1 void DamageEffect_Think()
3 // if particle distribution is enabled, slow ticrate by total number of damages
4 if(autocvar_cl_damageeffect_distribute)
5 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
7 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
9 if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
11 // time is up or the player got gibbed / disconnected
12 self.owner.total_damages = max(0, self.owner.total_damages - 1);
16 if(self.state && !self.owner.csqcmodel_isdead)
18 // if the player was dead but is now alive, it means he respawned
19 // if so, clear his damage effects, or damages from his dead body will be copied back
20 self.owner.total_damages = max(0, self.owner.total_damages - 1);
24 self.state = self.owner.csqcmodel_isdead;
25 #ifdef COMPAT_XON050_ENGINE
26 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
28 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
30 return; // if we aren't using a third person camera, hide our own effects
32 // now generate the particles
34 org = gettaginfo(self, 0); // origin at attached location
35 pointparticles(self.team, org, '0 0 0', 1);
38 void DamageEffect(vector hitorg, float dmg, float type, float specnum)
40 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
42 float life, nearestbone = 0;
43 string specstr, effectname;
46 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
48 if(!self || !self.modelindex || !self.drawmask)
51 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
52 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
53 // if there's no skeleton, object origin will automatically be selected
57 continue; // skip empty bones
58 // blacklist bones positioned outside the mesh, or the effect will be floating
59 // TODO: Do we have to do it this way? Why do these bones exist at all?
60 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
61 continue; // player model bone blacklist
63 // now choose the bone closest to impact origin
64 if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
67 gettaginfo(self, nearestbone); // set gettaginfo_name
69 // return if we reached our damage effect limit or damages are disabled
70 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
73 if(self.total_damages >= autocvar_cl_damageeffect_bones)
74 return; // allow multiple damages on skeletal models
78 if(autocvar_cl_damageeffect < 2 || self.total_damages)
79 return; // allow a single damage on non-skeletal models
82 life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
84 effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname;
86 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
88 if(self.isplayermodel)
90 specstr = species_prefix(specnum);
91 specstr = substring(specstr, 0, strlen(specstr) - 1);
92 effectname = strreplace("BLOOD", specstr, effectname);
94 else { return; } // objects don't bleed
98 setmodel(e, "null"); // necessary to attach and read origin
99 setattachment(e, self, gettaginfo_name); // attach to the given bone
100 e.classname = "damage";
103 e.team = particleeffectnum(effectname);
104 e.think = DamageEffect_Think;
106 self.total_damages += 1;
109 void Ent_DamageInfo(float isNew)
111 float dmg, rad, edge, thisdmg, forcemul, species, hitplayer = FALSE;
112 vector force, thisforce;
117 w_deathtype = ReadShort();
118 w_issilent = (w_deathtype & 0x8000);
119 w_deathtype = (w_deathtype & 0x7FFF);
121 w_org_x = ReadCoord();
122 w_org_y = ReadCoord();
123 w_org_z = ReadCoord();
128 force = decompressShortVector(ReadShort());
129 species = ReadByte();
142 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
144 // attached ents suck
148 vector nearest = NearestPointOnBox(self, w_org);
151 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
158 thisdmg = dmg + (edge - dmg) * thisdmg;
159 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
164 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
169 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
173 thisforce = forcemul * force;
176 if(self.damageforcescale)
179 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
180 self.move_flags &= ~FL_ONGROUND;
186 if(self.event_damage)
187 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
189 DamageEffect(w_org, thisdmg, w_deathtype, species);
191 if(self.isplayermodel)
192 hitplayer = TRUE; // this impact damaged a player
197 if(DEATH_ISVEHICLE(w_deathtype))
199 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
200 if(trace_plane_normal != '0 0 0')
201 w_backoff = trace_plane_normal;
203 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
205 setorigin(self, w_org + w_backoff * 2); // for sound() calls
213 case DEATH_VH_SPID_MINIGUN:
215 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
216 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
217 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
219 case DEATH_VH_SPID_ROCKET:
220 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
221 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
223 case DEATH_VH_SPID_DEATH:
224 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
225 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
228 case DEATH_VH_WAKI_GUN:
229 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
230 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
232 case DEATH_VH_WAKI_ROCKET:
233 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
234 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
236 case DEATH_VH_WAKI_DEATH:
237 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
238 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
241 case DEATH_VH_RAPT_CANNON:
242 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
243 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
245 case DEATH_VH_RAPT_FRAGMENT:
248 for(i = 1; i < 4; ++i)
250 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
251 ang = vectoangles(vel);
252 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
254 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
255 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
257 case DEATH_VH_RAPT_BOMB:
258 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
259 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
261 case DEATH_VH_RAPT_DEATH:
262 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
263 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
265 case DEATH_VH_BUMB_GUN:
266 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM);
267 pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1);
273 if(DEATH_ISTURRET(w_deathtype))
276 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
277 if(trace_plane_normal != '0 0 0')
278 w_backoff = trace_plane_normal;
280 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
282 setorigin(self, w_org + w_backoff * 2); // for sound() calls
286 case DEATH_TURRET_EWHEEL:
287 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
288 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
291 case DEATH_TURRET_FLAC:
292 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
293 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
294 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
297 case DEATH_TURRET_MLRS:
298 case DEATH_TURRET_HK:
299 case DEATH_TURRET_WALK_ROCKET:
300 case DEATH_TURRET_HELLION:
301 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
302 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
305 case DEATH_TURRET_MACHINEGUN:
306 case DEATH_TURRET_WALK_GUN:
307 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
308 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
309 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
312 case DEATH_TURRET_PLASMA:
313 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_MIN);
314 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
317 case DEATH_TURRET_WALK_MEELE:
318 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
319 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
322 case DEATH_TURRET_PHASER:
325 case DEATH_TURRET_TESLA:
326 te_smallflash(self.origin);
332 // TODO spawn particle effects and sounds based on w_deathtype
333 if(!DEATH_ISSPECIAL(w_deathtype))
334 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
338 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
339 w_random = prandom();
341 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
342 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
343 w_backoff = trace_plane_normal;
345 w_backoff = -1 * normalize(force);
346 setorigin(self, w_org + w_backoff * 2); // for sound() calls
348 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); }