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?
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);
}
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;