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;
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(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);
83 specstr = species_prefix(specnum);
84 type = DEATH_WEAPONOF(type);
85 e = get_weaponinfo(type);
87 effectname = strcat("damage_", e.netname);
89 // if damage was dealt with a bullet weapon, our effect is blood
90 // since blood is species dependent, include the species tag
91 if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
93 if(self.isplayermodel)
95 effectname = strcat(effectname, "_", specstr);
96 effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag
99 return; // objects don't bleed
103 setmodel(e, "null"); // necessary to attach and read origin // samual: FIXME: this is weird, is there some better way to do this?
104 setattachment(e, self, gettaginfo_name); // attach to the given bone
105 e.classname = "damage";
108 e.team = particleeffectnum(effectname);
109 e.think = DamageEffect_Think;
111 self.total_damages += 1;
114 void Ent_DamageInfo(float isNew)
116 float dmg, rad, edge, thisdmg, forcemul, species, hitplayer;
117 vector force, thisforce;
122 w_deathtype = ReadShort();
123 w_issilent = (w_deathtype & 0x8000);
124 w_deathtype = (w_deathtype & 0x7FFF);
126 w_org_x = ReadCoord();
127 w_org_y = ReadCoord();
128 w_org_z = ReadCoord();
133 force = decompressShortVector(ReadShort());
134 species = ReadByte();
147 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
149 // attached ents suck
153 vector nearest = NearestPointOnBox(self, w_org);
156 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
163 thisdmg = dmg + (edge - dmg) * thisdmg;
164 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
169 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
174 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
178 thisforce = forcemul * force;
181 if(self.damageforcescale)
184 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
185 self.move_flags &~= FL_ONGROUND;
191 if(self.event_damage)
192 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
194 DamageEffect(w_org, thisdmg, w_deathtype, species);
196 if(self.isplayermodel)
197 hitplayer = TRUE; // this impact damaged a player
202 if(DEATH_ISVEHICLE(w_deathtype))
204 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
205 if(trace_plane_normal != '0 0 0')
206 w_backoff = trace_plane_normal;
208 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
210 setorigin(self, w_org + w_backoff * 2); // for sound() calls
218 case DEATH_SBMINIGUN:
220 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
221 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
222 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
225 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
226 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
229 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
230 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
234 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
235 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
237 case DEATH_WAKIROCKET:
238 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
239 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
241 case DEATH_WAKIBLOWUP:
242 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
243 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
246 case DEATH_RAPTOR_CANNON:
247 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
248 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
250 case DEATH_RAPTOR_BOMB_SPLIT:
253 for(i = 1; i < 4; ++i)
255 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
256 ang = vectoangles(vel);
257 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
259 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
260 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
262 case DEATH_RAPTOR_BOMB:
263 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
264 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
266 case DEATH_RAPTOR_DEATH:
267 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
268 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
271 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM);
272 pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1);
278 if(DEATH_ISTURRET(w_deathtype))
281 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
282 if(trace_plane_normal != '0 0 0')
283 w_backoff = trace_plane_normal;
285 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
287 setorigin(self, w_org + w_backoff * 2); // for sound() calls
291 case DEATH_TURRET_EWHEEL:
292 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
293 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
296 case DEATH_TURRET_FLAC:
297 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
298 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
299 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
302 case DEATH_TURRET_MLRS:
303 case DEATH_TURRET_HK:
304 case DEATH_TURRET_WALKER_ROCKET:
305 case DEATH_TURRET_HELLION:
306 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
307 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
310 case DEATH_TURRET_MACHINEGUN:
311 case DEATH_TURRET_WALKER_GUN:
312 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
313 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
314 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
317 case DEATH_TURRET_PLASMA:
318 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
319 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
322 case DEATH_TURRET_WALKER_MEELE:
323 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
324 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
327 case DEATH_TURRET_PHASER:
330 case DEATH_TURRET_TESLA:
331 te_smallflash(self.origin);
337 // TODO spawn particle effects and sounds based on w_deathtype
338 if(!DEATH_ISSPECIAL(w_deathtype))
339 if not(hitplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit
343 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
344 w_random = prandom();
346 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
347 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
348 w_backoff = trace_plane_normal;
350 w_backoff = -1 * normalize(force);
351 setorigin(self, w_org + w_backoff * 2); // for sound() calls
353 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
357 void DamageInfo_Precache()
360 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
361 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);