X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fdamage.qc;h=2ac4a01c138f4c7c1511a2985465ab7472350998;hb=d03bf59652dab079deef7cf35e5b80599b13df05;hp=57d4c5c0e7da66651f4280e8abdadabea0d6e072;hpb=e1f5688a2d0b36249850a8d8ab4707da5796f1df;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index 57d4c5c0e..2ac4a01c1 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -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; +}