && !autocvar_chase_active)
280 return; // if we aren't in third person mode, hide own damage effect
282 // Now apply the effect to actual players
283 pointparticles(self.dmgpartnum, org, '0 0 0', 1);
284 self.dmgtime = time + autocvar_cl_damageeffect_player;
287 void DamageEffect(float dmg, float type, float specnum1, float entnumber)
289 float specnum2, life;
290 string specstr, effectnum;
293 if(!autocvar_cl_damageeffect_player && !autocvar_cl_damageeffect_gibs)
295 if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
298 specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
299 specstr = species_prefix(specnum2);
300 life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
302 e = get_weaponinfo(type);
303 effectnum = strcat("weapondamage_", e.netname);
304 // If the weapon is a bullet weapon, its damage effect is blood.
305 // Since blood is species dependent, we make this effect per-species.
306 if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
309 effectnum = strcat(effectnum, "_", specstr);
310 effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name
313 // if the player already has a damage effect, update it instead of spawning a new one
315 for(head = world; (head = find(head, classname, "damageeffect")); )
317 if(head.team == entnumber - 1)
319 head.dmgpartnum = particleeffectnum(effectnum);
320 head.lifetime += life;
327 e.classname = "damageeffect";
328 e.team = entnumber - 1;
329 e.dmgpartnum = particleeffectnum(effectnum);
330 e.lifetime = time + life;
331 e.think = DamageEffect_Think;