+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;
rad = ReadByte();
edge = ReadByte();
force = decompressShortVector(ReadShort());
+ species = ReadByte();
if not(isNew)
return;
else
forcemul = 1;
- for(self = findradius(w_org, rad); self; self = self.chain)
+ for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
{
+ 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)
continue;
+ if(thisdmg < 0)
+ thisdmg = 0;
if(dmg)
{
thisdmg = dmg + (edge - dmg) * thisdmg;
}
else
{
+ if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
+ continue;
+
thisdmg = dmg;
thisforce = forcemul * force;
}
if(self.event_damage)
self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
+
+ DamageEffect(w_org, thisdmg, w_deathtype, species);
}
self = oldself;
+
+ if(DEATH_ISVEHICLE(w_deathtype))
+ {
+ traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
+ if(trace_plane_normal != '0 0 0')
+ w_backoff = trace_plane_normal;
+ else
+ w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+
+ setorigin(self, w_org + w_backoff * 2); // for sound() calls
+
+ switch(w_deathtype)
+ {
+ case DEATH_VHCRUSH:
+ break;
+
+ case DEATH_SBMINIGUN:
+ string _snd;
+ _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
+ sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_SBROCKET:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_SBBLOWUP:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_WAKIGUN:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_WAKIROCKET:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_WAKIBLOWUP:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_RAPTOR_CANNON:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_RAPTOR_BOMB_SPLIT:
+ float i;
+ vector ang, vel;
+ for(i = 1; i < 4; ++i)
+ {
+ vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
+ ang = vectoangles(vel);
+ RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
+ }
+
+
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_RAPTOR_BOMB:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+ case DEATH_RAPTOR_DEATH:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
+ break;
+ }
+ }
+
+
+ if(DEATH_ISTURRET(w_deathtype))
+ {
+ string _snd;
+ traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
+ if(trace_plane_normal != '0 0 0')
+ w_backoff = trace_plane_normal;
+ else
+ w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
+
+ setorigin(self, w_org + w_backoff * 2); // for sound() calls
+
+ switch(w_deathtype)
+ {
+ case DEATH_TURRET_EWHEEL:
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_FLAC:
+ pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
+ _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
+ sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
+ break;
+
+ case DEATH_TURRET_MLRS:
+ case DEATH_TURRET_HK:
+ case DEATH_TURRET_WALKER_ROCKET:
+ case DEATH_TURRET_HELLION:
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_MACHINEGUN:
+ case DEATH_TURRET_WALKER_GUN:
+ _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
+ sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_PLASMA:
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
+ break;
+
+ case DEATH_TURRET_WALKER_MEELE:
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
+ pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
+ break;
- // TODO spawn particle effects and sounds based on w_deathtype
+ case DEATH_TURRET_PHASER:
+ break;
+
+ case DEATH_TURRET_TESLA:
+ te_smallflash(self.origin);
+ break;
+
+ }
+ }
+ // TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
{
float hitwep;
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;
+}