2 #include "../dpdefs/csprogsdefs.qc"
4 #include "../common/constants.qh"
5 #include "../common/util.qh"
6 #include "../common/buffs.qh"
7 #include "autocvars.qh"
8 #include "movetypes.qh"
11 #include "../csqcmodellib/cl_model.qh"
12 #include "../server/t_items.qh"
24 string species_prefix(int specnum)
28 case SPECIES_HUMAN: return "";
29 case SPECIES_ALIEN: return "alien_";
30 case SPECIES_ROBOT_SHINY: return "robot_";
31 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
32 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
33 case SPECIES_ANIMAL: return "animal_";
34 case SPECIES_RESERVED: return "reserved_";
39 void Gib_setmodel(entity gib, string mdlname, int specnum)
43 case SPECIES_ROBOT_RUSTY:
44 case SPECIES_ROBOT_SHINY:
45 case SPECIES_ROBOT_SOLID:
46 if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")
48 if(mdlname == "models/gibs/bloodyskull.md3")
49 setmodel(gib, "models/gibs/robo.md3");
51 setmodel(gib, strcat("models/gibs/robo", ftos(floor(random() * 8) + 1), ".md3"));
52 if(specnum == SPECIES_ROBOT_SHINY)
55 gib.colormod = '2 2 2';
61 setmodel(gib, mdlname);
67 void new_te_bloodshower (int ef, vector org, float explosionspeed, int howmany)
70 pmod = autocvar_cl_particles_quality;
71 for (i = 0; i < 50 * pmod; ++i)
72 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
75 void SUB_RemoveOnNoImpact()
77 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
83 // TODO maybe bounce of walls, make more gibs, etc.
85 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
92 sound(self, CH_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTEN_NORM);
93 pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
101 oldorg = self.origin;
103 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
107 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
108 // TODO somehow make it spray in a direction dependent on self.angles
109 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
111 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
113 self.renderflags = 0;
115 // make gibs die faster at low view quality
116 // if view_quality is 0.5, we want to have them die twice as fast
117 self.nextthink -= frametime * (1 / bound(0.01, view_quality, 1.00) - 1);
119 self.alpha = bound(0, self.nextthink - time, 1);
121 if(self.alpha < ALPHA_MIN_VISIBLE)
128 void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, int specnum, bool destroyontouch, bool issilent)
132 // TODO remove some gibs according to cl_nogibs
133 gib = RubbleNew("gib");
134 gib.classname = "gib";
135 gib.move_movetype = MOVETYPE_BOUNCE;
137 gib.solid = SOLID_CORPSE;
139 gib.silent = issilent;
140 Gib_setmodel(gib, mdlname, specnum);
142 setsize (gib, '-8 -8 -8', '8 8 8');
146 gib.move_touch = Gib_Touch;
148 gib.move_touch = SUB_RemoveOnNoImpact;
150 // don't spawn gibs inside solid - just don't
153 tracebox(safeorg, gib.mins, gib.maxs, org, MOVE_NOMONSTERS, gib);
157 gib.move_origin = org;
159 gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
160 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
161 gib.move_time = time;
162 gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
164 gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
165 gib.drawmask = MASK_NORMAL;
167 RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
170 void Ent_GibSplash(bool isNew)
172 int amount, type, specnum;
176 string gentle_prefix = "morphed_";
181 type = ReadByte(); // gibbage type
182 amount = ReadByte() / 16.0; // gibbage amount
183 org_x = ReadShort() * 4 + 2;
184 org_y = ReadShort() * 4 + 2;
185 org_z = ReadShort() * 4 + 2;
186 vel = decompressShortVector(ReadShort());
188 float cl_gentle_gibs = autocvar_cl_gentle_gibs;
189 if(cl_gentle_gibs || autocvar_cl_gentle)
190 type |= 0x80; // set gentle bit
194 if(cl_gentle_gibs == 2)
196 else if(cl_gentle_gibs == 3)
197 gentle_prefix = "happy_";
199 else if(autocvar_cl_particlegibs)
202 gentle_prefix = "particlegibs_";
205 if (!(cl_gentle_gibs || autocvar_cl_gentle))
206 amount *= 1 - autocvar_cl_nogibs;
211 if(amount <= 0 || !isNew)
214 setorigin(self, org); // for the sounds
216 specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
217 issilent = (type & 0x40);
218 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
219 specstr = species_prefix(specnum);
225 sound (self, CH_PAIN, "misc/gib.wav", VOL_BASE, ATTEN_NORM);
227 if(prandom() < amount)
228 TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent);
229 new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
230 if(prandom() < amount)
231 TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
233 for(c = 0; c < amount; ++c)
235 randomvalue = amount - c;
237 if(prandom() < randomvalue)
238 TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
239 if(prandom() < randomvalue)
240 TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
241 if(prandom() < randomvalue)
242 TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
243 if(prandom() < randomvalue)
244 TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
245 if(prandom() < randomvalue)
246 TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
247 if(prandom() < randomvalue)
248 TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
250 // these splat on impact
251 if(prandom() < randomvalue)
252 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
253 if(prandom() < randomvalue)
254 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
255 if(prandom() < randomvalue)
256 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
257 if(prandom() < randomvalue)
258 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
262 pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
265 if(prandom() < amount)
266 TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
269 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
272 pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
275 // no gibs in gentle mode, sorry
280 void GibSplash_Precache()
282 precache_model("models/gibs/chunk.mdl");
283 precache_model("models/gibs/leg1.md3");
284 precache_model("models/gibs/leg2.md3");
285 precache_model("models/gibs/chest.md3");
286 precache_model("models/gibs/smallchest.md3");
287 precache_model("models/gibs/arm.md3");
288 precache_model("models/gibs/bloodyskull.md3");
289 precache_model("models/gibs/eye.md3");
291 precache_model("models/gibs/robo.md3");
292 precache_model("models/gibs/robo1.md3");
293 precache_model("models/gibs/robo2.md3");
294 precache_model("models/gibs/robo3.md3");
295 precache_model("models/gibs/robo4.md3");
296 precache_model("models/gibs/robo5.md3");
297 precache_model("models/gibs/robo6.md3");
298 precache_model("models/gibs/robo7.md3");
299 precache_model("models/gibs/robo8.md3");
301 precache_sound ("misc/gib.wav");
302 precache_sound ("misc/gib_splat01.wav");
303 precache_sound ("misc/gib_splat02.wav");
304 precache_sound ("misc/gib_splat03.wav");
305 precache_sound ("misc/gib_splat04.wav");