]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/damage.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / damage.qc
index 57d4c5c0e7da66651f4280e8abdadabea0d6e072..2ac4a01c138f4c7c1511a2985465ab7472350998 100644 (file)
@@ -1,6 +1,7 @@
+void DamageEffect(vector hitorg, float dmg, float type, float specnum1);
 void Ent_DamageInfo(float isNew)
 {
-       float dmg, rad, edge, thisdmg, forcemul;
+       float dmg, rad, edge, thisdmg, forcemul, species;
        vector force, thisforce;
        entity oldself;
 
@@ -18,6 +19,7 @@ void Ent_DamageInfo(float isNew)
        rad = ReadByte();
        edge = ReadByte();
        force = decompressShortVector(ReadShort());
+       species = ReadByte();
 
        if not(isNew)
                return;
@@ -32,15 +34,14 @@ void Ent_DamageInfo(float isNew)
        
        for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
        {
-               vector p = NearestPointOnBox(self, w_org);
-               if(vlen(p - w_org) > rad + self.damageextraradius)
-                       continue;
-
+               vector nearest = NearestPointOnBox(self, w_org);
                if(rad)
                {
-                       thisdmg = vlen(self.origin - w_org) / rad;
+                       thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
                        if(thisdmg >= 1)
-                               thisdmg = 1;
+                               continue;
+                       if(thisdmg < 0)
+                               thisdmg = 0;
                        if(dmg)
                        {
                                thisdmg = dmg + (edge - dmg) * thisdmg;
@@ -54,6 +55,9 @@ void Ent_DamageInfo(float isNew)
                }
                else
                {
+                       if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
+                               continue;
+
                        thisdmg = dmg;
                        thisforce = forcemul * force;
                }
@@ -70,6 +74,8 @@ void Ent_DamageInfo(float isNew)
 
                if(self.event_damage)
                        self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
+
+               DamageEffect(w_org, thisdmg, w_deathtype, species);
        }
 
        self = oldself;
@@ -231,3 +237,89 @@ void DamageInfo_Precache()
        for(i = WEP_FIRST; i <= WEP_LAST; ++i)
                (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
 }
+
+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;
+}