1 float Violence_GibSplash_SendEntity(entity to, float sf)
3 WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
4 WriteByte(MSG_ENTITY, self.state); // actually type
5 WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
6 WriteByte(MSG_ENTITY, self.team); // player num
7 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
8 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
9 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
10 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
14 // TODO maybe convert this to a TE?
15 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
17 if(g_cts) // no gibs in CTS
23 e.classname = "gibsplash";
25 e.state = type; // should stay smaller than 15
26 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
27 e.state |= 0x40; // "silence" bit
28 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
30 // if this is a copied dead body, send the num of its player instead
31 if(self.classname == "body")
32 e.team = num_for_edict(self.owner);
34 e.team = num_for_edict(self);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
44 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
46 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
51 float Violence_DamageEffect_SendEntity(entity to, float sf)
53 if not(to.cvar_cl_damageeffect)
54 return FALSE; // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
56 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
57 WriteByte(MSG_ENTITY, self.cnt); // damage amount
58 WriteByte(MSG_ENTITY, self.weapon); // damage weapon
59 WriteByte(MSG_ENTITY, self.state); // player species
60 WriteByte(MSG_ENTITY, self.team); // player entnum
64 void Violence_DamageEffect(entity pl, float damage, float type)
66 if(sv_gentle || !type)
67 return; // return if gentle mode is enabled or the damage was not caused by a weapon
73 e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
75 // if this is a copied dead body, send the num of its player instead
76 if(pl.classname == "body")
77 e.team = num_for_edict(pl.owner);
79 e.team = num_for_edict(pl);
81 Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);