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);
80 if(DEATH_ISVEHICLE(w_deathtype))
82 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
83 if(trace_plane_normal != '0 0 0')
84 w_backoff = trace_plane_normal;
86 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
88 setorigin(self, w_org + w_backoff * 2); // for sound() calls
97 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
98 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
99 pointparticles(particleeffectnum("spiderbot_minigun_impact"), self.origin, w_backoff * 1000, 1);
102 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
103 pointparticles(particleeffectnum("spiderbot_rocket_explode"), self.origin, w_backoff * 1000, 1);
106 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
107 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
111 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
112 pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
114 case DEATH_WAKIROCKET:
115 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
116 pointparticles(particleeffectnum("wakizashi_rocket_explode"), self.origin, w_backoff * 1000, 1);
118 case DEATH_WAKIBLOWUP:
119 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
120 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
123 case DEATH_RAPTOR_CANNON:
124 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
125 pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
127 case DEATH_RAPTOR_BOMB_SPLIT:
130 for(i = 1; i < 4; ++i)
132 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
133 ang = vectoangles(vel);
134 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
138 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
139 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, w_backoff * 1000, 1);
141 case DEATH_RAPTOR_BOMB:
142 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
143 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, w_backoff * 1000, 1);
145 case DEATH_RAPTOR_DEATH:
146 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
147 pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
153 if(DEATH_ISTURRET(w_deathtype))
156 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
157 if(trace_plane_normal != '0 0 0')
158 w_backoff = trace_plane_normal;
160 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
162 setorigin(self, w_org + w_backoff * 2); // for sound() calls
166 case DEATH_TURRET_EWHEEL:
167 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_MIN);
168 pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
171 case DEATH_TURRET_FLAC:
172 pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
173 _snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
174 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
177 case DEATH_TURRET_MLRS:
178 case DEATH_TURRET_HK:
179 case DEATH_TURRET_WALKER_ROCKET:
180 case DEATH_TURRET_HELLION:
181 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_MIN);
182 pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
185 case DEATH_TURRET_MACHINEGUN:
186 case DEATH_TURRET_WALKER_GUN:
187 _snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
188 sound(self, CH_SHOTS, _snd, VOL_BASE, ATTN_NORM);
189 pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
192 case DEATH_TURRET_PLASMA:
193 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_MIN);
194 pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
197 case DEATH_TURRET_WALKER_MEELE:
198 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_MIN);
199 pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
202 case DEATH_TURRET_PHASER:
205 case DEATH_TURRET_TESLA:
206 te_smallflash(self.origin);
212 // TODO spawn particle effects and sounds based on w_deathtype
213 if(!DEATH_ISSPECIAL(w_deathtype))
217 hitwep = DEATH_WEAPONOFWEAPONDEATH(w_deathtype);
218 w_random = prandom();
220 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
221 if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_MINSTANEX)
222 w_backoff = trace_plane_normal;
224 w_backoff = -1 * normalize(force);
225 setorigin(self, w_org + w_backoff * 2); // for sound() calls
227 (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
231 void DamageInfo_Precache()
234 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
235 (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
241 .float dmgpartnum, dmgtime;
244 void DamageEffect_Think()
246 self.nextthink = time;
251 if(time >= self.lifetime)
257 if(self.dmgtime > time)
259 org = getplayerorigin(self.team);
260 if(org == GETPLAYERORIGIN_ERROR)
263 // Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
264 // the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
266 for(head = world; (head = find(head, classname, "gib")); )
268 if(head.team == self.team)
270 if(autocvar_cl_damageeffect_gibs)
272 if(autocvar_cl_damageeffect_gibs_randomize >= random())
273 pointparticles(self.dmgpartnum, head.origin, '0 0 0', 1);
274 self.dmgtime = time + autocvar_cl_damageeffect_gibs;
280 if(foundgib || !autocvar_cl_damageeffect_player)
281 return; // don't show effects on the invisible dead body if gibs exist
282 if(self.team == player_localentnum - 1 && !autocvar_chase_active)
283 return; // if we aren't in third person mode, hide own damage effect
285 // Now apply the effect to actual players
286 pointparticles(self.dmgpartnum, org, '0 0 0', 1);
287 self.dmgtime = time + autocvar_cl_damageeffect_player;
290 void DamageEffect(float dmg, float type, float specnum1, float entnumber)
292 float specnum2, life;
293 string specstr, effectnum;
296 if(!autocvar_cl_damageeffect_player && !autocvar_cl_damageeffect_gibs)
298 if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
301 specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
302 specstr = species_prefix(specnum2);
303 life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
305 e = get_weaponinfo(type);
306 effectnum = strcat("weapondamage_", e.netname);
307 // If the weapon is a bullet weapon, its damage effect is blood.
308 // Since blood is species dependent, we make this effect per-species.
309 if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
312 effectnum = strcat(effectnum, "_", specstr);
313 effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species name
316 // if the player already has a damage effect, update it instead of spawning a new one
318 for(head = world; (head = find(head, classname, "damageeffect")); )
320 if(head.team == entnumber)
322 head.dmgpartnum = particleeffectnum(effectnum);
323 head.lifetime += life;
330 e.classname = "damageeffect";
332 e.dmgpartnum = particleeffectnum(effectnum);
333 e.lifetime = time + life;
334 e.think = DamageEffect_Think;