1 #include "damageeffects.qh"
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
7 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
10 WriteShort(MSG_ENTITY, this.projectiledeathtype);
11 WriteCoord(MSG_ENTITY, floor(this.origin.x));
12 WriteCoord(MSG_ENTITY, floor(this.origin.y));
13 WriteCoord(MSG_ENTITY, floor(this.origin.z));
14 WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
15 WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
16 WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
17 WriteShort(MSG_ENTITY, this.oldorigin.x);
18 WriteByte(MSG_ENTITY, this.species);
22 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
24 // TODO maybe call this from non-edgedamage too?
25 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
29 if(!sound_allowed(MSG_BROADCAST, dmgowner))
34 e.projectiledeathtype = deathtype;
36 e.dmg_edge = edgedamage;
38 e.dmg_force = vlen(force);
40 e.oldorigin_x = compressShortVector(e.velocity);
41 e.species = bloodtype;
43 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
50 /** number of effects which currently are attached to a player */
59 void DamageEffect_Think(entity this)
61 // if particle distribution is enabled, slow ticrate by total number of damages
62 if(autocvar_cl_damageeffect_distribute)
63 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
65 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
67 if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
69 // time is up or the player got gibbed / disconnected
70 this.owner.total_damages = max(0, this.owner.total_damages - 1);
74 if(this.state && !this.owner.csqcmodel_isdead)
76 // if the player was dead but is now alive, it means he respawned
77 // if so, clear his damage effects, or damages from his dead body will be copied back
78 this.owner.total_damages = max(0, this.owner.total_damages - 1);
82 this.state = this.owner.csqcmodel_isdead;
83 if(this.owner.isplayermodel && (this.owner.entnum == player_localentnum) && !autocvar_chase_active)
84 return; // if we aren't using a third person camera, hide our own effects
86 // now generate the particles
88 org = gettaginfo(this, 0); // origin at attached location
89 __pointparticles(this.team, org, '0 0 0', 1);
92 string species_prefix(int specnum)
96 case SPECIES_HUMAN: return "";
97 case SPECIES_ALIEN: return "alien_";
98 case SPECIES_ROBOT_SHINY: return "robot_";
99 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
100 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
101 case SPECIES_ANIMAL: return "animal_";
102 case SPECIES_RESERVED: return "reserved_";
107 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
109 // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
113 string specstr, effectname;
116 if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
118 if(!this || !this.modelindex || !this.drawmask)
121 // if this is a rigged mesh, the effect will show on the bone where damage was dealt
122 // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
123 // if there's no skeleton, object origin will automatically be selected
127 continue; // skip empty bones
128 // blacklist bones positioned outside the mesh, or the effect will be floating
129 // TODO: Do we have to do it this way? Why do these bones exist at all?
130 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
131 continue; // player model bone blacklist
133 // now choose the bone closest to impact origin
134 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
135 nearestbone = tagnum;
137 gettaginfo(this, nearestbone); // set gettaginfo_name
139 // return if we reached our damage effect limit or damages are disabled
140 // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
143 if(this.total_damages >= autocvar_cl_damageeffect_bones)
144 return; // allow multiple damages on skeletal models
148 if(autocvar_cl_damageeffect < 2 || this.total_damages)
149 return; // allow a single damage on non-skeletal models
152 life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
154 effectname = DEATH_WEAPONOF(type).netname;
156 if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
158 if(this.isplayermodel)
160 specstr = species_prefix(specnum);
161 specstr = substring(specstr, 0, strlen(specstr) - 1);
162 effectname = strreplace("BLOOD", specstr, effectname);
164 else { return; } // objects don't bleed
168 setmodel(e, MDL_Null); // necessary to attach and read origin
169 setattachment(e, this, gettaginfo_name); // attach to the given bone
172 e.team = _particleeffectnum(effectname);
173 setthink(e, DamageEffect_Think);
175 this.total_damages += 1;
178 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
180 const float ATTEN_LOW = 0.2;
181 float thedamage, rad, edge, thisdmg;
182 bool hitplayer = false;
183 int species, forcemul;
184 vector force, thisforce;
186 w_deathtype = ReadShort();
187 w_issilent = (w_deathtype & 0x8000);
188 w_deathtype = (w_deathtype & 0x7FFF);
190 w_org.x = ReadCoord();
191 w_org.y = ReadCoord();
192 w_org.z = ReadCoord();
194 thedamage = ReadByte();
197 force = decompressShortVector(ReadShort());
198 species = ReadByte();
213 FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
214 vector nearest = NearestPointOnBox(it, w_org);
217 thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
224 thisdmg = thedamage + (edge - thedamage) * thisdmg;
225 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
230 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
235 if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
239 thisforce = forcemul * force;
242 if(it.damageforcescale)
243 if(vdist(thisforce, !=, 0))
245 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
253 it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
255 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
258 hitplayer = true; // this impact damaged a player
261 if(DEATH_ISVEHICLE(w_deathtype))
263 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
264 if(trace_plane_normal != '0 0 0')
265 w_backoff = trace_plane_normal;
267 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
269 setorigin(this, w_org + w_backoff * 2); // for sound() calls
271 switch(DEATH_ENT(w_deathtype))
277 case DEATH_VH_SPID_MINIGUN:
278 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
279 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
281 case DEATH_VH_SPID_ROCKET:
282 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
283 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
285 case DEATH_VH_SPID_DEATH:
286 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
287 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
290 case DEATH_VH_WAKI_GUN:
291 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
292 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
294 case DEATH_VH_WAKI_ROCKET:
295 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
296 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
298 case DEATH_VH_WAKI_DEATH:
299 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
300 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
303 case DEATH_VH_RAPT_CANNON:
304 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
305 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
307 case DEATH_VH_RAPT_FRAGMENT:
310 for(i = 1; i < 4; ++i)
312 vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
313 ang = vectoangles(vel);
314 RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
316 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
317 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
319 case DEATH_VH_RAPT_BOMB:
320 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
321 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
323 case DEATH_VH_RAPT_DEATH:
324 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
325 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
327 case DEATH_VH_BUMB_GUN:
328 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
329 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
335 if(DEATH_ISTURRET(w_deathtype))
337 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
338 if(trace_plane_normal != '0 0 0')
339 w_backoff = trace_plane_normal;
341 w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
343 setorigin(this, w_org + w_backoff * 2); // for sound() calls
345 switch(DEATH_ENT(w_deathtype))
347 case DEATH_TURRET_EWHEEL:
348 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
349 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
352 case DEATH_TURRET_FLAC:
353 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
354 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
357 case DEATH_TURRET_MLRS:
358 case DEATH_TURRET_HK:
359 case DEATH_TURRET_WALK_ROCKET:
360 case DEATH_TURRET_HELLION:
361 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
362 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
365 case DEATH_TURRET_MACHINEGUN:
366 case DEATH_TURRET_WALK_GUN:
367 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
368 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
371 case DEATH_TURRET_PLASMA:
372 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
373 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
376 case DEATH_TURRET_WALK_MELEE:
377 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
378 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
381 case DEATH_TURRET_PHASER:
384 case DEATH_TURRET_TESLA:
385 te_smallflash(this.origin);
391 MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
393 // TODO spawn particle effects and sounds based on w_deathtype
394 if(!DEATH_ISSPECIAL(w_deathtype))
395 if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
397 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
398 w_random = prandom();
400 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
401 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
402 w_backoff = trace_plane_normal;
404 w_backoff = -1 * normalize(force);
405 setorigin(this, w_org + w_backoff * 2); // for sound() calls
407 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
409 if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
410 hitwep.wr_impacteffect(hitwep, this);