if(time >= self.cnt || !self.owner || !self.owner.modelindex || !self.owner.drawmask)
{
// time is up or the player got gibbed / disconnected
- self.owner.total_damages -= 1;
+ self.owner.total_damages = max(0, self.owner.total_damages - 1);
remove(self);
return;
}
{
// if the player was dead but is now alive, it means he respawned
// if so, clear his damage effects, or damages from his dead body will be copied back
- self.owner.total_damages -= 1;
+ self.owner.total_damages = max(0, self.owner.total_damages - 1);
remove(self);
return;
}
self.state = self.owner.csqcmodel_isdead;
+#ifdef COMPAT_XON050_ENGINE
if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
+#else
+ if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
+#endif
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
// particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
float life, nearestbone;
- string specstr, effectnum;
+ string specstr, effectname;
entity e;
- if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
+ if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
if(!self || !self.modelindex || !self.drawmask)
return;
// if there's no skeleton, object origin will automatically be selected
FOR_EACH_TAG(self)
{
+ if(!tagnum)
+ continue; // skip empty bones
// blacklist bones positioned outside the mesh, or the effect will be floating
// TODO: Do we have to do it this way? Why do these bones exist at all?
if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
continue; // player model bone blacklist
- if(gettaginfo_name == "")
- continue; // skip empty bones
// now choose the bone closest to impact origin
- if(!nearestbone || vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
+ if(vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))
nearestbone = tagnum;
}
gettaginfo(self, nearestbone); // set gettaginfo_name
// return if we reached our damage effect limit or damages are disabled
+ // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
if(nearestbone)
{
- if(autocvar_cl_damageeffect < 1 || self.total_damages >= autocvar_cl_damageeffect_bones)
+ if(self.total_damages >= autocvar_cl_damageeffect_bones)
return; // allow multiple damages on skeletal models
}
else
type = DEATH_WEAPONOF(type);
e = get_weaponinfo(type);
- effectnum = strcat("damage_", e.netname);
+ effectname = strcat("damage_", e.netname);
// if damage was dealt with a bullet weapon, our effect is blood
// since blood is species dependent, include the species tag
{
if(self.isplayermodel)
{
- effectnum = strcat(effectnum, "_", specstr);
- effectnum = substring(effectnum, 0, strlen(effectnum) - 1); // remove the _ symbol at the end of the species tag
+ effectname = strcat(effectname, "_", specstr);
+ effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag
}
else
return; // objects don't bleed
e.classname = "damage";
e.owner = self;
e.cnt = time + life;
- e.team = particleeffectnum(effectnum);
+ e.team = particleeffectnum(effectname);
e.think = DamageEffect_Think;
e.nextthink = time;
self.total_damages += 1;