]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index bd4426c3aaa68e30ad4705208bf04fbcb2d81b42..bdaeef0a53d19d3ed48ae81cf3468b560350ffb4 100644 (file)
@@ -14,10 +14,11 @@ float Damage_DamageInfo_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
        WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
        WriteShort(MSG_ENTITY, self.oldorigin_x);
+       WriteByte(MSG_ENTITY, self.species);
        return TRUE;
 }
 
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
+void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
 {
        // TODO maybe call this from non-edgedamage too?
        // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
@@ -35,8 +36,8 @@ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad
        e.dmg_radius = rad;
        e.dmg_force = vlen(force);
        e.velocity = force;
-
        e.oldorigin_x = compressShortVector(e.velocity);
+       e.species = bloodtype;
 
        Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
 }
@@ -996,9 +997,9 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e
                else
                        force = normalize(force);
                if(forceintensity >= 0)
-                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
+                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
                else
-                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
+                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
        }
 
        stat_damagedone = 0;