if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
e.state |= 0x40; // "silence" bit
e.state |= 8 * self.species; // gib type, ranges from 0 to 15
+
+ // if this is a copied dead body, send the num of its player instead
+ // TODO: remove this field, read from model txt files
+ if(self.classname == "body")
+ e.team = num_for_edict(self.enemy);
+ else
+ e.team = num_for_edict(self);
+
setorigin(e, org);
e.velocity = dir;
{
Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
}
-
-float Violence_DamageEffect_SendEntity(entity to, float sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
- WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
- WriteByte(MSG_ENTITY, self.state); // species
- WriteByte(MSG_ENTITY, self.team); // is self
- WriteCoord(MSG_ENTITY, floor(self.origin_x));
- WriteCoord(MSG_ENTITY, floor(self.origin_y));
- WriteCoord(MSG_ENTITY, floor(self.origin_z));
- return TRUE;
-}
-
-void Violence_DamageEffect(entity pl, float type)
-{
- entity e;
-
- e = spawn();
- e.classname = "weapondamage";
- e.cnt = type;
- e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
- setorigin(e, pl.origin);
-
- Net_LinkEntity(e, FALSE, 0.2, Violence_DamageEffect_SendEntity);
-}
-
-.entity damageeffect_repeater;
-.float lifetime;
-
-void Violence_DamageEffect_DoRepeat()
-{
- if(time > self.lifetime)
- {
- self.nextthink = 0;
- remove(self.owner.damageeffect_repeater);
- self.owner.damageeffect_repeater = world;
- return;
- }
-
- Violence_DamageEffect(self.owner, self.cnt);
- self.nextthink = time + autocvar_sv_damageeffect_tick;
-}
-
-void Violence_DamageEffect_SetRepeat(entity pl, float damage, float type, float isself)
-{
- if not(autocvar_sv_damageeffect_tick && autocvar_sv_damageeffect_lifetime)
- return;
- if(sv_gentle || !type)
- return; // return if gentle mode is enabled or the damage was not caused by a weapon
-
- // if a repeater doesn't exist, spawn one, else update the existing one
- if(pl.damageeffect_repeater == world)
- {
- pl.damageeffect_repeater = spawn();
- pl.damageeffect_repeater.classname = "damageeffect_repeater";
- pl.damageeffect_repeater.owner = pl;
- pl.damageeffect_repeater.think = Violence_DamageEffect_DoRepeat;
-
- pl.damageeffect_repeater.team = isself;
- pl.damageeffect_repeater.lifetime = time + (autocvar_sv_damageeffect_lifetime * damage);
- }
- else
- {
- // if the repeater is being updated, increase its lifetime instead of re-setting it entirely
- // this fixes the shotgun among other things, where only the damage of one bullet would be taken into account
- pl.damageeffect_repeater.lifetime += (autocvar_sv_damageeffect_lifetime * damage);
- }
-
- pl.damageeffect_repeater.cnt = type;
- pl.damageeffect_repeater.nextthink = time;
-}