]> 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 8784c12eaf5caa2c8c1457ab912c8b10c267921b..2ac4a01c138f4c7c1511a2985465ab7472350998 100644 (file)
@@ -1,4 +1,4 @@
-void DamageEffect(float dmg, float type, float specnum1, float entnumber);
+void DamageEffect(vector hitorg, float dmg, float type, float specnum1);
 void Ent_DamageInfo(float isNew)
 {
        float dmg, rad, edge, thisdmg, forcemul, species;
@@ -40,6 +40,8 @@ void Ent_DamageInfo(float isNew)
                        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;
@@ -72,8 +74,9 @@ 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);
        }
-       DamageEffect(dmg, w_deathtype, species, self.entnum - 1);
 
        self = oldself;
        
@@ -235,102 +238,88 @@ void DamageInfo_Precache()
                (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
 }
 
-// damage effect
-
-.entity dmgent;
-.float dmgpartnum, dmgtime;
-.float lifetime;
-
 void DamageEffect_Think()
 {
-       self.nextthink = time;
-
-       float foundgib;
-       vector org;
-
-       if(time >= self.lifetime)
+       if(time >= self.cnt || self.owner == world || self.owner.model == "" || !self.owner.drawmask)
        {
+               // time is up or the player got gibbed / disconnected
                remove(self);
-               self = world;
                return;
        }
-       if(self.dmgtime > time)
-               return;
-       org = getplayerorigin(self.team);
-       if(org == GETPLAYERORIGIN_ERROR)
-               return;
+       if(self.owner.entnum == player_localentnum && !autocvar_chase_active)
+               return; // if we aren't using a third person view, hide our own effects
 
-       // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
-       // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
-       entity head;
-       for(head = world; (head = find(head, classname, "gib")); )
-       {
-               if(head.team == self.team)
-               {
-                       if(autocvar_cl_damageeffect_gibs)
-                       {
-                               if(autocvar_cl_damageeffect_gibs_randomize >= random())
-                                       pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1);
-                               self.dmgtime = time + autocvar_cl_damageeffect_gibs;
-                       }
-                       foundgib = TRUE;
-               }
-       }
-
-       if(foundgib || !autocvar_cl_damageeffect_player)
-               return; // don't show effects on the invisible dead body if gibs exist
-       if(self.team == player_localentnum - 1 && !autocvar_chase_active)
-               return; // if we aren't in third person mode, hide own damage effect
-
-       // Now apply the effect to actual players
-       pointparticles(self.dmgpartnum, org, '0 0 0', 1);
-       self.dmgtime = time + autocvar_cl_damageeffect_player;
+       // 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(float dmg, float type, float specnum1, float entnumber)
+void DamageEffect(vector hitorg, float dmg, float type, float specnum)
 {
-       float specnum2, life;
+       // 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_damageeffect_player && !autocvar_cl_damageeffect_gibs)
-               return;
        if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
                return;
+       if(self == world || self.model == "" || !self.drawmask)
+               return;
 
-       specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
-       specstr = species_prefix(specnum2);
-       life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
+       // 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, we make this effect per-species.
+       // 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(specstr != "")
        {
-               effectnum = strcat(effectnum, "_", specstr);
-               effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name
+               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 the player already has a damage effect, update it instead of spawning a new one
-       entity head;
-       for(head = world; (head = find(head, classname, "damageeffect")); )
+       // 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)
        {
-               if(head.team == entnumber)
+               float closest;
+               FOR_EACH_TAG(self)
                {
-                       head.dmgpartnum = particleeffectnum(effectnum);
-                       head.lifetime += life;
-                       return;
+                       // 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
 
-       entity e;
        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 = entnumber;
-       e.dmgpartnum = particleeffectnum(effectnum);
-       e.lifetime = time + life;
+       e.team = particleeffectnum(effectnum);
        e.think = DamageEffect_Think;
        e.nextthink = time;
 }