1 float Violence_GibSplash_SendEntity(entity to, float sf)
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3 WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
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4 WriteByte(MSG_ENTITY, self.state); // actually type
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5 WriteByte(MSG_ENTITY, bound(1, self.cnt * 16, 255)); // gibbage amount multiplier
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6 WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy
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7 WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy
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8 WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy
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9 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
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13 // TODO maybe convert this to a TE?
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14 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
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19 e.classname = "gibsplash";
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21 e.state = type; // should stay smaller than 15
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23 e.state |= 0x80; // "force gentle" bit
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24 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
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25 e.state |= 0x40; // "silence" bit
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26 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
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30 e.oldorigin_x = compressShortVector(e.velocity);
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32 Net_LinkEntity(e, FALSE, 0.2, Violence_GibSplash_SendEntity);
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35 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
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37 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
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