2 #include "../dpdefs/csprogsdefs.qh"
4 #include "../common/constants.qh"
5 #include "../common/util.qh"
6 #include "../common/weapons/weapons.qh"
7 #include "autocvars.qh"
8 #include "../common/deathtypes.qh"
10 #include "movetypes.qh"
12 #include "../common/vehicles/cl_vehicles.qh"
17 void DamageEffect_Think()
19 // if particle distribution is enabled, slow ticrate by total number of damages
20 if(autocvar_cl_damageeffect_distribute)
21 self.nextthink = time + autocvar_cl_damageeffect_ticrate * self.owner.total_damages;
23 self.nextthink = time + autocvar_cl_damageeffect_ticrate;
25 if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
27 // time is up or the player got gibbed / disconnected
28 self.owner.total_damages = max(0, self.owner.total_damages - 1);
32 if(self.state && !self.owner.csqcmodel_isdead)
34 // if the player was dead but is now alive, it means he respawned
35 // if so, clear his damage effects, or damages from his dead body will be copied back
36 self.owner.total_damages = max(0, self.owner.total_damages - 1);
40 self.state = self.owner.csqcmodel_isdead;
41 if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
42 return; // if we aren't using a third person camera, hide our own effects
44 // now generate the particles
46 org = gettaginfo(self, 0); // origin at attached location
47 pointparticles(self.team, org, '0 0 0', 1);
50 void DamageEffect(vector hitorg, float dmg, int type, int specnum)
52 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
56 string specstr, effectname;
59 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
61 if(!self || !self.modelindex || !self.drawmask)
64 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
65 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
66 // if there's no skeleton, object origin will automatically be selected
70 continue; // skip empty bones
71 // blacklist bones positioned outside the mesh, or the effect will be floating
72 // TODO: Do we have to do it this way? Why do these bones exist at all?
73 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
74 continue; // player model bone blacklist
76 // now choose the bone closest to impact origin
77 if(nearestbone == 0 || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
80 gettaginfo(self, nearestbone); // set gettaginfo_name
82 // return if we reached our damage effect limit or damages are disabled
83 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
86 if(self.total_damages >= autocvar_cl_damageeffect_bones)
87 return; // allow multiple damages on skeletal models
91 if(autocvar_cl_damageeffect < 2 || self.total_damages)
92 return; // allow a single damage on non-skeletal models
95 life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
97 effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname;
99 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
101 if(self.isplayermodel)
103 specstr = species_prefix(specnum);
104 specstr = substring(specstr, 0, strlen(specstr) - 1);
105 effectname = strreplace("BLOOD", specstr, effectname);
107 else { return; } // objects don't bleed
111 setmodel(e, "null"); // necessary to attach and read origin
112 setattachment(e, self, gettaginfo_name); // attach to the given bone
113 e.classname = "damage";
116 e.team = particleeffectnum(effectname);
117 e.think = DamageEffect_Think;
119 self.total_damages += 1;
122 void Ent_DamageInfo(float isNew)
124 float dmg, rad, edge, thisdmg;
125 bool hitplayer = false;
126 int species, forcemul;
127 vector force, thisforce;
132 w_deathtype = ReadShort();
133 w_issilent = (w_deathtype & 0x8000);
134 w_deathtype = (w_deathtype & 0x7FFF);
136 w_org.x = ReadCoord();
137 w_org.y = ReadCoord();
138 w_org.z = ReadCoord();
143 force = decompressShortVector(ReadShort());
144 species = ReadByte();
157 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
159 // attached ents suck
163 vector nearest = NearestPointOnBox(self, w_org);
166 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
173 thisdmg = dmg + (edge - dmg) * thisdmg;
174 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
179 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
184 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
188 thisforce = forcemul * force;
191 if(self.damageforcescale)
194 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
195 self.move_flags &= ~FL_ONGROUND;
201 if(self.event_damage)
202 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
204 DamageEffect(w_org, thisdmg, w_deathtype, species);
206 if(self.isplayermodel)
207 hitplayer = true; // this impact damaged a player
212 if(DEATH_ISVEHICLE(w_deathtype))
214 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
215 if(trace_plane_normal != '0 0 0')
216 w_backoff = trace_plane_normal;
218 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
220 setorigin(self, w_org + w_backoff * 2); // for sound() calls
228 case DEATH_VH_SPID_MINIGUN:
230 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
231 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
232 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
234 case DEATH_VH_SPID_ROCKET:
235 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
236 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
238 case DEATH_VH_SPID_DEATH:
239 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
240 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
243 case DEATH_VH_WAKI_GUN:
244 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
245 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
247 case DEATH_VH_WAKI_ROCKET:
248 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
249 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
251 case DEATH_VH_WAKI_DEATH:
252 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
253 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
256 case DEATH_VH_RAPT_CANNON:
257 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
258 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
260 case DEATH_VH_RAPT_FRAGMENT:
263 for(i = 1; i < 4; ++i)
265 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
266 ang = vectoangles(vel);
267 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
269 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
270 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
272 case DEATH_VH_RAPT_BOMB:
273 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
274 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
276 case DEATH_VH_RAPT_DEATH:
277 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
278 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
280 case DEATH_VH_BUMB_GUN:
281 sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM);
282 pointparticles(particleeffectnum("bigplasma_impact"), self.origin, w_backoff * 1000, 1);
288 if(DEATH_ISTURRET(w_deathtype))
291 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
292 if(trace_plane_normal != '0 0 0')
293 w_backoff = trace_plane_normal;
295 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
297 setorigin(self, w_org + w_backoff * 2); // for sound() calls
301 case DEATH_TURRET_EWHEEL:
302 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
303 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
306 case DEATH_TURRET_FLAC:
307 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
308 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
309 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
312 case DEATH_TURRET_MLRS:
313 case DEATH_TURRET_HK:
314 case DEATH_TURRET_WALK_ROCKET:
315 case DEATH_TURRET_HELLION:
316 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
317 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
320 case DEATH_TURRET_MACHINEGUN:
321 case DEATH_TURRET_WALK_GUN:
322 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
323 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
324 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
327 case DEATH_TURRET_PLASMA:
328 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_MIN);
329 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
332 case DEATH_TURRET_WALK_MEELE:
333 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
334 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
337 case DEATH_TURRET_PHASER:
340 case DEATH_TURRET_TESLA:
341 te_smallflash(self.origin);
347 // TODO spawn particle effects and sounds based on w_deathtype
348 if(!DEATH_ISSPECIAL(w_deathtype))
349 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
351 int hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
352 w_random = prandom();
354 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
355 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
356 w_backoff = trace_plane_normal;
358 w_backoff = -1 * normalize(force);
359 setorigin(self, w_org + w_backoff * 2); // for sound() calls
361 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); }