+
+void DamageEffect_Think()
+{
+ if(time >= self.cnt || self.owner == world || self.owner.model == "" || !self.owner.drawmask)
+ {
+ // time is up or the player got gibbed / disconnected
+ remove(self);
+ return;
+ }
+ if(self.owner.entnum == player_localentnum && !autocvar_chase_active)
+ return; // if we aren't using a third person view, hide our own effects
+
+ // now generate the particles
+ vector org;
+ org = gettaginfo(self, 0); // origin at attached location
+ pointparticles(self.team, org, '0 0 0', 1);
+ self.nextthink = time + autocvar_cl_damageeffect_ticrate;
+}
+
+void DamageEffect(vector hitorg, float dmg, float type, float specnum)
+{
+ // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
+
+ float life, i;
+ string specstr, effectnum;
+ entity e;
+
+ if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
+ return;
+ if(self == world || self.model == "" || !self.drawmask)
+ return;
+
+ // return if we reached our damage effect limit
+ for(e = world; (e = find(e, classname, "damageeffect")); )
+ if(e.owner.entnum == self.entnum)
+ i += 1;
+ if(autocvar_cl_damageeffect < 1 || (self.isplayermodel && i >= autocvar_cl_damageeffect_limit))
+ return; // allow multiple damage effects on players
+ if(autocvar_cl_damageeffect < 2 || (!self.isplayermodel && i))
+ return; // allow a single damage effect on objects
+
+ specstr = species_prefix(specnum);
+ life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
+ type = DEATH_WEAPONOF(type);
+ e = get_weaponinfo(type);
+
+ effectnum = strcat("weapondamage_", e.netname);
+ // if the weapon is a bullet weapon, its damage effect is blood
+ // since blood is species dependent, use the species tag for this effect
+ if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
+ {
+ if(self.isplayermodel)
+ {
+ effectnum = strcat(effectnum, "_", specstr);
+ effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species tag
+ }
+ else
+ return; // objects don't bleed
+ }
+
+ // if this is a player, damage effects will show on the limb where damage was dealt
+ // we do this by choosing the skeletal bone closest to the impact, and attaching the effect there
+ if(self.isplayermodel)
+ {
+ float closest;
+ FOR_EACH_TAG(self)
+ {
+ // go through all skeletal bones on the player, and choose the one closest to the damage origin
+ if(!closest || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, closest)))
+ closest = tagnum;
+ }
+ gettaginfo(self, closest); // set gettaginfo_name to our bone
+ }
+ else
+ gettaginfo(self, 0); // set gettaginfo_name to entity origin
+
+ e = spawn();
+ setmodel(e, "models/null.md3"); // necessary to attach and read origin
+ setattachment(e, self, gettaginfo_name); // attach to the given bone
+ e.owner = self;
+ e.cnt = time + life;
+ e.classname = "damageeffect";
+ e.team = particleeffectnum(effectnum);
+ e.think = DamageEffect_Think;
+ e.nextthink = time;
+}