2 REGISTER_NET_TEMP(net_gibsplash)
8 bool Violence_GibSplash_SendEntity(entity this, entity to, int sf)
10 int channel = MSG_ONE;
12 WriteHeader(channel, net_gibsplash);
13 WriteByte(channel, this.state); // actually type
14 WriteByte(channel, bound(1, this.cnt * 16, 255)); // gibbage amount multiplier
15 WriteShort(channel, floor(this.origin.x / 4)); // not using a coord here, as gibs don't need this accuracy
16 WriteShort(channel, floor(this.origin.y / 4)); // not using a coord here, as gibs don't need this accuracy
17 WriteShort(channel, floor(this.origin.z / 4)); // not using a coord here, as gibs don't need this accuracy
18 WriteShort(channel, this.oldorigin.x); // acrually compressed velocity
22 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
24 if(g_cts) // no gibs in CTS
27 entity e = new(gibsplash);
29 e.state = type; // should stay smaller than 15
30 if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
31 e.state |= 0x40; // "silence" bit
32 e.state |= 8 * self.species; // gib type, ranges from 0 to 15
34 // if this is a copied dead body, send the num of its player instead
35 // TODO: remove this field, read from model txt files
36 if(self.classname == "body")
37 e.team = num_for_edict(self.enemy);
39 e.team = num_for_edict(self);
44 e.oldorigin_x = compressShortVector(e.velocity);
46 entity cl; FOR_EACH_REALCLIENT(cl) Violence_GibSplash_SendEntity(e, cl, 0);
50 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
52 Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
62 #include "../common/movetypes/movetypes.qh"
74 string species_prefix(int specnum);
76 void Gib_setmodel(entity gib, string mdlname, int specnum)
80 case SPECIES_ROBOT_RUSTY:
81 case SPECIES_ROBOT_SHINY:
82 case SPECIES_ROBOT_SOLID:
83 if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")
85 if(mdlname == "models/gibs/bloodyskull.md3")
86 setmodel(gib, MDL_GIB_ROBO);
88 setmodel(gib, MDL_GIB_ROBO_RANDOM());
89 if(specnum == SPECIES_ROBOT_SHINY)
92 gib.colormod = '2 2 2';
98 _setmodel(gib, mdlname);
104 void new_te_bloodshower (int ef, vector org, float explosionspeed, int howmany)
107 pmod = autocvar_cl_particles_quality;
108 for (i = 0; i < 50 * pmod; ++i)
109 __pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
112 void SUB_RemoveOnNoImpact()
114 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
120 // TODO maybe bounce of walls, make more gibs, etc.
122 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
129 sound(self, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
130 __pointparticles(_particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
135 void Gib_Draw(entity this)
138 oldorg = self.origin;
140 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
144 if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
145 // TODO somehow make it spray in a direction dependent on self.angles
146 __trailparticles(self, _particleeffectnum(strcat(species_prefix(self.cnt), EFFECT_TR_SLIGHTBLOOD.eent_eff_name)), oldorg, self.origin);
148 __trailparticles(self, _particleeffectnum(strcat(species_prefix(self.cnt), EFFECT_TR_BLOOD.eent_eff_name)), oldorg, self.origin);
150 self.renderflags = 0;
152 // make gibs die faster at low view quality
153 // if view_quality is 0.5, we want to have them die twice as fast
154 self.nextthink -= frametime * (1 / bound(0.01, view_quality, 1.00) - 1);
156 self.alpha = bound(0, self.nextthink - time, 1);
158 if(self.alpha < ALPHA_MIN_VISIBLE)
165 void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, int specnum, bool destroyontouch, bool issilent)
169 // TODO remove some gibs according to cl_nogibs
170 gib = RubbleNew("gib");
171 gib.move_movetype = MOVETYPE_BOUNCE;
173 gib.solid = SOLID_CORPSE;
175 gib.silent = issilent;
176 Gib_setmodel(gib, mdlname, specnum);
178 setsize (gib, '-8 -8 -8', '8 8 8');
182 gib.move_touch = Gib_Touch;
184 gib.move_touch = SUB_RemoveOnNoImpact;
186 // don't spawn gibs inside solid - just don't
189 tracebox(safeorg, gib.mins, gib.maxs, org, MOVE_NOMONSTERS, gib);
193 gib.move_origin = org;
195 gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
196 gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
197 gib.move_time = time;
198 gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
200 gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
201 gib.drawmask = MASK_NORMAL;
203 RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
206 NET_HANDLE(net_gibsplash, bool isNew)
208 Net_Accept(net_gibsplash);
210 string gentle_prefix = "morphed_";
212 int type = ReadByte(); // gibbage type
213 int amount = ReadByte() / 16.0; // gibbage amount
215 org.x = ReadShort() * 4 + 2;
216 org.y = ReadShort() * 4 + 2;
217 org.z = ReadShort() * 4 + 2;
218 vector vel = decompressShortVector(ReadShort());
222 float cl_gentle_gibs = autocvar_cl_gentle_gibs;
223 if(cl_gentle_gibs || autocvar_cl_gentle)
224 type |= 0x80; // set gentle bit
228 if(cl_gentle_gibs == 2)
230 else if(cl_gentle_gibs == 3)
231 gentle_prefix = "happy_";
233 else if(autocvar_cl_particlegibs)
236 gentle_prefix = "particlegibs_";
239 if (!(cl_gentle_gibs || autocvar_cl_gentle))
240 amount *= 1 - autocvar_cl_nogibs;
245 if(amount <= 0 || !isNew)
248 setorigin(this, org); // for the sounds
250 int specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
251 bool issilent = (type & 0x40);
252 type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
253 string specstr = species_prefix(specnum);
259 sound (this, CH_PAIN, SND_GIB, VOL_BASE, ATTEN_NORM);
261 if(prandom() < amount)
262 TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent);
263 new_te_bloodshower(_particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
264 if(prandom() < amount)
265 TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
267 for(int c = 0; c < amount; ++c)
269 int randomvalue = amount - c;
271 if(prandom() < randomvalue)
272 TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
273 if(prandom() < randomvalue)
274 TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
275 if(prandom() < randomvalue)
276 TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
277 if(prandom() < randomvalue)
278 TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
279 if(prandom() < randomvalue)
280 TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
281 if(prandom() < randomvalue)
282 TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
284 // these splat on impact
285 if(prandom() < randomvalue)
286 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
287 if(prandom() < randomvalue)
288 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
289 if(prandom() < randomvalue)
290 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
291 if(prandom() < randomvalue)
292 TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
296 __pointparticles(_particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
299 if(prandom() < amount)
300 TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
303 __pointparticles(_particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
306 __pointparticles(_particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
309 // no gibs in gentle mode, sorry