1 void DamageEffect(float dmg, float type, float specnum1, float entnumber);
2 void Ent_DamageInfo(float isNew)
4 float dmg, rad, edge, thisdmg, forcemul, species;
5 vector force, thisforce;
10 w_deathtype = ReadShort();
11 w_issilent = (w_deathtype & 0x8000);
12 w_deathtype = (w_deathtype & 0x7FFF);
14 w_org_x = ReadCoord();
15 w_org_y = ReadCoord();
16 w_org_z = ReadCoord();
21 force = decompressShortVector(ReadShort());
35 for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
37 vector nearest = NearestPointOnBox(self, w_org);
40 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
45 thisdmg = dmg + (edge - dmg) * thisdmg;
46 thisforce = forcemul * vlen(force) * (thisdmg / dmg) * normalize(self.origin - w_org);
51 thisforce = forcemul * vlen(force) * normalize(self.origin - w_org);
56 if(vlen(nearest - w_org) > bound(MIN_DAMAGEEXTRARADIUS, self.damageextraradius, MAX_DAMAGEEXTRARADIUS))
60 thisforce = forcemul * force;
63 if(self.damageforcescale)
66 self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
67 self.move_flags &~= FL_ONGROUND;
74 self.event_damage(thisdmg, w_deathtype, w_org, thisforce);
76 DamageEffect(dmg, w_deathtype, species, self.entnum - 1);
81 if(DEATH_ISVEHICLE(w_deathtype))
83 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
84 if(trace_plane_normal != '0 0 0')
85 w_backoff = trace_plane_normal;
87 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
89 setorigin(self, w_org + w_backoff * 2); // for sound() calls
98 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
99 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
100 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
103 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
104 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
107 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
108 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
112 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
113 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
115 case DEATH_WAKIROCKET:
116 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
117 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
119 case DEATH_WAKIBLOWUP:
120 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
121 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
124 case DEATH_RAPTOR_CANNON:
125 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
126 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
128 case DEATH_RAPTOR_BOMB_SPLIT:
131 for(i = 1; i < 4; ++i)
133 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
134 ang = vectoangles(vel);
135 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
139 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
140 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
142 case DEATH_RAPTOR_BOMB:
143 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
144 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
146 case DEATH_RAPTOR_DEATH:
147 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
148 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
154 if(DEATH_ISTURRET(w_deathtype))
157 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
158 if(trace_plane_normal != '0 0 0')
159 w_backoff = trace_plane_normal;
161 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
163 setorigin(self, w_org + w_backoff * 2); // for sound() calls
167 case DEATH_TURRET_EWHEEL:
168 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
169 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
172 case DEATH_TURRET_FLAC:
173 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
174 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
175 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
178 case DEATH_TURRET_MLRS:
179 case DEATH_TURRET_HK:
180 case DEATH_TURRET_WALKER_ROCKET:
181 case DEATH_TURRET_HELLION:
182 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
183 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
186 case DEATH_TURRET_MACHINEGUN:
187 case DEATH_TURRET_WALKER_GUN:
188 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
189 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
190 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
193 case DEATH_TURRET_PLASMA:
194 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
195 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
198 case DEATH_TURRET_WALKER_MEELE:
199 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
200 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
203 case DEATH_TURRET_PHASER:
206 case DEATH_TURRET_TESLA:
207 te_smallflash(self.origin);
213 // TODO spawn particle effects and sounds based on w_deathtype
214 if(!DEATH_ISSPECIAL(w_deathtype))
218 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
219 w_random = prandom();
221 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
222 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
223 w_backoff = trace_plane_normal;
225 w_backoff = -1 * normalize(force);
226 setorigin(self, w_org + w_backoff * 2); // for sound() calls
228 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
232 void DamageInfo_Precache()
235 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
236 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
242 .float dmgpartnum, dmgtime;
245 void DamageEffect_Think()
247 self.nextthink = time;
252 if(time >= self.lifetime)
258 if(self.dmgtime > time)
260 org = getplayerorigin(self.team);
261 if(org == GETPLAYERORIGIN_ERROR)
264 // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
265 // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
267 for(head = world; (head = find(head, classname, "gib")); )
269 if(head.team == self.team)
271 if(autocvar_cl_damageeffect_gibs)
273 if(autocvar_cl_damageeffect_gibs_randomize >= random())
274 pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1);
275 self.dmgtime = time + autocvar_cl_damageeffect_gibs;
281 if(foundgib || !autocvar_cl_damageeffect_player)
282 return; // don't show effects on the invisible dead body if gibs exist
283 if(self.team == player_localentnum - 1 && !autocvar_chase_active)
284 return; // if we aren't in third person mode, hide own damage effect
286 // Now apply the effect to actual players
287 pointparticles(self.dmgpartnum, org, '0 0 0', 1);
288 self.dmgtime = time + autocvar_cl_damageeffect_player;
291 void DamageEffect(float dmg, float type, float specnum1, float entnumber)
293 float specnum2, life;
294 string specstr, effectnum;
297 if(!autocvar_cl_damageeffect_player && !autocvar_cl_damageeffect_gibs)
299 if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
302 specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
303 specstr = species_prefix(specnum2);
304 life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
306 e = get_weaponinfo(type);
307 effectnum = strcat("weapondamage_", e.netname);
308 // If the weapon is a bullet weapon, its damage effect is blood.
309 // Since blood is species dependent, we make this effect per-species.
310 if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
313 effectnum = strcat(effectnum, "_", specstr);
314 effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name
317 // if the player already has a damage effect, update it instead of spawning a new one
319 for(head = world; (head = find(head, classname, "damageeffect")); )
321 if(head.team == entnumber)
323 head.dmgpartnum = particleeffectnum(effectnum);
324 head.lifetime += life;
331 e.classname = "damageeffect";
333 e.dmgpartnum = particleeffectnum(effectnum);
334 e.lifetime = time + life;
335 e.think = DamageEffect_Think;