X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fdamage.qc;h=162ef6a07eb17560ebf4ffeb4d7a6c745affdaae;hb=d0c9f09e15aac75e277d69de13bd23b719d3d52b;hp=cc3653db4d2deb21a79aaa188112f83b7e3ae6ec;hpb=bf20397b0c62c9de0335ef9d70d60842fde9d0b2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index cc3653db4..162ef6a07 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -22,11 +22,7 @@ void DamageEffect_Think() return; } self.state = self.owner.csqcmodel_isdead; -#ifdef COMPAT_XON050_ENGINE - if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active) -#else if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active) -#endif return; // if we aren't using a third person camera, hide our own effects // now generate the particles @@ -80,27 +76,22 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) } life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max); - specstr = species_prefix(specnum); - type = DEATH_WEAPONOF(type); - e = get_weaponinfo(type); - effectname = strcat("damage_", e.netname); + effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname; - // if damage was dealt with a bullet weapon, our effect is blood - // since blood is species dependent, include the species tag - if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE) + if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD") { if(self.isplayermodel) { - effectname = strcat(effectname, "_", specstr); - effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag + specstr = species_prefix(specnum); + specstr = substring(specstr, 0, strlen(specstr) - 1); + effectname = strreplace("BLOOD", specstr, effectname); } - else - return; // objects don't bleed + else { return; } // objects don't bleed } e = spawn(); - setmodel(e, "null"); // necessary to attach and read origin // samual: FIXME: this is weird, is there some better way to do this? + setmodel(e, "null"); // necessary to attach and read origin setattachment(e, self, gettaginfo_name); // attach to the given bone e.classname = "damage"; e.owner = self; @@ -344,19 +335,12 @@ void Ent_DamageInfo(float isNew) w_random = prandom(); traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world); - if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX) + if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER) w_backoff = trace_plane_normal; else w_backoff = -1 * normalize(force); setorigin(self, w_org + w_backoff * 2); // for sound() calls - (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT); + if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) { WEP_ACTION(hitwep, WR_IMPACTEFFECT); } } } - -void DamageInfo_Precache() -{ - float i; - for(i = WEP_FIRST; i <= WEP_LAST; ++i) - (get_weaponinfo(i)).weapon_func(WR_PRECACHE); -}