1 #include "damageeffects.qh"
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
7 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
9 vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
10 WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
11 WriteShort(MSG_ENTITY, this.projectiledeathtype);
12 WriteVector(MSG_ENTITY, org);
13 WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, this.oldorigin.x);
17 WriteByte(MSG_ENTITY, this.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
49 /** number of effects which currently are attached to a player */
57 void DamageEffect_Think(entity this)
59 // if particle distribution is enabled, slow ticrate by total number of damages
60 if(autocvar_cl_damageeffect_distribute)
61 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
63 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
65 if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
67 // time is up or the player got gibbed / disconnected
68 this.owner.total_damages = max(0, this.owner.total_damages - 1);
72 if(this.state && !this.owner.csqcmodel_isdead)
74 // if the player was dead but is now alive, it means he respawned
75 // if so, clear his damage effects, or damages from his dead body will be copied back
76 this.owner.total_damages = max(0, this.owner.total_damages - 1);
80 this.state = this.owner.csqcmodel_isdead;
81 if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
82 return; // if we aren't using a third person camera, hide our own effects
84 // now generate the particles
86 org = gettaginfo(this, 0); // origin at attached location
87 __pointparticles(this.team, org, '0 0 0', 1);
90 string species_prefix(int specnum)
94 case SPECIES_HUMAN: return "";
95 case SPECIES_ALIEN: return "alien_";
96 case SPECIES_ROBOT_SHINY: return "robot_";
97 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
98 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
99 case SPECIES_ANIMAL: return "animal_";
100 case SPECIES_RESERVED: return "reserved_";
105 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
107 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
111 string specstr, effectname;
114 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
116 if(!this || !this.modelindex || !this.drawmask)
119 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
120 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
121 // if there's no skeleton, object origin will automatically be selected
125 continue; // skip empty bones
126 // blacklist bones positioned outside the mesh, or the effect will be floating
127 // TODO: Do we have to do it this way? Why do these bones exist at all?
128 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
129 continue; // player model bone blacklist
131 // now choose the bone closest to impact origin
132 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
133 nearestbone = tagnum;
135 gettaginfo(this, nearestbone); // set gettaginfo_name
137 // return if we reached our damage effect limit or damages are disabled
138 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
141 if(this.total_damages >= autocvar_cl_damageeffect_bones)
142 return; // allow multiple damages on skeletal models
146 if(autocvar_cl_damageeffect < 2 || this.total_damages)
147 return; // allow a single damage on non-skeletal models
150 life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
152 effectname = DEATH_WEAPONOF(type).netname;
154 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
156 if((this.isplayermodel & ISPLAYER_MODEL))
158 specstr = species_prefix(specnum);
159 specstr = substring(specstr, 0, strlen(specstr) - 1);
160 effectname = strreplace("BLOOD", specstr, effectname);
162 else { return; } // objects don't bleed
166 setmodel(e, MDL_Null); // necessary to attach and read origin
167 setattachment(e, this, gettaginfo_name); // attach to the given bone
170 e.team = _particleeffectnum(effectname);
171 setthink(e, DamageEffect_Think);
173 this.total_damages += 1;
176 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
178 const float ATTEN_LOW = 0.2;
179 float thedamage, rad, edge, thisdmg;
180 bool hitplayer = false;
181 int species, forcemul;
182 vector force, thisforce;
184 w_deathtype = ReadShort();
185 w_issilent = (w_deathtype & 0x8000);
186 w_deathtype = (w_deathtype & 0x7FFF);
188 w_org = ReadVector();
190 thedamage = ReadByte();
193 force = decompressShortVector(ReadShort());
194 species = ReadByte();
209 FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
210 vector nearest = NearestPointOnBox(it, w_org);
213 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
220 thisdmg = thedamage + (edge - thedamage) * thisdmg;
221 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
226 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
231 if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
235 thisforce = forcemul * force;
238 if(it.damageforcescale)
239 if(vdist(thisforce, !=, 0))
241 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
249 it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
251 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
253 if((it.isplayermodel & ISPLAYER_MODEL))
254 hitplayer = true; // this impact damaged a player
257 if(DEATH_ISVEHICLE(w_deathtype))
259 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
260 if(trace_plane_normal != '0 0 0')
261 w_backoff = trace_plane_normal;
263 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
265 setorigin(this, w_org + w_backoff * 2); // for sound() calls
267 switch(DEATH_ENT(w_deathtype))
273 case DEATH_VH_SPID_MINIGUN:
274 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
275 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
277 case DEATH_VH_SPID_ROCKET:
278 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
279 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
281 case DEATH_VH_SPID_DEATH:
282 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
283 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
286 case DEATH_VH_WAKI_GUN:
287 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
288 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
290 case DEATH_VH_WAKI_ROCKET:
291 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
292 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
294 case DEATH_VH_WAKI_DEATH:
295 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
296 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
299 case DEATH_VH_RAPT_CANNON:
300 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
301 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
303 case DEATH_VH_RAPT_FRAGMENT:
306 for(i = 1; i < 4; ++i)
308 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
309 ang = vectoangles(vel);
310 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
312 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
313 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
315 case DEATH_VH_RAPT_BOMB:
316 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
317 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
319 case DEATH_VH_RAPT_DEATH:
320 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
321 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
323 case DEATH_VH_BUMB_GUN:
324 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
325 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
331 if(DEATH_ISTURRET(w_deathtype))
333 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
334 if(trace_plane_normal != '0 0 0')
335 w_backoff = trace_plane_normal;
337 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
339 setorigin(this, w_org + w_backoff * 2); // for sound() calls
341 switch(DEATH_ENT(w_deathtype))
343 case DEATH_TURRET_EWHEEL:
344 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
345 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
348 case DEATH_TURRET_FLAC:
349 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
350 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
353 case DEATH_TURRET_MLRS:
354 case DEATH_TURRET_HK:
355 case DEATH_TURRET_WALK_ROCKET:
356 case DEATH_TURRET_HELLION:
357 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
358 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
361 case DEATH_TURRET_MACHINEGUN:
362 case DEATH_TURRET_WALK_GUN:
363 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
364 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
367 case DEATH_TURRET_PLASMA:
368 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
369 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
372 case DEATH_TURRET_WALK_MELEE:
373 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
374 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
377 case DEATH_TURRET_PHASER:
380 case DEATH_TURRET_TESLA:
381 te_smallflash(this.origin);
387 MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
389 // TODO spawn particle effects and sounds based on w_deathtype
390 if(!DEATH_ISSPECIAL(w_deathtype))
391 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
393 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
394 w_random = prandom();
396 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
397 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
398 w_backoff = trace_plane_normal;
400 w_backoff = -1 * normalize(force);
401 setorigin(this, w_org + w_backoff * 2); // for sound() calls
403 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
405 if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
406 hitwep.wr_impacteffect(hitwep, this);